RLS Studios
ProjectsPatreonCommunityDocsAbout
Join Patreon
BeamNG Modding Docs

Guides

Reference

Server CommandsGE UtilitiesGame Engine MainNavigation GraphScreenshot CaptureServerServer ConnectionSpawnpoint ManagerSimulation TimeVehicle SpawningSuspension Frequency Tester
Editor AI TestsEditor AI VisualizationEditor – Assembly Spline ToolAsset BrowserAsset DeduplicatorAsset Management ToolSFX Previewer (Audio Events List)Audio Ribbon EditorAutoSaveBarriers EditorBiome ToolBuilding EditorBulk RenameCamera BookmarksCamera TransformCamera Path EditorCEF HelperCo-Simulation Signal EditorCrawl Data EditorCreate Object ToolDataBlock EditorDecal EditorDecal Spline EditorDocumentation HelperDrag Race EditorDrift Data EditorDrive Path EditorDynamic Decals Tool (Vehicle Livery Creator)Engine Audio DebugExtensions DebugExtensions EditorFFI Pointer Leak TestFile DialogFlowgraph EditorForest EditorForest ViewEditor Gizmo HelperEditor Ground Model Debug HelperEditor Headless Editor TestEditor Icon OverviewEditor ImGui C DemoEditor InspectorEditor Layout ManagerEditor Level SettingsEditor Level ValidatorEditor LoggerEditor Log HelperEditor MainEditor Main MenuEditor Main ToolbarEditor Main UpdateMap Sensor EditorMaster Spline EditorMaterial EditorMeasures Inspector HeaderMesh Editor (Base)Mesh Road EditorMesh Spline EditorMission EditorMission PlaybookMission Start Position EditorMulti Spawn Manager (Vehicle Groups)Navigation Mesh EditorEditor News MessageObject Tool (Object Select Edit Mode)Object To Spline EditorParticle EditorPerformance Profiler / Camera RecorderPhysics ReloaderPrefab Instance EditorEditor PreferencesRace / Path EditorRally EditorRaycast Test Editor ToolRenderer Components Editor ToolRender Test Editor ToolResource Checker Editor ToolRiver EditorRoad Architect EditorRoad DecorationsRoad Editor (Decal Road)Road Network ExporterRoad River Cache HandlerRoad River GUIRoad Spline EditorRoad Template EditorRoad UtilitiesScene TreeScene ViewScreenshot Creator BootstrapScript AI EditorScript AI ManagerSensor Configuration EditorSensor DebuggerShape EditorShortcut LegendSidewalk Spline EditorSites EditorSlot Traffic EditorSuspension Audio DebugTech Server ManagerTerraform ToolTerrain And Road ImporterTerrain EditorTerrain Materials EditorText EditorTool ManagerTool ShortcutsTraffic DebugTraffic ManagerTraffic Signals EditorUndo History ViewerVehicle Bridge TestVehicle Detail ViewerVehicle Editor MainEditor - VisualizationEditor Viz HelperEditor Water Object HelperEditor Windows Manager
Crawl Editor - BoundariesCrawl Editor InputCrawl Editor Mission Port ToolCrawl Editor PathsCrawl Editor PresetsCrawl Editor Starting PositionsCrawl Editor TrailsCrawl Editor Waypoints

UI

Resources

BeamNG Game Engine Lua Cheat SheetGE Developer RecipesMCP Server Setup

// RLS.STUDIOS=true

Premium Mods for BeamNG.drive. Career systems, custom vehicles, and immersive gameplay experiences.

Index

HomeProjectsPatreon

Socials

DiscordPatreon (RLS)Patreon (Vehicles)

© 2026 RLS Studios. All rights reserved.

Modding since 2024

API ReferenceGE ExtensionseditorcrawlEditor

Crawl Editor Trails

Class-based trail editor for the Crawl Editor. Trails are the top-level objects that link paths, boundaries, starting positions, and prefabs together.

Class-based trail editor for the Crawl Editor. Trails are the top-level objects that link paths, boundaries, starting positions, and prefabs together.


Constructor

local Trails = require('editor/crawlEditor/trails')
local trailEditor = Trails()

Class Methods

MethodSignatureDescription
C:init()Initialize with default tab "paths"
C:setTrail(trail)Set the active trail
C:setFields(trail)Populate ImGui buffers from trail data
C:drawTrailsList(allTrails, selection)Render selectable list with Add/Delete (also deletes file on disk)
C:drawTrailDetail(trail)Full detail panel: name, file rename, description, mission properties, thumbnail, preview, path/boundary/startingPosition combos, prefabs, rules
C:getNewTrail()→ tableCreate a default trail template
C:getPrefabFiles()→ tableScan current level's crawls directory for .prefab.json files
C:draw(mouseInfo)Draw starting position indicators for the trail's linked starting position

Trail Structure

{
  name = "New Trail",
  description = "...",
  pathId = "",              -- file path to .path.json
  boundaryId = "",          -- file path to .boundary.json
  startingPositionId = "",  -- file path to .startingPosition.json
  startingPositionIdReversed = "",
  pathReversed = false,
  thumbnail = "",
  preview = "",
  prefabs = {},             -- list of prefab filenames
  rules = { description = "..." },
  isFromMission = false,
  metadata = { created = "...", version = "1.0" }
}

Detail Panel Features

SectionDescription
Name / File RenameEditable name with file rename button
Mission PropertiesToggle isFromMission, shows mission name
Thumbnail / PreviewFile path inputs with Browse buttons
PathCombo selector from gameplay_crawl_saveSystem.getAllPaths()
BoundaryCombo selector from all boundaries
Starting PositionCombo selector, plus reversed starting position when pathReversed
PrefabsDropdown per prefab + add/remove controls
RulesText input for rule description

Notes

  • Trail deletion also removes the file from disk via FS:removeFile
  • File rename delegates to editor_crawlEditor.renameObjectFile
  • Undo/redo via editor.history:commitAction
  • Visual indicators drawn for linked starting position (area sphere + icon sphere)

All Class Methods

MethodSignatureDescription
C:init()Initialize with default tab "paths"
C:setTrail(trailParam)Set the active trail
C:setFields(trail)Populate ImGui buffers from trail data
C:clearSelection()No-op (no selection state to clear)
C:setCurrentTab(tab)Set the current editor tab
C:getPrefabFiles()→ tableScan current level's crawls directory for .prefab.json files
C:drawTrailsList(allTrails, selection)Render selectable list with Add/Delete (deletes file on disk)
C:drawTrailDetail(trail)Full detail panel with all trail properties
C:getNewTrail()→ tableCreate a default trail template
C:input(mouseInfo)No-op (no input handling for trails)
C:draw(mouseInfo)Draw starting position indicators for linked starting position

See Also

  • Crawl Editor - Boundaries - Related reference
  • Crawl Editor Input - Related reference
  • Crawl Editor Mission Port Tool - Related reference
  • World Editor Guide - Guide

Crawl Editor Starting Positions

Class-based starting position editor for the Crawl Editor. Manages area transform (position, rotation, radius), icon position, and placement with Ctrl-drag rotation.

Crawl Editor Waypoints

Class-based waypoint/pathnode editor for the Crawl Editor. Manages pathnode selection, gizmo manipulation, segment visualization, and the pathnode detail inspector with custom fields.

On this page

ConstructorClass MethodsTrail StructureDetail Panel FeaturesNotesAll Class MethodsSee Also