Visitors walk only where you drew.
Walking in a tour follows the connections you draw between points, nothing else. No walking hop or computed route will ever pass between unconnected points, which is what makes routes trustworthy: the tour walks exactly the paths a person can really walk. Visitors can still jump straight to any point from the map or the Points list, jumping is browsing, not walking.
Visitors open Navigate, pick where they want to go, and the tour computes the walking route along your drawn paths, then steps them through it point by point, with the guidance disc showing the way at every stop.
Every tour opens at the start point you chose, facing exactly the direction you set. Set it once in the editor and every visitor’s first view is the one you designed, on every arrival.
Visitors do not have to follow a route. In free roam they aim the disc and click to hop to any connected point, the compass dots around the disc hint where other paths lead. Everything still honors your drawn connections.
The Opening View row in the Build rail opens the Opening View drawer. Everything about how a point greets a visitor lives here: the exact camera direction it opens at (yaw, pitch, roll), how far visitors can tilt up and down, how far they can zoom in and out, plus two tour-wide choices: which point the whole tour starts at and the default Navigate destination. Clicking the row again closes the drawer. Opening it also switches the 360 photo on automatically if you were in Map view, because the photo is what you are aiming.
Open a point first, by clicking it in the Points panel or on the map, then click Opening View. The drawer follows you as you work: switch to another point and it redraws for that one. If no point is open, the drawer asks you to open one. Detour points show a note instead of controls because a detour has no panorama of its own.
Best time to use it: after your points, tags, and connections are placed, walk the tour point by point and give each one a deliberate opening view. It is the single biggest polish pass you can do. A tour where every point opens facing the right thing feels guided instead of dumped.
Back at the top of the drawer closes Opening View and slides the Build rail back into place. It only closes the drawer: the panorama, the map, and your selected point all stay exactly as they are.
There is no Save button in this drawer by design. Every control saves the moment you change it, locally and to the cloud, so Back is safe to press at any time. You never lose work by leaving.
Use it when you are done aiming the current point, or click another tool row in the rail, which swaps drawers directly.
Use current view reads the live panorama's camera, its compass direction (yaw), its up/down tilt (pitch), and its horizon roll, and saves all three as this point's opening view in a single click. The save is immediate, local and to the cloud, and a toast confirms it. It also marks the view as owner-set: from then on this point opens at exactly this view every time a visitor arrives, whether they walk in from another point, click a map pin, or jump from a menu. The automatic behavior of facing toward the next point is switched off for this point.
To use it: drag the photo until it frames what you want the visitor to see first, then click the button. Your zoom level does not matter here; zoom limits are set separately with the two lock buttons below. The three Fine-tune sliders update to show the numbers you just captured. If no photo is loaded yet, you get a warning toast and nothing is saved.
This is the recommended way to set every opening view: aim with your hands, lock with one click, then nudge with the sliders only if needed. One thing to know: there is no un-set button. Once a point has an owner-set opening view it always opens there, though you can re-aim and click again as many times as you like.
Level horizon arms the Level Horizon tool over the panorama: a line with two drag handles, plus a small toolbar showing a live Tilt readout with Apply and Cancel buttons. Clicking Level horizon again while the tool is up cancels it. While the tool is armed, any roll correction the point already had is temporarily set to zero so you mark the true horizon on the raw photo; corrections never stack on top of each other.
To use it: click the button, then drag both handles onto something in the photo you know is truly level, a countertop, a window line, the sea. Watch the Tilt readout, then click Apply. The photo reloads level and the measured correction is saved as this point's Roll.
Reach for it whenever a pano looks tilted: leaning walls, a sloped floor line, a crooked doorframe. It is far more accurate than eyeballing the Roll slider. Corrections are limited to 45 degrees in either direction; a photo more tilted than that needs to be re-shot.
The Yaw slider sets the compass direction this point's camera faces when it opens, from 0 to 359 degrees in 1 degree steps. As you drag, the live panorama turns with the slider so you can watch the framing change, and the degree readout on the right updates in real time.
The value saves when you release the slider: it writes locally and to the cloud, the point reloads at the new direction, and the opening view is marked owner-set, so this point now always opens at your authored direction instead of auto-facing the next point.
