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Section 5. Assets Pending 1

Templates

A template saves an entity, its children, and its components as a single asset. When you place many copies of the same enemy or item, creating them from a template lets you edit the one template and apply the change to every copy (instance).

Templates and instances

Right-click an entity and open Template to see these four menu items (checked on 2026-10-29).

Menu itemWhat it does
New TemplateCreates a template asset from this entity and turns this entity into an instance of it
Apply to TemplateApplies values changed on the instance to the template. The change spreads to other instances too
Unlink From TemplateBreaks the link to the template and turns it back into a regular entity
Add InstanceCreates one more instance of the template

On an entity that is not a template instance, Apply to Template and Unlink From Template are grayed out.

Tested: create a template

Results from one test on 2026-10-29 with Box (an entity with Collision, Rigid Body, Sound, and 2 scripts).

  1. In HIERARCHY, we right-clicked Box → Template → New Template.
  2. A template asset named Box (hexagon icon) appeared in the current folder of ASSETS.
  3. The icon of Box in HIERARCHY changed to the template icon.
  4. A TEMPLATE INSTANCE row appeared at the top of the ENTITY panel, showing the template name Box and No Overrides. This means the instance matches the template.

Tested: overrides and applying

Results from continuing on the same day, one run each.

  1. We turned off RENDER → Cast Shadows on the Box instance. The TEMPLATE INSTANCE row changed to 1 Override, and VIEW DIFF, REVERT ALL, and APPLY ALL buttons appeared below it. The changed field name (Cast Shadows) was shown in light blue.
  2. Clicking REVERT ALL turned Cast Shadows back on and returned to No Overrides.
  3. Dragging the Box template asset from ASSETS into the viewport created another instance with the same name, Box, where it was dropped.
  4. Turning off Receive Shadows on the new instance and clicking APPLY ALL also turned off Receive Shadows on the original Box. The change spread to every instance through the template.
The TEMPLATE INSTANCE row showing 1 Override and the VIEW DIFF, REVERT ALL, and APPLY ALL buttons. Below, the Cast Shadows field name under RENDER is light blue
① Number of changes ② VIEW DIFF ③ REVERT ALL ④ APPLY ALL ⑤ Changed field

Test: compare changed values and delete a template

We tried each of these once on 2026-10-30 with the template asset testcube from an uploaded testcube.glb. When you select this template asset, the TEMPLATE section on the right shows Root (testcube), Entities (2), and Components (render x1).

  1. We turned off Cast Shadows on the instance's child TestCube. TEMPLATE INSTANCE on the top entity testcube changed to 1 Override, and a row for the changed child appeared below it (TestCube, change count 1, eye icon). Changes made on children are collected on the top entity.
  2. Clicking VIEW DIFF opened a two-column window over the viewport. The left side is TEMPLATE ASSET (the template's values), the right side is TEMPLATE INSTANCE (the instance's values). Under the entity name TestCube, only the changed fields appear (Cast Shadows checked / unchecked), with a light-blue dot at the far right. The component is RENDER, but this window labeled it MODEL. Close it with Close.
  3. Clicking REVERT ALL returned it to No Overrides.
  4. We deleted the template asset in ASSETS (YES in the confirmation 'testcube' 에셋을 삭제할까요? (Delete the 'testcube' asset?)). The instance entity stayed in the scene and remained visible. The TEMPLATE INSTANCE row showed only the deleted template's ID (cd19fcae-…) instead of its name, and the change count and buttons disappeared.
VIEW DIFF window. TEMPLATE ASSET on the left has Cast Shadows checked; TEMPLATE INSTANCE on the right has it unchecked
VIEW DIFF: template values on the left, instance values on the right

When to use templates

  • When you place many entities with the same look and the same rules (stars, enemies, coins).
  • When you use the same entity in several scenes. A template is an asset, so every scene in the project can use it.

In games the AI builds, the same 10 stars are often created separately without a template (Star1 to Star10). To change them all at once, let the AI make the change in bulk, or turn one into a template and replace the rest with instances. Pending Ask the AI to organize them into a template, 3 runs

Next steps

Source assets/templates.html