Asset types
Assets are the files and data a project owns. Scripts, materials, sounds, fonts, 3D models, and templates are all assets, and they appear in a folder structure in the ASSETS panel at the bottom. A scene uses assets by referencing them. The same asset can be shared by multiple entities and multiple scenes.
Three ways assets are created
| Way | Examples | Description |
|---|---|---|
| Create in the editor | Scripts, materials, folders | The + menu in the top-right corner of ASSETS |
| Upload a file | Sounds (.wav), fonts (.ttf), images | Upload. Upload files |
| Import from the Asset Store | 3D models (.glb), 2D images, animations | ASSET STORE. Get models from the Asset Store |
Some assets are created from entities. Right-click an entity → Template → New Template to create a template asset (Templates). The AI may also create scripts and materials or import store models while it works.
Assets created with the + menu
Clicking + in ASSETS shows the following (checked on 2026-10-29).
| Item | Use |
|---|---|
| Upload | Upload a file (same as the Upload button) |
| Folder | A folder for grouping assets |
| Script | A JavaScript script (Create and attach a new script) |
| Material | Surface color and texture (Change an entity's color) |
| CubeMap | A six-sided image used for the sky background and reflections |
| Shader | Shader code you write yourself |
| Text, JSON, HTML, CSS | Data that scripts read, and pieces of web UI |
| Anim State Graph | A graph of animation state transitions |
| Asset Bundle | A unit that lets several assets download as one bundle |
New assets are created in the currently open folder. Here is what we got when creating each one on 2026-10-30 (1 run each).
| Item | Resulting asset (Type) | Right panel |
|---|---|---|
| CSS, HTML, Shader, Text | new.css (css), new.html (html), new.glsl (shader), new.txt (text). The content is one empty line (1 B) | DOWNLOAD/EDIT, a CODE field for editing the content, and Save/Revert |
| JSON | new.json (json). Initial content {} (2 B) | Same as above |
| CubeMap | New Cubemap (cubemap) | Filtering (Linear), Anisotropy, and FACES with slots for six textures (Right, Left, Top, Bottom, Front, Back) |
| Anim State Graph | New Anim State Graph (animstategraph) | LAYERS (Base layer, start state Initial State, Blend Type Overwrite, Blend Weight), PARAMETERS, OPEN GRAPH EDITOR |
| Asset Bundle | New Bundle (bundle) | An ASSETS field for the assets to bundle (empty at first) |
| Material | New Material | Material fields. The initial color is white |
What happens to uploaded files
When you upload a file, the editor converts it into a form it can use and creates assets. The result depends on the file type (2026-10-29, 1 run each).
| Uploaded file | Resulting assets |
|---|---|
.wav/.mp3 sound | One sound asset with a music-note icon in the currently open folder |
.ttf font | A folder named after the file, containing two items: the original file and a font asset (Aa icon) |
.png image | One texture asset in the currently open folder. The icon shows a preview of the image |
.glb model | Four assets inside a folder named after the file: a container (.glb), a material, a render asset (mesh), and a template (2026-10-30) |
.fbx model | Pending Test on the current version |
Read the asset fields
Click an asset to show its fields in the panel on the right. The fields at the top are the same for every type.
| Field | Meaning |
|---|---|
| ID | The asset's unique number. It stays the same when you rename the asset |
| Name, Tags | Name and tags. Scripts can find assets by name or tag |
| Runtime | yes for an asset the game uses, no for an original file before conversion (based on the code) Pending Test |
| Type | The type, such as script, font, or audio |
| Preload | Whether to load the asset in advance when the game starts. The default was on |
| Exclude | When on, leaves the asset out of builds. In our test, we turned it on for beep.mp3 and downloaded a Download (Static Website) build: the file was missing from the asset list in the bundle's config.json and from files/ (2026-10-30, 2 builds). A script that looks for this asset won't find it at run time |
| Size, Source, Created | Size, original file name, creation time |
| DOWNLOAD | Downloads the asset file to your computer |
Browse the list
- The left side of ASSETS is the folder tree; the right side shows the contents of the current folder. Click the path bar at the top (
Assets › Store › …) to go up to a parent folder. - The Search box finds assets by name. The All list next to it filters by type (Animation, Audio, Asset Bundle, Binary, Container, Cubemap, Css, and more).
- The ↶-shaped button in the panel header goes up to the parent folder. It does not restore deleted assets.
- The three icons at the far right switch between large icons, small icons, and list view.
- The number in the top-right corner of the panel (for example,
에셋 11개(11 assets)) is the number of assets in the project.
Asset right-click menu
Right-click an asset to see New Asset ▸, References ▸, Copy, Replace, Duplicate, Rename, Delete, Open In Viewer, and Item History (checked on a material, 2026-10-30).
- References ▸ lists the entities that use this asset. Click a name to select that entity in HIERARCHY. Use it to see where an asset is used before you change or delete it.
- When you delete an asset (Delete or the trash icon in ASSETS), a confirmation appears:
'testcube' 에셋을 삭제할까요?(Delete the 'testcube' asset?). NO is selected by default. - If you delete an asset the scene uses, the entities stay in HIERARCHY, but the component's asset field loses it and the entities may disappear from view. In our test, a deleted model did not come back with Undo (1 run). Details are in Get models from the Asset Store and Templates.