Use it for fine nudges after Use current view, a few degrees to center a doorway or a piece of furniture. For big moves it is faster to grab the photo, drag it where you want, and click Use current view again.
The Pitch slider sets the up/down tilt of the opening view: -90 is straight down at the floor, 0 is eye level, +90 is straight up at the ceiling. Dragging tilts the live panorama in real time, and the degree readout follows.
The value saves when you release the slider. Like Yaw, saving marks the opening view owner-set, so the point opens at exactly this tilt for every visitor from then on.
Keep opening pitch at or near 0 for almost every point: visitors expect to arrive looking straight ahead, the way the tour itself opens. A small downward tilt of -5 to -10 can feel natural indoors when the subject is a counter or a piece of furniture. Avoid strong tilts as an opening; they disorient people who just walked in.
The Roll slider rotates the image around your line of sight to correct a camera that was not level when the photo was taken, from -45 to +45 degrees. This is a per-photo fix, not a creative control: at 0 the photo shows exactly as shot.
Unlike Yaw and Pitch there is no live preview while you drag: the readout updates as you move, and the photo reloads with the new roll when you release the slider. That release also saves the value and marks the opening view owner-set.
For anything beyond a degree or two, use the Level horizon button instead, it measures the correction for you instead of making you guess. Keep the slider for tiny final touches after leveling.
The Min field under Look up/down sets the lowest angle visitors can tilt the view down to at this point, in degrees. -90 lets them look straight down at the floor; 0 stops them at eye level. Until you set a value the point uses -70, which lets people see most of the floor without staring directly at the tripod spot.
Type a number between -90 and 0 (the field accepts up to +90, but a positive minimum would stop visitors from ever looking level) or use the field's small step arrows. The value saves when you press Enter or click away, and the photo reloads with the limit applied so you can test it immediately by dragging down.
Raise it toward -40 or -30 on points with messy floors, cables, or an unpatched tripod shadow. Keep it at -70 or open it to -90 when the floor is clean or covered by a Nadir Patch disc. This limit applies to this point only until you push it everywhere with Apply limits to all. It does not change the opening view itself, only how far visitors can explore downward.
The Max field under Look up/down sets the highest angle visitors can tilt the view up to at this point. +90, the default, lets them look straight up at the ceiling or sky; 0 stops them at eye level.
Type a number and it saves when you press Enter or click away; the photo reloads with the limit live so you can drag up and feel where it stops.
Lower it to 30 or 45 to keep eyes off unfinished ceilings, harsh light fixtures, or stitching seams at the top of the pano. Leave it at 90 for exteriors, vaulted rooms, and anywhere the ceiling is part of the show. Like the Min field, it is per-point until you use Apply limits to all.
Lock current zoom as closest saves the panorama's zoom level, exactly as it is right now, as the closest visitors can zoom in at this point. The number in parentheses on the button is the currently saved limit, measured in degrees of view width (horizontal field of view; a smaller number is a tighter zoom). A dash means this point has no saved limit and no tour default exists yet, in which case the built-in floor of 50 degrees applies.
To use it: zoom the photo in with the scroll wheel or a pinch until you reach the tightest view that still looks sharp, then click the button. A toast confirms the degree figure and the button label updates to match. Click again at a different zoom any time to replace it. If no photo is loaded you get a warning toast instead.
Set this on any tour where the photos soften when magnified: it stops visitors from zooming until pixels smear. Dial it in on one representative point, then push it to the whole tour with Apply limits to all, which also makes it the default for points you add later.
Lock current zoom as farthest is the partner of the closest lock: it saves the panorama's current zoom as the widest visitors can pull back at this point. The parenthesized number is the saved limit in degrees of view width (a bigger number is a wider view). A dash means nothing is saved for this point and no tour default exists, so the built-in ceiling of 120 degrees applies.
Zoom the photo out to the widest framing you are happy with, then click the button. The toast confirms the figure and the label updates. It needs a loaded photo, same as the closest lock.
Use it to rein in the fisheye look: very wide zooms bend straight lines at the edges of the frame, which reads as distortion in interiors. Around 100 to 110 degrees keeps rooms feeling spacious without the warp. Push your choice tour-wide with Apply limits to all.
