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API ReferenceGE Extensionseditor

Drift Data Editor

Full-featured editor for drift gameplay data. Two tabs: **Drift Stunt Zones** (donut, driftThrough, hitPole zone placement with scoring) and **Drift Spots** (freeroam drift spot management with spatia

Full-featured editor for drift gameplay data. Two tabs: Drift Stunt Zones (donut, driftThrough, hitPole zone placement with scoring) and Drift Spots (freeroam drift spot management with spatial info, race paths, bounds, objectives, and big-map teleport).


Public API

FunctionSignatureDescription
M.show()Clears selection and shows the editor window
M.onEditorInitialized()Registers window (1500×700) and "Drift Data Editor" menu item
M.onEditorGui()Main editor GUI callback - tab bar with stunt zones + drift spots
M.onSerialize() → tableSerializes editor state for persistence
M.onDeserialized(data)Restores editor state from serialized data
M.selectStuntZone(index)Selects a stunt zone and creates appropriate transform util
M.clearStuntZonesEditor()Resets stunt zone data and file paths
M.drawElementDetail(elem)Draws ImGui detail panel for a stunt zone element
M.drawAxisBox(corner, x, y, z, clr)Debug draws oriented box with faces
M.updateMouseInfo()Updates mouse raycast info for gizmo interaction

Stunt Zone Types

TypeTransformGeometryScore
donuttranslate + 1D scaleSphereabsolute points (250/500/750)
driftThroughtranslate + rotate + scaleOriented boxmax points (1000/1500/2000)
hitPoletranslate onlyCylindermax points (500/1000/1500)

Drift Spot Data

-- Each drift spot contains:
{
  racePath = "levels/.../race.race.json",
  bounds = "levels/.../bounds.sites.json",
  spatialInfo = {
    lines = {
      lineOne = { pos=vec3, scl=vec3, rot=quat, startDir=vec3, markerObjects={} },
      lineTwo = { ... }
    },
    bigMapTp = { pos=vec3, rot=quat, scl=vec3 }
  },
  info = {
    name = "spotName",
    objectives = {
      { id="bronze", score=1200, rewards={money=1000} },
      { id="silver", score=3100, rewards={money=1000} },
      { id="gold",   score=7200, rewards={money=1000} }
    },
    unlock = {}
  }
}

Usage Example

-- From editor menu: Gameplay → Drift Data Editor
-- Or programmatically:
editor_driftDataEditor.show()

-- Stunt zones are loaded from .driftData.json files
-- Drift spots are loaded per-level from levels/<level>/driftSpots/

File I/O

Path PatternContent
*.driftData.jsonStunt zone definitions
levels/<level>/driftSpots/<name>/spot.driftSpot.jsonDrift spot spatial info
levels/<level>/driftSpots/<name>/info.jsonName, objectives, rewards

Dependencies

ModulePurpose
gameplay_drift_scoringDefault point values for stunt zones
gameplay_drift_saveLoadLoad/sanitize drift spots per map
editor/util/transformUtilGizmo transform editing
editor_raceEditorOpen race editor for drift paths
editor_sitesEditorOpen sites editor for bounds
editor_fileDialogFile open/save dialogs

See Also

  • Editor AI Tests - Related reference
  • Editor AI Visualization - Related reference
  • Editor – Assembly Spline Tool - Related reference
  • World Editor Guide - Guide

Drag Race Editor

Main editor extension for drag racing content. Provides a two-column layout with facilities, strips, and drag settings management. Integrates with the modular `gameplay/drag/saveSystem`.

Drive Path Editor

Main editor tool for creating and managing AI drive path splines. Supports **Free Mode** (arbitrary nodes on terrain) and **NavGraph Mode** (waypoint-to-waypoint paths on the navigation graph). Featur

On this page

Public APIStunt Zone TypesDrift Spot DataUsage ExampleFile I/ODependenciesSee Also