Editor Overview

The Editor is where all your project data comes together into a finished map. Learn how it is laid out, how to navigate the viewport, and how data flows from layers to export.

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.

Navigating the viewport

Hold the right mouse button and drag to orbit the camera. Use W/A/S/D to move forward, left, backward, and right. Q and E move the camera up and down. Hold the sprint modifier (Shift by default) to move faster.

The View Wheel gives quick access to preset camera angles. Hold the configured key and drag the mouse toward the view you want — top-down, isometric, or cardinal directions.

First-person view switches to a ground-level camera locked at human height, useful for checking scale and object placement. Toggle it with the P key by default or the first-person button in the toolbox.

Navigation speed can be adjusted from the tool settings tray while the Navigate tool is active.

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.