Folders
An interface that allows for object organization with folders.
Last updated
An interface that allows for object organization with folders.
Last updated
The Folders tab is the third tab at the top of the Forge Menu and it allows users to create folders and subfolders where objects can be moved into.
The Folders tab consists of main folders and subfolders where forge objects placed on the map are stored. The main folders and subfolders can be opened and closed, and their state will persist until the Forge session is closed. The folders can be renamed, and their positioning is based on alphabetical order. A folder and the objects within the folder can be locked or hidden. These options prevent the object from being selected and hide their visibility respectfully.
Controls related to navigating the Folders tab. Options for both Keyboard and Mouse, and Controller are provided:
Each of the default Forge canvases has a set of default folders that are localized to every supported language. If the names of these folders are changed, the localization support will be broken. The list of default folders is as follows:
Gameplay
Bots
Cameras
Initial Spawns
Respawn Points
Vehicles
Weapons
Layout root folder
Modes
Attrition
CTF
King of the Hill
Oddball
Stockpile
Strongholds
By opening the Options Menu (see Controls) of an object or folder the following options will be available based on your selected item:
Turns a folder-only object selection into a viewport selection of the object group. A maximum of 150 objects can be in a viewport selection. Multiple prefabs can be selected, but the total number of objects within them can't be over 255, which is the true limit, instead of 150.
Learn more about: Bypassing 150-Object Prefab Limit.
Moves the selected object(s) or folder with object(s) to a different folder. When a move is in progress, the menu navigation changes from object-to-object to folder-to-folder which helps with finding the destination folder quicker.
Don't move two subfolders at the same time as the objects within them will not be nested in the subfolders anymore.
A selection bug can happen if an object or a collapsed folder in it's entirety is selected and moved while other folders are collapsed. This bug causes random non-selected objects to be brought in with the object selection and be moved to the destination folder. To prevent this follow these steps:
Open the Folders tab
Navigate to your objects and select the desired objects
Alternatively get to this point by selecting the desired objects straight from the map
Select and grab the selected objects
Close the Folders tab and re-open it
Now select Move on one of the objects in your selection and move the selected objects to the desired folder
When attempting to move groups of objects, it is recommended to expand all folders first before making the move to avoid an object selection bug.
Sets the name of the selected object or folder. The object name is displayed in Folders, Object Properties, Object Reference nodes and the Object Information panel while the folder name is only displayed in the Folders tab. An object name up to 40 characters can be entered.
Places the selected object(s) in a new folder within the same main folder named "My Subfolder".
Drops a specific object from the selection of grabbed objects.
Drops all selected objects in the Folders tab selection from the selection of grabbed objects.
Sets the selected folder as the directory where all newly created objects will be put into. Persists only for the current Forge session, after which the working folder will return to the root folder.
Turns the selected subfolder into a main folder and turns it into the root folder. All objects within the subfolder will be transferred to the new main folder. The root folder of a map is set as the working folder by default when a Forge session is loaded.
This option arguably causes more harm than good as it's often only be useful when setting up the folder structure of a map in the first place, and most if not all presses of the button afterwards are misinputs from trying to select "Set As Working Folder", resulting in a ton of unnecessary headache.
Creates a new main folder with the specified name; the default name is "My Folder". This option can only be accessed by opening the Options Menu of a main folder. The newly created main folder will also automatically become the new root folder.
Creates a new subfolder with the specified name within the selected main folder; the default name is "My Subfolder". This option can only be accessed by opening the Options Menu of a main folder.
Hiding unnecessary objects while forging is common practice, but don't forget to unhide the objects before handing off the map for someone else to forge on, as the next person might think the map is missing objects, if they don't clue in to checking the Folders tab for hidden objects.
Some forgers use object locking as a a safety measure to not accidentally select the object, while others use it as a mental check to confirm that a section of a map is finished.
Organizing objects in folders helps you and others find objects on the map quicker, and hide or lock specific object categories. It becomes difficult locating objects or hiding all of the player containment objects on the map if everything is together in one big folder, as is usually the case.
Tips from experienced forgers about using the Folders tab to it's fullest.
