Open a map or mission
A map is the scenery of a destination. A mission adds its authored content on top of a map: spawns, squads, triggers, effects, lights and objects. Studio opens both in the Scene tab of the Workspace.
Open a map
- In the Asset browser, open the Maps tab.
- Type part of the name or the tag in Find map.
- Click the map.
The loading screen stays until the scene’s geometry, materials, textures and shaders are ready. The camera starts 1.7 m above the player spawn, looking 10 m ahead along the spawn’s heading. Choosing the map that is already open does not reload it.
Hover a map row to see its bubble count and tag. Use the camera shows how to jump to another spawn.
Open a mission
- In the Asset browser, open the Missions tab.
- Type part of the name or the tag in Find mission.
- Click the mission.
- If the Choose mission map list opens, click the map to use.
With a map open, the list shows only that map’s missions. With no map open, it shows every mission. The Choose mission map list opens only for a mission that uses several maps. A mission that names no map cannot be opened.
The map scenery stays, and the mission’s content is added. The Mission tab appears. In a mission, the camera prefers a spawn in a package-enabled state. Choosing the mission that is already open does not reload it.
Open an asset while a map is open
- Open the asset from the Assets tab, the Inspector or the Related page.
The asset opens in the world’s Asset tab. The map stays loaded.
Close the map
- Choose File > Close world.
Show a map or a mission layer
A mission scene has two layers: the map and the mission.
- In the Scene tab, untick Map to hide the map scenery, or Mission to hide the mission content.
Nothing is unloaded. Tick the box again to show it.
Choose which mission states to preview
A mission’s bubbles each hold several authored states. Studio can preview all of them, the ones the package enables, or the ones you pick. This is a preview of authored data. It does not run the mission.
- Open the Mission tab.
- In Preview states, choose All authored states, Package-enabled states or Selected states.
- For Selected states, open each bubble and choose a State.
- Press Apply states.
The scene reloads with that choice. Apply states is available only after the choice changes.
Inspect mission content
- Open the Mission tab.
- Open a bubble, then a state, then a group such as Spawns or Squads.
- Click a row to select the object in the scene. Double-click to frame it.
State details selects the state itself. Open source opens the asset that defines it. Content no state owns is under Shared content and Shared mission objects.
Show or hide bubbles
- In the Scene tab, open Bubbles.
- Untick a bubble to hide it.
Show all in the same list shows every bubble again. In the Mission tab, each bubble has a Visible checkbox and an Only this bubble button.
Choose map layers
A mission loads only the map layers it uses, so an edit targets the copy the game draws. This list replaces that choice. It appears only when the map has authored layers.
- Open the Report tab.
- Open Authored map layers.
- Tick the layers you want.
- Press Apply map layers.
Show or hide kinds of content
- In the Scene tab, open Layers.
- Tick or untick Box and Content for each kind.
Box shows the placement boxes. Content shows what the placements draw: the model for Objects, the trigger shape for Volumes, and the particles for Effects. Spawns, squads, lights and transitions have boxes only. Transition, squad, effect and light boxes start hidden. Selecting a hidden object shows its layer and bubble again.
Inactive parts shows parts that the initial state disables. The Collision row is covered in Edit collision.
Change the environment
- Open the Report tab.
- Use the controls under Environment. The section starts open.
| control | effect |
|---|---|
| Time of day | sets the time of day of the sky, from 0 to 1; a map opens at its own start time until you move it |
| Backdrop | Follow cursor, Fixed bubble or All bubbles |
| Sky bubble | the bubble whose sky to use with Fixed bubble |
| Auto exposure | adjusts brightness on its own |
| Exposure | sets brightness by hand when Auto exposure is off |
Read the reports
The Report tab lists object counts, the naming coverage under Names, decoding problems under Load report, the collision load under Collision, and shader coverage under Shader report.