UIマップ (インタラクティブ)
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How the editor works
In short: create a project (import ZIP/HTML or empty), edit assets/code/strings, check preview, and export for ad networks.
What is a "project"
A project is your playable: files, assets, settings, and version history. Inside a project there are tabs (Images, Audio, Video, Strings, Dev Mode, Export, Preview, Versions).
Where beginners should start
Fastest path: create an empty project → open Dev Mode → paste/add basic HTML/JS → upload assets (Images/Audio/Video) → check Preview → Export for a network.
Creating a project
Two scenarios: import an existing playable (ZIP/HTML) or create an empty project.
Create an empty project (from scratch)
On /editor click "Create empty project". The first time, the service may open Dev Mode automatically — convenient for starting from scratch.
Import ZIP/HTML
Drag and drop a ZIP or HTML into the upload zone. The service will analyze the code and suggest detecting the framework/engine. After import, the project opens in the editor.
Limits and common errors
Only ZIP/HTML are supported. Maximum file size depends on server/plan settings (currently up to 200 MB). If you see a project limit message — delete old projects or move unused ones to folders.
Projects screen (Recent/Folders)
Manage projects here: search, rename, delete, clone, folders, folder sharing, and drag & drop.
Search projects and folders
Use the "Search…" field in "Recent projects" or "Folders" to quickly find what you need.
Open a project
Click a project card/row to open it. The default tab is usually Images (or Dev Mode for the first empty project).
Rename
Click the pencil icon next to a project, enter a new name, and press Enter. The same works for folders.
Clone project
The "Clone" button creates a copy of the project (useful for variants for different networks).
Delete project
Deletion is irreversible: the project and files will be removed. Usually available only to the project owner.
Move to folders (drag & drop)
Drag a project onto a folder on the right. The service will show a notification and (when enabled) offer "Undo".
Folder sharing
You can grant folder access by email — then all projects inside the folder become shared for participants.
List and Gallery
Switch project display modes: list (faster for management) or gallery (better with previews).
Assets and content inside a project
Where to change images/audio/video, text strings, and fonts.
Images
Upload, replace, and optimize images. If the project has variations/layers — use the variations panel.
Audio
Add audio files and watch autoplay policies (often muted or click-to-start is required).
Video
Add video assets and check size/codecs — some networks strictly limit weight and format.
Texts: content, fonts and styles
Edit playable texts and style them: font (Google Fonts catalog + system), size, weight, color and gradient, stroke, shadow, alignment. Used fonts are embedded in export without external requests. Handy for quick CTA, offer, and translation edits.
Review: Preview, Versions, Analysis
Check playable behavior and fix issues before export.
Preview: verify playable behavior
Before export, always run Preview: loading, clicks, CTA, orientation, sound, transitions. This saves hours on network rejections.
Versions: rollbacks and change control
Save versions before major edits and exports. If something goes wrong — roll back to a stable version.
Export: pre-publish checks
Before sending to a network use the Export tab — it checks size limits, network requirements (MRAID, CTA, store URL), and other errors on the actual built file.
Dev Mode: code editing
For from-scratch work and targeted fixes to behavior, integrations, trackers, and CTA.
When Dev Mode is needed
If you need to fix JS/HTML/CSS, add clickTag, repair events, optimize loading, or fix network integration — do it in Dev Mode.
Safety rule
Edit in small steps: version → edit → Preview → version again. This way you won't lose a working state.
Export for ad networks
Choose network → pass checks → fix errors → download final export.
Choose a network
Open the Export tab and select an ad network. Requirements differ: size, clickTag, orientation, external traffic, MRAID, etc.
Checks and errors
The service shows critical errors and warnings. Critical ones should always be fixed — otherwise the network will reject the playable.
Fixes and optimization
If optimization is available (minification, asset compression, AI check) — apply as needed. After changes, run checks again.
Download and test
Download the export and test locally/in the network sandbox: clicks, clickTag, transitions, sound, orientation, performance.