> For the complete documentation index, see [llms.txt](https://2yeet.gitbook.io/anvilcsg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://2yeet.gitbook.io/anvilcsg/validation-and-build/local-build-area.md).

# Local Build Area

Local Build Area creates a temporary build of one part of the map. Use it to inspect geometry, UV2, collision, or lighting without replacing the last complete map.

## Setting the area

Use the **Scope** button in the top-right workspace toolbar, between **Quick Export** and **Build Map**. It reads **Scope: Full Map** before an area is set and **Scope: Local Area** while a local area is active.

The popup contains:

* Enable Local Build Area
* Center
* Size
* Selection Padding
* Set From Selection
* Build Local Area

The default size is `16 x 16 x 16 m`. Selection Padding defaults to `1 m`.

The fastest setup is:

1. Select the room or objects you want to inspect.
2. Open **Scope: Local Area**.
3. Click **Set From Selection**.
4. Adjust Selection Padding if needed.
5. Click **Build Local Area**, or open Build Map for the full set of build options.

After **Set From Selection**, the popup grows to show the complete status message instead of clipping it at the bottom.

## What is included

The area filters:

* Brushes
* Terrain
* Decals
* Reflection probes
* Light-probe volumes

An object touching the bounds is included whole. Anvil does not cut a brush at the edge of the area. Objects whose bounds cannot be determined are included as a safety measure.

## Local build actions

The Build Map window can show:

* **Build Local Area**
* **Local Area + Bake**

The available action depends on the selected lighting quality.

Local output is isolated from the normal full-map asset. It does not replace the last complete map, so it is safe to use while the rest of the level is unfinished.

## What it is not

Local Build Area is a build scope, not an authoring visibility tool. It does not hide objects in the workspace and does not split large brushes at its boundary.

Use View Filters or Isolation to simplify editing. Use Build Sections when the final generated map needs room or culling boundaries.
