Layers, Objects, Bounds, and Minimap

Manage terrain, vector, raster, marker, gameplay, and bounds layers; find individual objects; and locate work on the minimap.

Use the Layers window

Open Windows -> Layers. Each row identifies a layer and provides visibility plus the actions supported by that layer type. Select a row to make it the target for tools, modifiers, or collections. Hide reference layers that obscure the data you are checking.

Terrain layers hold source and working elevation. Vector layers contain categorized points, lines, and polygons. Raster layers contain imagery or editable indexed/continuous values. Marker and gameplay-zone layers hold game-specific point objects. Bounds is a special project boundary view rather than imported source data.

Create a layer

Select New Layer in the Editor header. Choose Raster for one of the templates available to the project, Marker for a general marker layer, or Gameplay Zones when the selected game provides those presets. Enter the layer name when requested and create it.

Raster templates state whether they use 8-bit indexed values or 8-bit grayscale. Choose the exact game template—such as a mud, wetness, foliage, or distribution control—because its labels and export meaning are not interchangeable.

Browse categories and features in Objects

Open Windows -> Objects after selecting a vector layer. Expand a category to see its paged feature list. Click a category to target all compatible features or click an item to select and focus one feature in the viewport.

Category and object controls open Attributes and Modifiers where supported. Attribute counts show how much source information a feature carries; modifier counts show attached operations. Use page controls rather than changing visibility when the category contains more items than one list page.

Edit feature attributes and categories

Select a vector feature and open Attributes from Objects or the feature context menu. Review imported tags and user-editable values, correct the fields required by the current game workflow, and save. Attributes can drive classification, rasterization, export naming, and game-specific behavior.

Move a feature to another category only when its meaning is wrong, not merely to change its color. Category changes can alter modifiers, collection assignment, and exported material or object behavior inherited from that category.

Use project bounds

Turn Bounds on in View Options and open its controls from Layers when available. The full selection, playable area, background, and transition roles come from project creation and game requirements. Use them to check what will be included and where blending or clipping should occur.

Cut by bounds can trim points, lines, and polygons to a chosen boundary with an optional inward border. Review all four sides after applying it; changing a boundary or clipping source data is a content change, not a visual crop.

Use Minimap

Open Windows -> Minimap for a top-down project overview. The camera marker shows your current position and orientation. A highlighted-object marker appears when the current selection can be located.

Use the minimap to jump back to the playable area or find remote geometry. Middle-button interaction pans the minimap view where supported. Minimap is a navigation aid and does not add a layer or change export bounds.