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 team tier and provider setup allow them. Select the required feature before starting an integration. Windows controls which docked panels are visible.
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 and the high-quality terrain tile window. 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 in the header and turn panels on or off. 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.
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.
Choose Manage Layouts to name and save the current arrangement, 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.
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.
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.