Assets

Assets & import pipeline

Bring source files (textures, models, GLBs) into your project, tune how each one is converted for the GPU, and reference the results from scenes and materials by stable GUID.

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.

Editor with the Assets panel
The editor. The Assets panel browses the project; single-click an asset to inspect it, double-click to open its dedicated editor.

The Assets panel

The Assets panel is your project asset browser. Its toolbar gives you:

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.

Tip

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.

  1. Bring the file in Click Import files… in the Assets panel toolbar and pick your PNG or JPG. It is copied into the project.
  2. Select it Single-click the texture so its import settings appear in the Inspector.
  3. Choose a format Pick ktx2-uastc (the default), ktx2-etc1s, ktx2-astc, webp, or png.
  4. Set the rest Adjust maxSize, mipmaps, wrap (repeat / clamp / mirror), and colorspace (srgb / linear).
  5. Apply Click Apply to run the conversion and reload. The converted variant now ships in place of the source.
Prerequisite

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:

Each map is a GUID texture reference, so swapping a texture is just pointing the map at a different asset.

Material inspector
Material inspector. A .mat.json material: shader choice plus Surface, Emission, and Maps sections. Texture maps are referenced by GUID.

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:

Note

The shipped variant is the converted output, not the original source file — re-import after changing import settings or replacing a source file.