What the Editor is
The Editor is the live 3D environment where you work on a map project. It brings together all of a project's terrain, vector, and raster data into one viewport and gives you the tools to sculpt, edit, paint, and preview a map before generating an export.
Everything you do in the Editor — sculpting terrain, editing vector features, painting raster layers, placing objects — is stored in the project and persisted between sessions. You can open and close the Editor at any time without losing your work.
Layout
The Editor is arranged around a central viewport flanked by two side docks. The left dock holds the Layers panel and the Objects panel. The right dock holds the History panel and the Collections panel. The toolbox rail runs along the left edge of the viewport.
The Layers panel lists every layer in the project — terrain, vector, and raster — and lets you select, show, hide, reorder, and apply modifiers to them. Selecting a layer activates it for editing.
The Objects panel shows the contents of the active vector layer: its categories and the individual features within each one. Selecting an item here also selects it in the viewport, which is useful for navigating large datasets.
The viewport is the 3D view of the map. It renders the terrain mesh, vector overlays, placed objects, and raster imagery. Most editing happens directly inside the viewport with the active tool.
The toolbox rail lets you switch between tools and toggle visibility options. A tool settings tray slides out next to the rail when a brush-based tool is active.
The History panel records every action taken in the current session. Click any entry to restore the Editor state to that point. The panel also hosts the undo and redo buttons.
The Collections panel shows the content provided by the active collections for your project's target game — trees, buildings, electricity infrastructure, water surface types, and foliage. Switch between collection types using the icons at the top of the panel.
How data flows through the Editor
Project assets become layers when you import them. The Editor reads each layer's source asset and renders it in the viewport. Editing a layer does not modify the original source asset — the Editor stores its own state for each layer separately.
When you trigger an export, the Editor's current layer state (terrain edits, vector modifications, raster paint data) is used to generate the game-ready output files.