Apply limits to all copies this point's view limits, both Look up/down values and both zoom locks, to every point in the tour in one pass. The zoom values also become the tour defaults, so points you add later inherit them automatically. A confirmation dialog shows the total point count before anything happens; cancel it and no points are changed.
Only limits actually set on this point are copied. A value you never set here is skipped, so it will not blank out numbers other points already have. When the pass finishes, a toast reports how many points were updated and the current point reloads with the limits live.
The intended workflow: pick one representative point, dial in its four limits until dragging and zooming feel right, then push them everywhere. There is no single undo for the pass; to change your mind, set new values and run it again, or use Use tour default on individual points to drop their zoom overrides.
Use tour default removes this point's own zoom limits, both the closest and farthest locks, so the point falls back to the tour-wide defaults. The photo reloads with the default range live, a toast confirms, and after a moment the drawer refreshes: the numbers in parentheses on the two lock buttons now show the tour defaults, or a dash if the tour has none.
It only touches zoom. The Look up/down tilt limits stay exactly as they are, because there is no tour-level default for pitch; adjust the Min and Max fields yourself if you want those changed too.
Use it after experimenting on a single point: one click puts it back in line with the rest of the tour instead of hunting for the old numbers.
The Tour opening dropdown decides which point the entire tour starts at when a visitor opens your link. It lists every real point by name; detour points are excluded because they have no panorama. The first entry, first point, is the default and simply starts the tour at point 1.
Pick a point and the choice saves immediately to the cloud, logs a history entry, and shows a confirming toast. Two things happen in the drawer: an Opens facing list for your chosen point appears underneath, and any previous facing choice is reset to Automatic, since facings belong to the old start point. The editor also boots at the start point, so you always review the tour the way visitors will meet it.
What visitors face on that first frame follows a clear order: an Opens facing choice wins if you set one, otherwise the start point's own owner-set opening view, otherwise the automatic facing toward the next point.
Choose the shot that sells the property: the front entrance, the best exterior, the lobby. Then set that point's opening view and an Opens facing choice so the very first frame is deliberate.
The Opens facing rows appear once you have picked a start point in Tour opening. They decide the exact direction the tour faces when it first opens. Automatic (next point), the default, opens facing wherever the route leads next, which suits simple linear tours. Below it there is one row for each tag you have placed on the start point; click a row and the tour opens aimed straight at that tag's direction. The highlighted row is the current choice.
Clicking a row saves instantly to the cloud, logs a history entry, and shows a toast naming the new facing. Click Automatic (next point) any time to go back to the default. If you see a note instead of rows, the start point has no placed tags yet: place one in Point Tags and it appears here on its own.
A facing choice here outranks everything else for the first frame, including the start point's own owner-set opening view. Use it to point arriving visitors at the money shot: the doorway into the great room, the view off the deck, the path deeper into the property.
The Default destination dropdown pre-fills the To field in the tour's Navigate panel, so when a visitor opens Navigate, your most popular spot is already selected and one tap starts the walk. Visitors can always change it; this is a head start, not a lock.
The list shows the points you flagged as destinations (the List this point in the Navigate menu option in a point's Properties). If you have not flagged any yet, it lists every real point instead so you can still pick one. Choose none (visitor picks) to leave the To field empty. Your choice saves immediately and a toast confirms it.
Set it to the place people actually ask for: the model kitchen, the bar, the beach access. On tours with a clear headline attraction this one setting noticeably shortens the path from opening the tour to walking somewhere.
The two round horizon handles appear when the Level Horizon tool is armed, starting at mid-height, a quarter in from each side. A line connects them; that line is your claim about where level really is in the photo. The Tilt readout in the toolbar follows the line live as you drag.
Drag each handle, with mouse or finger, onto something you know is truly horizontal: the two ends of a countertop, a long window sill, the sea line. Handles stay inside the photo area, they cannot be dragged off the edge.
Spread the handles as far apart as you can. A wide baseline makes the measured angle far more accurate than two handles close together, the same way a longer level reads truer than a short one. When the line sits exactly on the real horizon, click Apply.
The Tilt readout in the Level Horizon toolbar shows the angle of the line between your two handles as drawn on screen, in degrees with a sign and one decimal place. It updates live while you drag.
