Organizing a map

Layers

The Outliner shows the map as a tree of layers, groups and objects. New objects go into the current layer, and clicking a layer makes it current. The eye hides an object or layer, the lock locks it.

For reference geometry that should never reach Godot, right click its layer and pick Toggle Omit From Export. Hiding is not enough, Godot still builds hidden objects.

Groups

Input Result
Ctrl+G, Ctrl+Shift+G Group, ungroup
Click Select the object inside the group
Double click Select the whole group

Duplicate Linked (Ctrl+Shift+D) makes a copy that stays in sync with its original, so fixing one window frame fixes all of them. A click on a linked group selects the whole group, since its copies are edited as one. Edit > Groups > Unlink Groups breaks the link when one copy has to differ.

Prefabs

For pieces you reuse across maps, Edit > Prefabs > Create from Selection… saves the selection as its own .gtm and replaces it with an instance. Every instance updates when the prefab file changes.

Note: Save the map once before creating a prefab. Prefab paths are stored relative to the map.

Placing a prefab twice would give two entities the same targetname. Set each instance's fixup, for example p1, and every name inside it gets that prefix, so door becomes p1-door and each copy's wiring stays separate.

Issues

The Issues panel checks the map as you work, for brushes with no volume, faces with no material, outputs aimed at targetnames nothing has and more. Click an issue to select and frame the object. Many have a Fix button, and Fix all sits in the header. A face only needs a material name to pass, the material itself is not checked.

History

The History panel lists every edit. Click an older entry to undo back to it, that entry included. Click a dimmed entry above the marker to redo up to it.

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