As the folder structure in Forge is alphabetically ordered, a numbering system can be used to order the folders. Prefixing a number either in the form of 1, 2, 3...
or 01, 02, 03...
to a main folder is commonplace in the folder structures of many experienced forgers. Subfolders usually aren't number-ordered like this, but there's no harm in doing it.
The folder structure doesn't have to be overly complicated to work efficiently. The objects on a map can roughly be divided into: Layout, Gameplay, Containment & Scripts. It's also useful to separate the playable geometry and the skybox geometry of the map to optimize the Nav Mesh build by hiding the skybox during Nav Mesh generation.
A great folder structure allows the forgers who care about folderizing objects to do so while still keeping newly placed objects organized in one place if the forger forgot to set a working folder. Below are references to recommended folder structures used by experienced forgers that have been tried and tested over multiple different maps to work efficiently.
For categorizing objects into large categories that still differentiate them enough to be understandable.
Learn more about:
For categorizing every object type efficiently and semantically. Takes a bit longer to set up and takes up more budget, but is much more useful on larger projects or feature-rich maps.
Learn more about:
Before Season 4, selecting an item in the folder structure automatically grabbed the selected item. This was changed to allow objects more than 150 to be moved between folders at the same time as well as to lessen the potential for performance issues when selecting 150 objects at the same time.
Each folder adds on to the Forge Simulation budget, which can be an issue on maps at the budget limit where no more new folders can be made.
Changes within the folder structure such as item moving or folder deletion cannot be undone with the undo-action.
Okom MikRips ArturBloodshot Mr Kwatz
Open the Folders tab: +
Alternative: → /
Close the Folders tab:
Alternative:
Alternative:
Navigation: , , ,
Alternative: , , ,
Alternative: , ,
Quick Scroll Up:
Alternative:
Quick Scroll Down:
Alternative:
Select Object/Folder:
Alternative: [Hover] →
Delete Selected items:
Select Setting: [Hover] , , , → , , ,
Open Options Menu: [Hover] Object/Folder Name →
Alternative: [Hover] → , , ,
Expand/Collapse Folder: [Hover] →
Alternative: [Hover] Folder Name → , ,
Focus Object: [Hover] Object Name → , ,
Expand/Collapse All Folders:
Open the Folders tab: → /
Close the Folders tab:
Navigation:
Alternative:
Quick Scroll Up:
Quick Scroll Down:
Expand/Collapse All Folders:
Selecting Move on an entire folder moves only the objects within the folder to the new destination folder, regardless of your other selected items. Moving two folders at the same time by selecting the folders with is not recommended as the move process will result in the objects within those subfolders now being under the destination main folder, instead of in the subfolders in the destination main folder.
Moving singular subfolders between main folders works as expected, but moving a main folder to another main folder will turn the initial main folder into a subfolder of the destination main folder. Any subfolders of the initial main folder will be moved to the destination main folder as subfolders. Forcefully attempting to move a subfolder to another subfolder with is not possible.
Collapse/Expand all folders with / until all folders are expanded
Folders can temporarily be collapsed with / after the "Move" button has been pressed and then expanded again in order to navigate around the folder structure quicker
Deletes the selected object(s) or folder. If a folder is deleted, all objects within the folder will also be deleted. Selected objects and folders can be quickly deleted with the key.
The icon toggles the visibility of objects from the map viewport. Hiding an object only applies to Test Mode. Hidden objects can't be selected directly from the map viewport, but can still be selected via mouse drag-select or by selecting and grabbing them from the Folders tab.
The icon toggles the selectability of objects from the map viewport. Locked objects can still be selected and grabbed from the Folders tab. Locked objects will have a red lock icon next to the object's Object Mode indicator on the Object Information panel. The option "(DELETE ALL UNLOCKED)" in Map Options will not delete any locked objects.
The quickest way to select groups of individual objects where selecting the entire folder isn't applicable is by selecting the object with (keyboard) , pressing or to go to the next object, and repeating the cycle. If you want to then move that group of objects, read the instructions on how to safely and consistently do so.