Upload files
Upload sound, font, image, and model files from your computer as project assets. Uploaded files appear as assets in ASSETS, and you use them by dragging them onto component fields of an entity.
The tests on this page were done on 2026-10-29 in the oasisw.ai editor (version shown as OasisW 7e2aa65, Chrome on macOS). .mp3 and .glb, uploading several files at once, and drag-and-drop were checked on 2026-10-30 on the same version. Behavior not otherwise marked was checked once.
Before you start
- Make sure you have the right to use the files you upload. Anyone can download files included in a published game.
- Uploaded files use the workspace's storage. At the time of testing, the free limit for a personal workspace was 1 GB (Workspaces).
- If you need a 3D model, check the Asset Store first. Store assets can be used without attribution.
Do it in the editor
- In the folder tree on the left of ASSETS, open the folder where you want the file. Uploaded files are created in the currently open folder.
- Click Upload in the top-right corner of ASSETS. + → Upload does the same.
- Choose the file in the file picker. You can choose several files at once. In our test, choosing
beep.mp3andtestcube.glbtogether turned both into assets. - After a moment, the asset appears in ASSETS. The asset count in the top-right corner goes up.
You can also upload without clicking Upload: drag the file onto the asset list area of ASSETS. In our test, dropping red.png created a texture asset.
Results by file type
| File | Result | Where it is used |
|---|---|---|
.wav | One sound asset (music-note icon) in the current folder | Asset in a Sound component slot — Add sound |
.ttf | The original file and a font asset (Aa) inside a folder named after the file | Font of a Text Element — Change score and message text |
.mp3 | One sound asset (music-note icon) in the current folder (Type audio). The AUDIO section on the right shows the length (Duration, for example 0.30s) and a play button | Same as .wav |
.ogg | Pending Test on the current version | Sound |
.png | One texture asset with an image preview in the current folder (Type texture). The right panel shows Width/Height, Filtering (Linear), Address U/V (Repeat), and compression (COMPRESSION) fields | Texture fields of a material, Texture of an Image Element |
.glb | Four assets inside a folder named after the file (testcube.glb): a container (testcube.glb), a material (the material name inside the glTF, for example Orange), a render asset (the mesh name, for example TestCube), and a template (testcube). The asset count goes up by 5, including the folder | Drag the template asset into the viewport to create an entity. A template instance appears where you drop it, and its child entity gets a RENDER component (Type Asset) (Render component) |
.fbx | Pending Test on the current version | Drag into the viewport to create an entity |
How models and textures are processed on upload is set under ASSET IMPORT in SETTINGS (for example, Convert to GLB, Textures POT). The list of fields is in Scene settings and editor settings.
Korean file names
The file name becomes the asset name. In our test, 체커.png (checker.png) uploaded as 체커.png without the name getting garbled (1 run). Still, English names are easier to work with when a script looks up an asset by name or when you write the name in an AI prompt.
Let the AI do it
You upload files manually. The AI cannot upload files from your computer. To have it use an asset you uploaded, write the asset name in the prompt. Example: using hit.wav in ASSETS. Example prompts for sounds and fonts are in Add sound and Change score and message text.
Troubleshooting
| Symptom | Cause | Fix |
|---|---|---|
| The uploaded file doesn't appear | A different folder was open | Move between folders with the path bar at the top, or type the name in Search |
| You linked a font but Korean text doesn't display | The font asset has no Korean characters | Change score and message text, step 3 |