Every texture, mesh, material, prefab, and scene in your game lives in the project as an asset file. The Assets panel is where you browse, create, import, and re-import those files; the Inspector is where you tune the per-asset import settings. This page covers how assets get into the project, how they are converted, and how references between them stay stable.

The Assets panel
The Assets panel is your project asset browser. Its toolbar gives you:
- Search and a folder-view toggle to find and organize files.
- New Folder to add structure.
- Import files… to copy external files into the project.
- +Anim, +PFX, and +Atlas to create a new animation clip, particle effect, or sprite atlas.
- Re-import all assets to regenerate the converted texture/model variants.
Type-filter chips switch what the panel shows: Animation, Animset, Environment, Material, Mesh, Model, Particle, Prefab, Scene, and Texture. Single-click an asset to inspect it in the Inspector; double-click to open its dedicated editor — the animation clip editor, the particle effect editor, or the sprite slicer.
References are GUIDs, not paths
Every reference stored in a scene, material, or mesh — a mesh, a material, a texture, and so on — is a stable GUID, resolved to a path at load time through the asset manifest. References are never literal file paths. This means you can freely move or rename a file: the manifest updates and every reference keeps resolving.
Because references are GUIDs, reorganizing folders or renaming an asset never breaks the scenes and materials that point at it. Reorganize freely.
Importing a texture
Textures use a Unity-style, per-texture import flow. The import settings live in a .meta.json sidecar next to the source file, and the converted variant — not the source PNG — is what ships with your game.
- Bring the file in Click Import files… in the Assets panel toolbar and pick your PNG or JPG. It is copied into the project.
- Select it Single-click the texture so its import settings appear in the Inspector.
- Choose a format Pick
ktx2-uastc(the default),ktx2-etc1s,ktx2-astc,webp, orpng. - Set the rest Adjust maxSize, mipmaps, wrap (repeat / clamp / mirror), and colorspace (srgb / linear).
- Apply Click Apply to run the conversion and reload. The converted variant now ships in place of the source.
KTX2 formats (ktx2-uastc, ktx2-etc1s, ktx2-astc) require the KTX-Software toktx CLI on your PATH. Without it, KTX2 conversion can't run.
Importing a model
Select a model (a GLB) to open the Model import Inspector. It exposes LOD and encoder settings plus an Import button. Importing bakes the GLB into .mesh.json + .mat.json + textures, and writes a .prefab.json that you can drop straight into a scene.
Editing materials
A material is a .mat.json file. Pick a Shader (for example, Standard), then edit three sections:
- Surface — Color, Roughness, Metalness, Transparent, Opacity, Side, Alpha Test, Env Intensity, Flat Shading, Wireframe, Vertex Colors.
- Emission — Emissive color, Emissive Intensity.
- Maps — Base Color, Normal (+ scale), Roughness, Metalness, Emissive, Ambient Occlusion (+ intensity), Light Map, Displacement.
Each map is a GUID texture reference, so swapping a texture is just pointing the map at a different asset.

Re-importing
Conversion is not a one-time step. When you change a texture or model's import settings, or replace a source file, regenerate the converted variants:
- Use the Assets panel's Re-import all assets to regenerate everything.
- Or right-click a single asset and choose Re-import to regenerate just that one.
The shipped variant is the converted output, not the original source file — re-import after changing import settings or replacing a source file.