Our lifetime deal increases from $97 to $127 in03 days19 hours35 min42 secGet access for just $97 NOW
Studio

Exporting a map

Export your map as a binary glTF scene with baked placement transforms, or as an engine-agnostic placement manifest — plus how the map project itself is saved, imported and renamed.

AP
Aron Prins
Founder · Updated Aug 11, 2026 · 2 min read
On this page (6)

When your map is ready, the header Export button opens a dropdown with three ways out: a glTF scene you drop straight into your engine, a bundle that packages the scene with its data, and a Map data manifest that stays engine-agnostic. Separately, the map project itself is saved, imported, and renamed through the project menu.

Export options#

glTF scene (.glb)#

Meshes + transforms · drop into your engine. Every resolved placement is cloned into a named container node carrying its world transform (position, yaw, uniform scale), and the whole hierarchy is written as a binary GLB. Node names are the placement's name, or <base>.<nnn> derived from the asset. The file downloads as <mapname>.glb.

Only placements whose model has finished loading and is available to you are exported. Missing, failed, or still-unavailable models are skipped, and a warning tells you how many; if no models can be included, no GLB is downloaded. Assets that are still locked are excluded from the geometry.

The exported GLB re-imports into the Editor for inspection, and loads in a stock GLTFLoader.

Bundle (.zip)#

glTF + map data + manifest. Packages the .glb, the .map.json, and a small manifest.json into one <mapname>.zip. Bundle export requires a signed-in account with a qualifying pack or lifetime license; a license key alone does not load account perks. See Your account & customer perks.

Map data (.json)#

Asset ids + positions · engine-agnostic. Downloads the same map data used by Save as <mapname>.map.json. It re-imports through the project menu's Import map…. Unlike the GLB, locked placements are included here because the file contains asset references rather than model geometry.

Unnamed maps export as map.glb / map.map.json.

Saving & managing the map project#

Map projects are managed from the map project chip menu in the header (the chip reads <name> · <n> placed):

  • New map — start a fresh document.
  • Save map (Cmd/Ctrl+S, or the header Save button) — flushes and confirms with a "<name>" saved toast; autosave also persists changes continuously.
  • Save as copy — fork the current map.
  • Import map… — file-pick a .map.json / .mapproj.json and open it as a new project (the round-trip for Export → Map data).
  • Recent maps — reopen, rename (the pencil on each row), or delete a saved map.
  • Open all maps — the full-screen My Maps gallery.

Rename a map from wherever you happen to be: the inspector's Map tab (the Name field), the pencil on any My Maps card, the pencil on a Recent maps row, the pencil on a Home card, or the map.rename command. Each route updates the header chip and the project record together, so the name agrees across Home and My Maps — including for maps you rename without opening them.

Next#

Still stuck?

Ask us directly — we answer support mail ourselves.

Contact support
Share
Exporting a map — threejsassets.com