Read it as the measured misalignment of the photo: +0.0 means the line you marked is already perfectly level and Apply would change nothing. A positive or negative figure is exactly the tilt that will be corrected; when you click Apply, the photo is rolled by the opposite of this number to bring your marked line level.
Use it as a sanity check before applying. If the readout says several degrees but the photo looks fine to your eye, your handles are probably not on a truly level feature; re-place them before committing.
Apply commits the leveling: it takes the tilt of your marked line, flips its sign, limits it to 45 degrees either way, and saves the result as this point's Roll. The tool closes, the photo reloads level, and a toast reports the exact roll that was applied, to a tenth of a degree.
The save is immediate, locally and to the cloud, and it marks this point's opening view as owner-set, the same as moving any of the Fine-tune sliders. The Roll slider in the drawer updates to the new value.
Click it only once the handles sit exactly on a truly level feature and the Tilt readout looks believable. If the number seems wrong, keep dragging; nothing is committed until you press Apply.
Cancel closes the Level Horizon tool without applying anything. Because arming the tool temporarily zeroes the point's roll so you can measure on the raw photo, Cancel puts the previous correction back exactly as it was. The photo returns to how it looked before you opened the tool.
Click it whenever you change your mind, or click the Level horizon button in the drawer again, which cancels the same way.
It is always safe: no handle position, no readout value, nothing from the session is kept unless you pressed Apply.
The summary line is the audit's tally. It reads "N things to look at. Tap any row to jump to that point and fix it." where N counts every finding across all four categories, or "All clear. Every point is reachable and every step has a floor tag." when the audit finds nothing. A clean run also shows a green "✓ All routes pass" row in the list below.
If the line says the route engine is unavailable and asks you to reload, the routing module failed to load in this session: reload the editor page and open Route Check again.
The count recomputes every time the drawer opens, so the fix loop is: tap a row, fix it, reopen the drawer, watch the number fall. Aim for all clear before you publish.
Each row is one finding: a colored dot, the point's name (findings about a pair, a wrong-way tag or a missing tag, show both names), and a short fix hint. Three kinds appear. Red, "Points visitors can't reach": no connection leads to that point at all, so link it in by aiming a floor tag at it from a nearby point or running a Create Path to it. Amber, "Tag points the wrong way": a placed tag aims at a point routes never travel to from there, so remove it or re-aim it. Blue, "Steps with no floor tag": that step of a route has no placed tag yet, so routes use an auto-arrow until you place one.
Tap any row and the editor takes you straight to the problem: the point loads in the viewer without yanking your current view direction, it is highlighted in the Points list, the map centers on it, and the Point Tags drawer opens ready for you to place or fix the tag. Path dots without a panorama never appear as missing-tag findings, because tags cannot exist at them and their arrows aim automatically.
Fix reds first: visitors physically cannot arrive at those points. Ambers next. Blues are polish, the auto-arrows work, but a placed floor tag sits exactly where the next point really is and always looks better. Reopen the drawer after each round of fixes to re-run the audit.
The placement panel shows one chip per connection on the open point. A ► marker means that connection's tag has not been placed in the panorama yet; a ✓ means it has. The counter on the left reads "N of M to place": M is every connection this point has, N is how many still lack a hand-placed tag. When a point has no connections at all, the panel says so and points you at + Add stop.
To place a tag: click a chip, it glows to show it is armed, then click the spot in the panorama where that point is actually visible. One click writes one tag at exactly that spot and nothing else changes, no auto-fill, no side effects. Clicking a ✓ chip re-arms it so you can re-place a tag you are not happy with.
Only one chip can be armed at a time, arming another switches, and Esc disarms without placing. After each placement the chip flips to ✓ and the counter drops.
Work through every chip on a point, then use the next-point link that appears to sweep the rest of the tour. Well-placed tags are what make the walking arrows land on the real doorway or path instead of floating in space.
The × that appears when you hover a connection chip removes that connection entirely. A confirm dialog names both points first; accepting deletes the link in both directions, including any tags placed for it, on this point and the other one.
Use it on wrong or redundant links, for example two points connected straight across a wall or a pond. Removal is not undoable from the dialog, but you can rebuild the same connection any time with + Add stop and re-place its tag.
