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Zones

The three zone types, editing their shapes, visual windows (radius / shape / colour), and attaching vertices to players.

Watch the walkthrough

Videos are narrated in English. Written guides are available alongside them. The video may show older controls; follow the steps and screenshots below for the current interface.

Current Zone Visuals panel with Edit Shape, Closed and Open, colour, opacity and thickness controls
Open the zone's Visuals window to change its appearance or enter shape editing.

What Zones Are

Zones are translucent coloured overlays on the pitch — the classic coaching-board shapes for defensive blocks, pressing zones, passing lanes, or "danger areas". A zone is a full item: it can move, be attached to a player, change shape over time, and have its vertices follow players.

The Three Zone Types

Type What it is Best for
Polygon ZoneA free-drawn polygon with editable verticesFixed tactical areas
Circle ZoneA circle sized by a radius sliderZones around a spot or player
Dynamic ZoneA polygon whose vertices can each be attached to a player or the ballPressing traps, offside lines, shape that moves with the team

Creating a Zone

  1. Click Add Item and pick Polygon Zone, Circle Zone, or Dynamic Zone.
  2. Click the pitch — the zone appears (a square polygon / circle / pentagon by default).
  3. Click the zone to select it (the centre cross and a small blue selection ring appear at the zone's centre).

The Zone's Track

Each zone (Zone 01…) has:

  • Movement — position keys. A zone moves by its centre, so the whole shape glides together.
  • Attachment — attach the whole zone to a player or the ball; it follows them during playback.
  • Visual — appearance windows (see below).

A zone's keys belong to the branch you have open — each branch has its own timeline, so a zone can sit and change differently in different branches. Switching branches commits your work into the branch you are leaving first. On a child branch the zone's first key at 00:00 is locked (🔒) — inherited from where the parent branch ended.

The Centre Cross — a Zone's Fixed Anchor

Every zone has a small + marker at its centre. This cross is the zone's anchor — the spot where the zone "is" on the pitch. Think of it like the pin on a map:

  • The cross sits at the zone's stored centre, set where you placed the zone.
  • It only appears while the zone is selected — click the zone to see it, click away to hide it.
  • The selection ring (small blue circle) wraps the cross, not the shape. Zones with vertices pulled far to one side still show a small ring at the centre.
  • Editing the shape never moves the cross — drag vertices anywhere and the centre stays put; vertices are drawn relative to it.
  • Moving the zone moves everything — when you drag the zone (or it follows a player during playback), the cross, the vertices and the whole shape travel together, and any edited shape is preserved exactly.

Default Visual Key

When you place a new zone it starts with a visual key at 0:00 snapshotting how it was placed (shape, radius, colour, opacity). This works like the default graphic key on players and balls: the zone's Visual lane always has a key to start from, so editing a window or morphing between looks behaves predictably from the first second.

Editing a Zone's Shape

  1. Select the zone, then open its Zone Visuals editor (click the visual window bar on its track — or press Key Visual first to create one).
  2. Click Edit Shape — the editor closes and an EDIT ZONE panel appears:
  3. + Add — click on the pitch to insert a new vertex (added on the nearest edge).
  4. Move — press and drag a corner directly to reshape the polygon; there is no separate Move button.
  5. − Remove — click a vertex dot to delete it (a zone keeps at least 2 vertices).
  6. Press the red ✕ on the EDIT ZONE panel to finish — the Zone Visuals editor reopens showing your changes.
Current Edit Zone panel with Add and Remove buttons above a selected zone on the pitch
In Edit Zone, choose Add or Remove, or drag a corner directly. The red × finishes editing.
Tip: Switch to the 2D view before editing a shape — top-down is much easier for precise vertex work.

Visual Windows (How a Zone Changes Over Time)

A zone's appearance — radius, polygon points, colour, opacity, thickness and vertex attachments — is stored in visual keyframes, shown as window bars on the zone's Visual lane:

  1. With the zone selected, move the playhead to the second where the change should start.
  2. Click Key Visual — a visual key (and a window bar) appears; the editor opens.
  3. Adjust radius (circle zones), colour, opacity, thickness, or Closed/Open (filled vs outline only).
  4. Later, move the playhead forward and Key Visual again with a different look — the zone morphs between the two windows as playback passes the key.
  5. Click a window bar at any time to re-open and edit that window's snapshot.

Attaching Vertices (Dynamic Zones)

A dynamic zone's vertices can be glued to players or the ball. As those objects move during playback, the zone deforms to follow them — the classic "pressing trap" that tracks the nearest defender.

  1. Create a Dynamic Zone and open its Zone Visuals editor.
  2. You'll see one row per vertex: V1, V2, V3…, each with a Link button.
  3. Click Link next to a vertex, then click a player (or the ball) on the pitch.
  4. While linking, a message appears at the top of the viewport: "Click a player or the ball to attach this point" — press Esc to cancel.
  5. The row now shows who that vertex follows (e.g. → Player 3 (H)). Use the small ✕ to unlink.
  6. Play — the attached vertices ride along with their players, and the zone reshapes live.
Tip: Link some vertices and leave others unlinked to create a semi-fixed zone — e.g. an offside line anchored to the last defender on one end and fixed to the touchline on the other.

Attaching the Whole Zone

You can also attach the entire zone to a player or the ball (like the ball's attachment):

  1. Select the zone, click Key Attachment on its track.
  2. Click the player or ball to follow — the zone's centre stays glued to it from that second.
  3. Add a Detach key later to free it.

Copy, Colour & Remove

  • Copy / Paste — copy a zone's full configuration onto another zone.
  • Colour / Opacity / Thickness — edit in the Zone Visuals editor (and per visual window).
  • Remove — select the zone and use the remove option; its track disappears.

Read on: Undo & Redo → Saving, Loading & Sharing.