reckfellENGINE

Assets: import and verification

Choose the right guide, follow a workflow and diagnose the result.

On this page

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

TaskGuide
Understand importing and reimportingImport process
Configure an image or textureImage import
Configure an audio fileAudio import
Prepare project translationsTranslation import
Transfer a model with materials and hierarchy3D import
Reuse animation across skeletonsRetargeting
Output 3D data from the editor3D 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.

Reckfell Engine documentationBack to top ↑
QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
Reckfell guides and full API K
reckfellENGINE
RECKFELL ACCOUNT

Sign in

Sign in to your Reckfell account.

One account for the entire Reckfell platform.