# \[2] Entity Editor

The Entity Editor is a robust toolset located within the Map Editor of the GEM RTS engine, specifically designed for effective management of entities on game maps. \
It integrates into the first tab of the Map Editor's side menu.

**Primary functions of the Entity Editor**:

* efficiently place and arrange various game entities such as buildings, objects of flora and environmental elements across the map;
* modify the placement and orientation of existing entities to fine-tune the map layout;
* configuring the properties of entities on the map.

**Switching to the Entity Editor can be done in two ways**

* Click on the tab icon in the side menu of the Map Editor.
* Press the '1' key on the keyboard.

<figure><img src="/files/TLYNBP7MoflPPkgOsytS" alt=""><figcaption><p>Entity Editor window</p></figcaption></figure>

## **Components of the Entity Editor window**&#x20;

### **List of object assets**

The main component of the Entity Editor window is the list of assets for placing entities on the map.

Assets are categorized into thematic folders to streamline the selection process and enhance workflow efficiency.

<table><thead><tr><th width="177">Name</th><th>Description</th></tr></thead><tbody><tr><td>-fauna</td><td>Animal unit assets</td></tr><tr><td>-human</td><td>Infantry unit assets. <br>Sorted by unit nationality and named according to the unit's role in the game.</td></tr><tr><td>-vehicle</td><td>Vehicle unit assets. <br>Sorted by types of military and civilian vehicles and named after real vehicles.</td></tr><tr><td>construction</td><td>Buildings and decor objects. <br>Assets are sorted into thematic categories.</td></tr><tr><td>flora</td><td>Flora objects: trees, bushes and grass.</td></tr><tr><td>fx</td><td>FX special effects assets. <br>Sorted into thematic folders. <br>Most are designed for in-game effects spawning and are not saved when placed on the map except for some effects from the common, smoke, and water folders.</td></tr><tr><td>humanskin</td><td>A technical folder with infantry unit skin models, which are the basis for assets in the -human folder.</td></tr><tr><td>inventory</td><td>A technical folder with inventory models.<br> Used for setting up unit inventory.</td></tr><tr><td>landscape</td><td>Assets for ground surface elements: stamps, stones, and slopes. Sorted into thematic folders.</td></tr><tr><td>particle</td><td>A technical folder with unit part assets used by the engine during gameplay.</td></tr><tr><td>service</td><td>A technical folder with service object assets used by the engine during gameplay.</td></tr></tbody></table>

The 'Search entity' field can be used to search for an asset in the list by its name or a specified mask.

{% hint style="warning" %}
Asset folders for units (-fauna, -human, -vehicle) are intended for placement on the map exclusively in the Mission Editor. An exception is the placement of units for the purpose of creating ambient elements of the map - corpses of infantry and destroyed vehicles.
{% endhint %}

{% hint style="info" %}
Assets from technical folders are necessary for the engine's operation and are not intended for placing entities on maps. An exception exists only for certain special effects and service object assets
{% endhint %}

### **Additional options in the Entity Editor**

* The **Clip camera position** ensures the camera behavior in the editor is the same as in the game
* The **Rotation lock angle** option locks the rotation of a selected entity on the map to the angle specified in the parameter field.

## **Placing entities on the map**

To place an entity:

* Select the desired asset from the Entity list.
* Click on the map where you want the entity to be placed, using the LMB.

<figure><img src="/files/68syr1j33x6D7YsWOzQT" alt=""><figcaption><p>Preview functionality</p></figcaption></figure>

### **Previewing entities**&#x20;

A preview of the entity from the asset is available. \
To preview an entity , select its name in the list and hover the mouse cursor over the map area.&#x20;

{% hint style="info" %}
Preview functionality is unavailable for entities containing structure
{% endhint %}

## **Selecting entities**&#x20;

An entity can be selected on the map in three ways.

1. Click the LMB on the visual center of the entity
2. Drag the selection frame using LMB
3. Use the console command "ed\_select name" to mass select based on names

## **Operations with selected entities**&#x20;

* Moved across the map by holding the right mouse button (RMB).
* Rotated around the object's center by holding the 'C' key and moving the mouse up/down.
* Tilted relative to the vertical axis by holding the 'X' key and rotating the mouse.
* Resized using the 'scale' modifier by holding the 'S' key and moving the mouse up/down.
* Moved along the vertical axis by holding the 'A' key and moving the mouse up/down.

| Action                             | Shortcut                      |
| ---------------------------------- | ----------------------------- |
| Move across the map                | Hold RMB                      |
| Rotate around the object's center  | Hold 'C' + Move Mouse Up/Down |
| Tilt relative to the vertical axis | Hold 'X' + Rotate Mouse       |
| Resize using the 'scale' modifier  | Hold 'S' + Move Mouse Up/Down |
| Move along the vertical axis       | Hold 'A' + Move Mouse Up/Down |

## **Entity properties window**&#x20;

The game entity properties window opens below the asset list window when an entity is selected on the map.


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