Gameplay Start, Recovery, and Roads

Place the RoadCraft start and recovery objects, then use road Buffer state to choose Ready Roads or Road Plan baselines.

Choose the road result with Buffer

A RoadCraft road line with a positive Buffer radius is a Ready Road. Export paints its mapped asphalt, gravel, or ground material and adds the matching editable native road overlay. The radius is half of the painted road width.

An unbuffered road line is a Road Plan baseline. Export leaves the terrain material unchanged along that line and adds a native Road Plan with an editable spline plus generated runtime points, lanes, zones, and domains. Ready Roads are clipped to the exported terrain boundary. Road Plans stop 40 native RoadCraft metres inside it so their terminal gameplay zones stay on playable terrain; a plan that does not reach this safe interior is omitted. There is no separate Road Use setting to keep in sync.

Buffer state alone chooses the result. Check it again after changing road geometry or category assignments; there is no separate Road Use setting to update.

Create the Gameplay Zones layer

In Layers, choose +, select Gameplay Zones, and create the layer. Open Collections → Gameplay Zones. RoadCraft provides exactly two built-in presets: Start Spawn and Recovery Point.

Select Start Spawn and click clear, firm terrain near a usable exit. Only one can exist. Use the Transform tool to move and rotate its 20 × 12 meter footprint; the four spawn slots follow that heading.

Add and configure Recovery Points

Select Recovery Point in the same collection and click to place it. One or more recovery points may be used. Open the placed object from Objects → Attributes to edit its Recovery target name and Radius.

The circle shown in the viewport follows the saved Radius. Keep it on firm terrain, leave enough room for vehicles, and inspect its relationship to roads, water, buildings, and the Start Spawn before export.

Review gameplay setup before export

Export grounds all four Start Spawn slots independently on the current terrain and writes Recovery Points, Ready Road overlays, and already-generated Road Plans into the source scene. The source-kit diagnostics record the generated actors and their positions.

In the Editor, inspect Start Spawn heading and clearance, every Recovery Point target name and radius, all Ready Road widths, and every unbuffered line intended to become a Road Plan. Wait for those changes to save, then follow Export and Integration Studio for the source-kit handoff and its native gameplay review.

A map without a valid Start Spawn is not a usable gameplay handoff. Export can still create an archive, so review this deliberately rather than treating export success as proof of playability.