Draw the walking paths by hand

Route mode's two tools — click to drop a point, drag from one to lay a path, right-click to remove. When hand-drawing beats generating, and the mistakes that leave a network with a hole in it.

Updated 25 Aug 2026

1. Switch to Route

Open the floor in the editor and choose Route. The plan greys back, the rail narrows to two tools, and the canvas carries a hint telling you what each click does.

Open Map
Two tools: Draw, and Move.

Two tools: Draw, and Move.

2. Draw

With Draw armed, three gestures are the whole tool:

  • Click on empty floor to drop a point.
  • Drag from an existing point to lay a path to wherever you release. That is how points get joined — clicking two points near each other does not connect them.
  • Right-click a point or a path to remove it.

Work along the corridors, not around the rooms. A network is a skeleton of the routes people walk: down the middle of each corridor, a branch to each door.

A network: a spine down each corridor, a branch to each door.

A network: a spine down each corridor, a branch to each door.

3. Move

Move drags an existing point without redrawing anything joined to it — the paths follow. Use it to nudge a corridor line off a wall, and to pull a branch onto a door it landed beside.

4. Join everything to everything

The failure that is hard to see is a network in two halves: each half is fine and no route crosses between them. It happens where two people drew different wings, and where a corridor was drawn as two paths that visually meet but share no point.

Two habits avoid it:

  • Start every new path by dragging from an existing point, not by clicking a fresh one nearby.
  • Follow one loop of the floor end to end before branching off to rooms.

5. Mark where floors join

Lifts and stairs are how a route leaves the floor, and they are facilities rather than route points. Mark them on every floor they serve, and put a route point at each one, so the network reaches the place the route changes level.

The rule that catches people is that it must be one facility with a position on each floor, not one facility per floor — see Connect floors with lifts and stairs.

6. Save

Save in the header. Routes are part of the map, so nothing is written until you do — and that is true on an unlicensed floor as well. The licence gates whether wayfinding runs, never whether your drawing is kept.

7. Check it worked

Ask for directions to a room on the floor, from the app or from a lobby board. Then ask for one on another floor, which is the test that catches a missing lift.

A route that appears but takes an odd path is usually a missing branch rather than a wrong one: the network found the only way it had.

What this does not control

  • Which rooms can be reached. A room joins the network by being assigned to an area, not by having a path drawn at it.
  • Whether directions are offered at all. That is the per-floor licence — see How wayfinding finds a path.
  • Doors, locks and access rights. A path is a line. It does not know whether the person following it may go through what it crosses.