# Generated map information English | [French version](GeneratedMapInformation.fr.md) Every generated map root receives a **Generated Map Info** (`GeneratedMapInfo`) component. Select that root in the Hierarchy, or click **Select Map Information** below the generator's generation button. The component stores the information for the visible map. Changing the generator's recipe does not change this snapshot. Regenerate to capture new settings. ## Captured information - Final seed, biome and optional biome preset, procedural/image generation mode. - Map size, cell size, requested player count and generated start count. - Player-start symmetry and effective full-map symmetry. - Water layout, forest and mountain zones, plateaus, bridges and altitude settings. - Whether optional Minimap and Aerial outputs were enabled. - Gameplay score when available, generation diagnostics and strategic locations. Settings are read-only in this Inspector. The saved biome preset is an asset reference; the component does not duplicate the preset, the complete generation recipe or the logical grid. Continue to save recipes through the generator when you need to reproduce or edit a map. ## Strategic markers Enable **Show Gizmos** to draw the map's locations. **Show Labels** adds their short identifiers. Both switches are saved with the map; regeneration retains their values. Unity's global **Gizmos** switch in the Scene view must also be enabled. | Label | Location | Shape | | --- | --- | --- | | `P` | Player start | Green sphere | | `N` | Natural expansion | Yellow sphere | | `E` | Other player expansion | Yellow sphere | | `CE` | Contested expansion | Yellow wire sphere | | `CP` | Choke point | Red cube | The Inspector lists counts and, under **Positions (map local space)**, the captured positions and known player owners. Positions include the generated terrain/water height and follow the map root when moved, rotated or reparented. These are Editor markers; they do not add rendered objects or gameplay colliders. ## Saving and runtime access The information and marker positions are serialized on the generated root, so they remain after saving/reloading the scene. If you remove the generator object, first move the generated map out of its hierarchy to retain the map itself. ```csharp if (generator.TryGenerateRuntimeMap(out var result)) { GeneratedMapInfo info = result.MapInformation; Debug.Log($"Seed: {info.Seed}, biome: {info.Biome}"); foreach (GeneratedMapMarker marker in info.Markers) Debug.Log($"{marker.Label}: {info.GetWorldPosition(marker)}"); } ``` You can also use `mapRoot.GetComponent()` without keeping a reference to the generator. The component has no dependency on the generator remaining in the scene or on an Editor/MCP connection. ## Previews and older scenes A failed generation can leave a **Preview only** map. Its information describes the retained geometry and shows the diagnostics. A retained previous map keeps its original seed and markers; it does not inherit the failed attempt's settings. An emergency terrain preview cannot provide a reliable generation snapshot. Always check `result.Succeeded` before treating output as a validated gameplay map. For a map saved before this component existed, **Restore Map Information (legacy map)** on the generator transfers its saved gizmo positions to the root. The original seed/settings and the natural/other expansion distinction cannot be reliably recovered from those positions. The Inspector identifies this state; regenerate once to capture complete information. The generator no longer draws these markers itself.