Assets: import and verification
Choose the right guide, follow a workflow and diagnose the result.
From a source file to a project resource
Add the source to the project directory and wait for editor import. In code and references, use its logical path, such as asset://Art/Model.glb, rather than a generated-cache path. The cache can be regenerated; editing it manually is not a reliable way to configure an asset.
Retain the source file, dependencies and import settings. Reimporting can change generated data. Distinguish external materials and level-instance overrides from edits to the import output.
Choose a task
| Task | Guide |
|---|---|
| Understand importing and reimporting | Import process |
| Configure an image or texture | Image import |
| Configure an audio file | Audio import |
| Prepare project translations | Translation import |
| Transfer a model with materials and hierarchy | 3D import |
| Reuse animation across skeletons | Retargeting |
| Output 3D data from the editor | 3D export |
Verify the result
Check the asset after import, after reimport and in an exported build. For models, check size, orientation, materials and dependencies; for textures, filtering, transparency and compression; for audio, channels, level and looping.
Editor import and loading an external file during gameplay are different processes. For the latter, see runtime file loading and saving. An editor importer does not establish support for the same format in an exported game.