+ Add stop sits at the end of the chip row and only appears while there are points not yet connected to the open one. It opens a picker listing every eligible point, sorted by number, with names.
Choosing a point creates the connection in both directions with no tag yet, and immediately arms the new chip: your very next click in the panorama places its tag. That makes the add-connect-place loop a single motion, pick, click the panorama, done.
Click outside the picker or press Esc to close it without adding anything. Connect points a visitor can genuinely walk between; if the real route bends around something, connect the points anyway and shape the map line with a Detour path.
Each row in the + Add stop picker is one point you can connect: its number and display name. Clicking a row closes the picker, creates the two-way connection, refreshes the panel, and arms the new chip so your next panorama click places its tag.
The list only ever shows points not already connected to the open one, so you cannot create duplicates. When every other point is already connected the picker says "All other stops are already connected." and offers nothing to click.
This link appears only when the open point is fully placed but other points in the tour still have unplaced connection tags. It names the next such point and clicking it loads that point straight into the viewer, with its own chips ready to place.
"Next" follows the walk order from the current point forward, and wraps around to the start of the walk if everything ahead is done, so repeatedly clicking it visits every remaining point exactly once.
This is the fastest way to finish tag placement across a whole tour: place all chips on a point, click the link, repeat until the panel reports that every connection has a tag and routing is ready.
The × on the right edge hides the placement panel to clear your view of the panorama. Hiding it changes nothing about the tour, it is purely visual.
If any tags remain unplaced anywhere in the tour, a small pill appears in the panel's place showing the live count, and clicking the pill brings the panel back. When nothing is left to place, no pill appears at all.
Hide the panel while doing photo work, Magic Erase, image adjust, logo placement, and restore it when you return to routing.
This pill appears only while the placement panel is hidden and work remains. Its label is a live readout: the number of connection tags still unplaced across the entire tour, not just the open point.
Click it to reopen the panel on the current point. Once every connection in the tour has a placed tag the pill disappears entirely, so its mere presence tells you routing is not finished yet.
Create Path starts drawing a path that shapes the map's walking route along the real walkway, around a lake, along a road, instead of cutting straight across. Paths never appear in the tour itself; visitors step point to point while the map line follows your dots.
Step one: the map comes up with a crosshair, and you click two connectors in any order. A connector can be a point pin or an existing detour dot, even one owned by another path, which then becomes a shared junction where the two paths meet. If you miss the pin, a click on bare ground within about 65 feet snaps to the nearest one.
Step two: click along the real walkway to drop detour dots. Each click lands in the nearest segment of the line, not at the end, so you can fill gaps in any order. Drag a dot to move it and the dashed preview re-bends live; remove one with its × in the menu. All controls stay in the menu, nothing floats over the map.
The path itself is not saved until you press ✓ Complete; ✕ Cancel or Esc backs out of the draft. Entering path mode automatically exits Add Point, Detour drop, and Categorize modes so map clicks cannot be misread.
✓ Complete appears once both connectors are picked and commits the path. It requires at least one detour dot, with none it refuses and tells you to drop one first, since a dotless path would change nothing.
On commit the path is saved and named after its two connectors, the route graph rebuilds once so tours immediately route along it, and the save goes straight to the cloud rather than waiting for the usual debounce. Each real point endpoint also gets an automatic TRAVEL PATH tag linked to the other end. It arrives unplaced: drag it into the photo to aim the arrow down the walkway (an aim you had already placed is kept). In the tour, pressing it jumps to the other endpoint; it adds no route edge and no map line, and it is cleaned up if the path is ever deleted.
A history entry is written, and the menu lands on the finished path's detail view where you can immediately edit, delete, or verify it. If you were editing an existing path, Complete also deletes any original dots you removed, unless another path still shares them.
✕ Cancel leaves path-drawing mode without saving. Cleanup is surgical: only detour dots created during this drawing session are deleted. Dots that existed before, ones reused from other paths as shared junctions, or the original dots of a path you were editing, are never touched, so cancelling can never corrupt a neighbouring path.
If you were editing an existing path, Cancel also restores that path's original dot list: every add and removal from the session is discarded. One exception: a dot you dragged keeps its new position, since moves save the moment you drop them; step a bad move back with undo.
