OasisWManual 한국어
Section 5. Assets Pending 2

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

WayExamplesDescription
Create in the editorScripts, materials, foldersThe + menu in the top-right corner of ASSETS
Upload a fileSounds (.wav), fonts (.ttf), imagesUpload. Upload files
Import from the Asset Store3D models (.glb), 2D images, animationsASSET 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).

ItemUse
UploadUpload a file (same as the Upload button)
FolderA folder for grouping assets
ScriptA JavaScript script (Create and attach a new script)
MaterialSurface color and texture (Change an entity's color)
CubeMapA six-sided image used for the sky background and reflections
ShaderShader code you write yourself
Text, JSON, HTML, CSSData that scripts read, and pieces of web UI
Anim State GraphA graph of animation state transitions
Asset BundleA 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).

ItemResulting asset (Type)Right panel
CSS, HTML, Shader, Textnew.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
JSONnew.json (json). Initial content {} (2 B)Same as above
CubeMapNew Cubemap (cubemap)Filtering (Linear), Anisotropy, and FACES with slots for six textures (Right, Left, Top, Bottom, Front, Back)
Anim State GraphNew Anim State Graph (animstategraph)LAYERS (Base layer, start state Initial State, Blend Type Overwrite, Blend Weight), PARAMETERS, OPEN GRAPH EDITOR
Asset BundleNew Bundle (bundle)An ASSETS field for the assets to bundle (empty at first)
MaterialNew MaterialMaterial 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 fileResulting assets
.wav/.mp3 soundOne sound asset with a music-note icon in the currently open folder
.ttf fontA folder named after the file, containing two items: the original file and a font asset (Aa icon)
.png imageOne texture asset in the currently open folder. The icon shows a preview of the image
.glb modelFour assets inside a folder named after the file: a container (.glb), a material, a render asset (mesh), and a template (2026-10-30)
.fbx modelPending 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.

FieldMeaning
IDThe asset's unique number. It stays the same when you rename the asset
Name, TagsName and tags. Scripts can find assets by name or tag
Runtimeyes for an asset the game uses, no for an original file before conversion (based on the code) Pending Test
TypeThe type, such as script, font, or audio
PreloadWhether to load the asset in advance when the game starts. The default was on
ExcludeWhen 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, CreatedSize, original file name, creation time
DOWNLOADDownloads 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.

Next steps

Source assets/asset-types.html