Scenes

A scene is the reusable 3D view behind dashboards, map applications and inspections. It combines published services with camera positions, annotations and display settings.

Before you start

  • Publish at least one 3D Tiles, terrain or imagery service.
  • Confirm the project coordinate system and height offset.
  • Decide whether the scene is internal, shared by link, or public.

Build a scene

  1. Create a scene in the scene editor and select the base map.
  2. Add published layers from the service list.
  3. Set the initial camera; save it as the opening view.
  4. Add bookmarks for the views users will need most.
  5. Add measurements, annotations or POIs if the scene is used for review.
  6. Adjust lighting, weather and post-processing only after the content is correct.
  7. Save, preview, then publish.

Layers and display

  • Order layers by importance; keep the number of always-visible layers small.
  • Use visibility ranges to hide detail that is not relevant at the current scale.
  • Check transparency and depth order for overlapping models and imagery.
  • For large city models, prefer 3D Tiles with a proper level-of-detail pyramid.

Camera and bookmarks

  • Name bookmarks by task ("roof inspection", "phase 2") rather than by camera number.
  • Keep the opening view wide enough that users understand the site before zooming.
  • Test bookmarks at the target screen size; a view that works on a desktop may crop on a phone.

Share and embed

  • Share a read-only link or QR code when the audience only needs to view the scene.
  • Embed the scene in an application through the Viewer API; see Viewer.
  • Re-check permissions after sharing: a link should not expose services that the audience cannot access.

Performance

Symptom First thing to check
Slow first load Number of layers visible at start, tile size, network latency
Stutter while rotating Triangle count, texture size, post-processing effects
Blurry model up close Maximum tile level and source resolution
Memory growth over time Repeated scene reloads and unbounded layer creation

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