Use it freely: until ✓ Complete is pressed, the path itself has not changed the tour's routing.
Each row in the Detour Points menu is one saved path, labeled by its two connectors. The number on the right is a readout of its live detour dots; it shows as "n/m" when some of the m dots no longer exist, and a ⚠ broken flag appears when the connectors or all dots are gone.
Hovering a row previews it: the path's dots and blue line highlight on the map, and if the path sits off screen the map pans over to it, returning the camera when you move off. Clicking commits, the menu drills into that path's detail panel where you can inspect, edit, or delete it.
Scan this list after big edits or point deletions: a broken flag here means routing along that path is dead and it should be deleted and redrawn.
The path detail panel lists the two connectors under Connects (amber dots) and every detour dot under Detour Points (cyan, each with its own number). The Detour Points counter counts dots that still exist, showing "n/m" when some are missing; missing entries are flagged, drawn dark red, and not clickable.
Click a live row and the map centers on it, zooming in if you were far out. If the row is a real point rather than a dot, its panorama also opens in the viewer, handy for checking what the walkway actually looks like at that spot.
Hovering a row highlights it on the map and pans only if it is off-screen, restoring the camera when you move away. So hover to peek, click to commit.
The × on a detour dot row removes that dot from the path. On a saved path the dot itself is also deleted from the map, even a dot other paths were sharing as a junction; those paths will then flag it as missing. To pull a shared dot out of one path safely, use ✎ Edit / add waypoints instead: its ✓ Complete keeps shared junctions alive. Removing the last dot deletes the whole path, since a path with no dots routes nothing, and the menu returns to the list.
While you are editing or drawing a path, the same × only removes the dot from the draft: dots created this session are destroyed, pre-existing ones simply leave the draft and survive on the map.
Removals on a saved path write straight to the cloud and rebuild routing. Use × for single stray dots; if the whole line is wrong, ✎ Edit / add waypoints and reshape it instead.
✎ Edit / add waypoints reopens the saved path in the same editor used to draw it, preloaded with its connectors and dots and already in the dot-placing step. Click the map to add dots (each lands in the nearest segment), drag dots to move them with the preview re-bending live, and use each row's × to remove.
Nothing commits until ✓ Complete, which saves the reshaped path, rebuilds routing, and deletes any original dots you removed unless another path shares them. ✕ Cancel puts the original dot list back; dots you dragged keep their new positions, so use undo if a move was wrong.
Edit is the right tool when a route changes on the ground, a closed gate, a new boardwalk, or when a path needs more dots to hug a curve convincingly.
🗑 Delete this group asks for confirmation, then removes the whole path: the path itself, every detour dot that belongs only to it, and the automatic TRAVEL PATH tags it created on its two endpoints. Dots shared with other paths survive as junctions, so deleting one path can never break its neighbours.
Routing rebuilds immediately and the path's blue line leaves the map; the two endpoints stay linked only by whatever placed tags they have of their own. The change saves to the cloud, and a history entry is written.
Delete broken paths flagged with ⚠ and redraw them fresh, and delete any path whose real-world route no longer exists. There is no undo from the confirm dialog itself, but the history entry lets you step back if you deleted the wrong one.
✓ Done closes the path's detail panel and returns to the Detour Points list. It is pure navigation: nothing is saved, changed, or discarded by pressing it, edits on a saved path were already committed as you made them.
It exists so the detail view has one obvious exit, styled as this menu's single primary button.
Route Check tests the whole tour's navigation and reports everything worth a look, in four buckets: points visitors can't reach at all, points reachable only through a keep-out zone, placed tags that aim at a point the route never goes to, and steps with no placed floor tag (those use an auto-arrow until you place one).
The button sits at the top of the Groups panel and stays disabled until the tour has at least one group or categorized point, since there is nothing to route before that. Press it and the Route Check drawer opens with a summary count; tap any row to jump straight to that point and fix it. Each row states the problem and the fix: extend the Travel Path toward an unreachable point, adjust the keep-out zone, re-aim or remove a bad tag, or place the missing floor tag.
Run it after every grouping or categorizing session, and always before you share a link. When everything passes it says so plainly: every point reachable, every step tagged.