Viewport, Appearance, and Layout Settings

Choose a viewport preset, tune terrain and object detail, configure the local environment, and know which preferences affect only your view.

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Choose a viewport preset

Open Editor settings in the header. Choose Performance for the lightest rendering, Balanced for ordinary editing, or Quality for the richest preview. A preset changes several terrain, texture, model, dense-mesh, lighting, and atmosphere choices together.

Start with Balanced. Switch to Performance when navigation stutters or the browser approaches its graphics-memory limit. Switch to Quality for close inspection or screenshots after the editing workflow is stable. These presets change the preview, not export detail.

Set the HQ tile window

HQ tile window controls how many native-resolution terrain tiles stay sharp around the camera. Choose 1 × 1, 3 × 3, 5 × 5, 7 × 7, 9 × 9, or Full. Full keeps native-resolution terrain sharp across the whole map instead of moving a smaller window with the camera.

The 9 × 9 and Full choices can use substantially more graphics memory and take longer to finish loading. Use them for screenshots or recorded passes on capable hardware, wait for the terrain to sharpen before starting a Preview orbit, and reduce the setting if navigation lags or the tab becomes unstable.

Play a preview orbit

Preview orbit circles the camera around the centre of the map from wherever it currently stands, which is useful for reviewing a finished area or recording a turntable pass. Select Preview orbit in View Options or press I by default to start or stop a pass, and open its settings flyout for the controls below. Position the camera first: it has to be away from the map centre, and its current height and distance become the orbit.

Choose Play to start. Direction sets clockwise or counter-clockwise, Rotations sets how many full turns to make, Seconds per rotation sets the pace, and Start delay gives you time to begin a screen recording before the camera moves. The final frame matches the first. Choose Stop, or move the camera, to end the pass early.

Hold terrain detail during the pass is on by default. It stops high-resolution terrain tiles loading and unloading mid-rotation, which is what otherwise makes the ground flicker as the camera comes around. Turn it off when you would rather each part of the map sharpen as the camera reaches it.

Fine-tune View Options settings

Open the settings flyout beside View Options for the detailed preview controls. Grid size and line thickness adjust the ground grid; Snap to grid aligns Draw and Select node edits to its intersections while Grid is enabled. Vector line style changes line presentation, and vector visibility controls help keep features readable through terrain. Highlight offers Move camera, which is off by default and frames each newly selected single feature when enabled.

Texture quality and texture window balance raster sharpness against memory. Model draw distance and instance limit control how far and how many ordinary placed models render. Dense-mesh draw distance and limit do the same for high-volume geometry. Lower distance and limits when a collection-heavy scene becomes slow.

These are visibility limits only. A model that is outside the current draw distance is not deleted and can still export.

What every View Options button does

Click a button to toggle it. Open its adjacent settings flyout only when the option has extra controls. Pin the flyout when it should remain open or enable autohide when it should collapse after you move away.

  • Grid shows the ground reference grid. Its settings flyout sets Grid size from 1–100 meters and Line thickness from 0.5–4x. Snap to grid is off by default and can only be changed while Grid is enabled. Turn it on to place Draw nodes and move or insert Select nodes at the nearest grid intersection. Changing Grid size changes the snap spacing. Your choice is remembered; hiding Grid suspends grid snapping and showing it restores it.
  • Snap aligns compatible drawing and node moves to nearby feature nodes or line segments. Snap to grid works independently of Snap and takes priority while enabled, so nearby off-grid features do not pull nodes away from the grid. Turn off both snapping options to place nodes freely.
  • Preserve Connections keeps shared line junctions connected while their nodes are edited.
  • Vectors shows vector outlines and points. Its flyout offers Usual or Improved line style, Show through terrain or Terrain occludes, and the Vector window around the camera.
  • Textures shows imagery, mapped polygon ground textures, and editable raster overlays. Mapped polygon textures appear automatically when the Editor opens; you do not need to edit the feature first. Its flyout sets Texture quality and the Texture window.
  • Meshes shows ordinary placed 3D models. Its flyout sets Model draw distance and Instance limit.
  • Dense Meshes shows high-volume generated or distributed geometry. Its flyout sets Dense draw distance and Dense instance limit.
  • Connections shows vector network connection indicators used to inspect joined roads and lines.
  • Bounds shows the full, playable, background, and transition boundaries available to the project.
  • Preview orbit plays or stops a camera pass around the map. Its flyout sets direction, rotations, seconds per rotation, start delay, and whether terrain detail is held for the pass.
  • Viewport focus collapses the docked panels so only the map is on screen, and leaves an Exit viewport focus control in the viewport to restore them.
  • First person switches to a ground-level inspection camera.
  • Top-Down switches to a vertical map-editing camera.
  • Highlight places a beacon around one selected vector. Its Move camera setting is off by default; turn it on to frame each newly selected feature from a safe distance based on its size.

Set interface and environment appearance

Open Appearance in the header. Under Interface, choose Auto, Light, or Dark. Auto follows the system theme. This preference belongs to your browser and does not change collaborators’ layouts.

Under Environment, choose Solid, Gradient, or Atmosphere for Sky style and turn Shadows off or on. Pick a lighting preset such as Clear sky, Soft daylight, Golden hour, Sunset, or Hazy, or adjust the controls until the preset becomes Custom.

Time of day changes sun elevation, Sun direction rotates the light, Haze softens distant contrast, Distance fog limits far visibility, and Exposure changes overall brightness. Use Reset environment to restore the standard preview.

Environment appearance is a viewing aid. It does not set the game weather, time of day, sun, or exported lighting.

Layout and local preferences

Use Layout -> Compact view for a dense interface. Use Unlock Layout and Edit Layout to rearrange windows, then Manage Layouts to save the result or make it your default. Reset to default fixes a workspace that became difficult to use. Editor Overview covers arranging windows in detail.

Tool settings, hotkeys, panel state, environment, and many display choices are local to the browser. Project layers, geometry, terrain edits, modifiers, assignments, bounds, and placements are shared project data. History and Saving explains the difference in detail.