Editor settings, entities, resources, C# and exports. Task instructions and the API reference.
Choose a task. Each article specifies the required setup and dependencies.
File types, asset://, user:// and backups.
Export GLB/glTF from the editor and C#, handle dependencies, material limits and round trips.
Root Scale, baking scale, loading PackedEntity and separating a model from its gameplay prefab.
Choose GLB, glTF, FBX or OBJ, transfer dependencies and load a model through GltfDocument.
Choose the right guide, follow a workflow and diagnose the result.
Extract a material, preserve edits during reimport and choose an overwrite policy.
Obsolete frame-based Texture2D; choose task-specific animation for new code.
Understand .import metadata and the cache, apply changes and load processed resources.
Choose the right guide, follow a workflow and diagnose the result.
Region of a shared atlas for 2D drawing without copying source pixels.
Save Vector3 and integers with a header, length and type validation.
Prepare source data, use current import settings and diagnose the result.
Texture provided by a CameraFeed.
Diffuse, normal and specular texture set for 2D lighting.
Texture2D backed by an imported texture file.
Imported Type2DArray texture.
Imported Texture3D volume from .ctex3d.
Shared imported array and cubemap loading.
A one-pixel-high data strip generated from Curve.
A one-pixel-high data strip generated from Curve.
Directory opening and file enumeration with explicit error handling.
SVG texture for scalable UI.
Texture2D with explicit GPU write operations.
Texture which displays the content of an external buffer.
News, source code and a direct line to the team.