Editor Overview
Open a project, understand every header control and dockable window, arrange the workspace, move through the 3D map, and follow a safe editing order.
On this page
Open the Editor
Open Projects, choose a project, and select Open in Editor on its detail page. The Editor opens the same project in a separate browser tab. The breadcrumb in the upper left identifies its team, workspace, and project; check it before changing anything.
Wait for the terrain and panels to finish loading. If the project has completed source assets that are not layers yet, the import prompt appears. Importing is explained in Importing and Reimporting Layers.
A Viewer sees a Read-only badge. A read-only session can move the camera, change visibility, inspect layers and features, and arrange local windows, but cannot save project edits.
Editing controls in the header
New Layer opens the layer creator for an editable raster template, marker layer, or game-specific gameplay-zone layer available to this project. Undo and Redo step through supported edits made in the current session. Their disabled state means there is no available step in that direction.
A game checklist can appear beside the main controls. Open it for a guided sequence tailored to the project game. Checklist progress is guidance stored for this browser; it does not validate or change the export.
Integrations opens model-generation features when the provider setup and free team storage allow them. Select the required feature before starting an integration. Windows and buttons contains separate menus for docked-window visibility and header-button visibility. New Layer, Undo, Redo, and Windows and buttons remain fixed; every other icon button can be hidden and restored.
Project, layout, and help controls
The connection indicator shows whether the Editor can reach the MapToPlay service. Open it when loads or saves appear stuck. Reimport lists current source assets that can replace imported layer baselines; treat it as a deliberate replacement operation, not a refresh.
Layout unlocks, edits, compacts, saves, loads, and resets the arrangement of docked windows. Editor settings controls viewport quality, the high-quality terrain tile window, and the length and area units used by Selected Object. Appearance controls interface theme and the local sky, light, haze, fog, shadow, and exposure preview. Hotkeys opens the complete shortcut editor. Refresh reloads current project data.
Do not use Refresh or close the tab to hide an unresolved save error. Read the status message, retry if offered, and confirm saving has recovered first.
Docked windows
Open Windows and buttons in the header, choose Windows, and turn panels on or off. Choose Buttons to hide or restore optional header actions. Hold and drag a visible optional header button to change its order. Toolbox selects the active tool. View Options toggles grid, snapping, vectors, textures, models, connections, bounds, camera modes, and highlighting. Layers manages layer visibility and layer-level actions. Objects browses vector categories and individual features.
History lists supported changes. Collections assigns game assets and presets. Minimap shows the project from above, including the camera and highlighted object. A closed panel is hidden, not deleted; reopen it from Windows and buttons.
Arrange and save layouts
Open Layout and enable Unlock Layout when panels need to be dragged or resized. Enable Edit Layout to expose layout editing behavior, then drag a panel tab or boundary to the desired dock position and size. Compact view reduces panel spacing for smaller displays.
While a docked panel is being dragged, the docked windows stay still and an outlined frame marks the space the dragged panel will occupy if you release the button. Drag near an edge of a panel to split that space, or toward the middle to join the panel as a tab. After a split, the dragged panel keeps its previous thickness and unrelated dock rows and columns keep their sizes; only the panel beside the old or new position must give or take space, with the viewport doing so when it shares that split. In Edit Layout, the Toolbox and View Options tabs carry three buttons: Edit buttons, alignment, and row/column direction. Turn on Edit buttons to reveal every toolbar item and its eye control, hide or restore individual items, and hold-drag an item into a new order. Hidden items disappear again when button editing ends.
Enable Show grid in Layout to draw a measured grid over the viewport. It is off by default and works in any mode, so it doubles as an alignment reference for vectors and placements, not only for arranging windows. Windows that float above the viewport, such as Selected Object and the tool settings, snap to the grid while being moved and resized, including where they meet the viewport edge. They stay inside the viewport while docked windows are rearranged and whenever the browser window changes size. Each carries a sizing button in its header that keeps the window fitted to its contents; turn it off to hold a size of your own.
The Notifications window has a circular duration control for choosing 1, 3, 5, or 10 seconds. This timing and the Selected Object unit choices are local to your browser.
Choose Manage Layouts to name and save the current arrangement, including optional header-button and Toolbox/View Options visibility and order; load a saved layout, set one as the default, or delete an unwanted saved layout. Layout names can contain up to 80 characters, and the number of cloud-saved layouts depends on the active tier. Choose Reset to default to restore the standard workspace and button arrangement.
Panel arrangement, visibility, and many visual preferences do not alter exported map content. This makes it safe for collaborators to use different layouts while editing the same project.
Move through the viewport
Choose Navigate in Toolbox before exploring. Drag to look or orbit according to the current camera mode, use the movement keys shown in Hotkeys, and use the wheel to move or zoom. Open the tool settings flyout beside Toolbox to change Navigation speed from precise movement to fast travel.
Top-Down is best for tracing, painting, comparing boundaries, and selecting dense features. First person is best for checking slopes, clearances, road furniture, and scene scale. Viewport focus collapses every docked panel so the map fills the workspace; choose Exit viewport focus at the top of the viewport, or press its shortcut again, to bring the panels back exactly as they were.
Use Minimap to recover your position on a large project. The camera marker shows the viewed area, and the highlighted object marker helps locate a selected feature away from the current camera.
Recommended editing order
Persistent operations can follow later geometry changes, while one-shot terrain or raster operations have already written a result. Correct the source early to avoid repeating derived work.
- 1. Import the selected terrain, vectors, and reference rasters.
- 2. Correct source vector geometry and categories before deriving other work from it.
- 3. Apply terrain operations such as Plateau, Blur, Depth, Grade, and Roadbed in the intended game workflow.
- 4. Configure vector and raster modifiers, then inspect their complete affected area.
- 5. Assign collections, road profiles, road junction details, object distributions, and game-specific placements.
- 6. Review bounds, seams, roads, water, buildings, markers, and gameplay objects from above and near ground level.
- 7. Confirm saving is healthy, then return to the project page and create a new export.