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Assets and import

The Assets panel shows the game's assets and the project's side by side. The project's override the game's.

The Assets panel

  • Folders: Entities, Models, Animations, Animation graphs, Animation imports, Quests, Scripts, Textures, Sounds, Videos, Cinematics.
  • Search looks through everything.
  • Drag a class onto the Scene view to place it. Double-click opens models, clips, graphs, quests and cinematics in their tabs.
  • Ctrl+click and Shift+click select several; Ctrl+A selects all listed; Esc selects none.
  • F2 renames a project asset. Del moves what the project adds or overrides into the project's trash; the game's version comes back.
  • The Trash root lists deleted assets: Restore or Delete forever....

The New button makes a Lua component (Script...), an Animation graph... or a Quest....

The Import menu

Click Import in the Assets panel, or drop files from Explorer onto the panel. A project level must be open.

Importer Files Makes Opens in
Character (NPC) FBX, glTF with a skeleton A model and an NPC class that plays its first clip Model tab
Object FBX, glTF A model and an item or fixed-object class Model tab
Animation clips FBX, glTF Clips of other rigs, retargeted onto a model Import tab
Sound WAV, OGG, MP3, FLAC WAV files in sfx/, for PLAY in scripts Assets panel
Texture PNG, JPEG, TGA, BMP Textures for levels and models Assets panel
Video MP4, MKV, MOV, AVI, WebM, MPG... Videos for screens in the game Assets panel

Empty animation import... makes an animation import with no clips yet. See Animation.

Dropped files go to the one importer that takes them all; if several do, the editor asks which.

Models

The Model tab opens after a Character or Object import, or from the Models folder.

  • Structure: the bones, Action points (where weapons attach, the view, spells) and Selections (where armour shows, where hits land).
  • Settings: the class path and the Scale in units per metre (a human is about 180 units tall).
  • Apply builds the model and its clips and shows them.
  • Clips: the clips found in the file and their names in the game.

A model without a skeleton imports as a static model.

Videos

Videos play on screens in the game (extended target).

  • With ffmpeg installed, any common format converts to the game's format. The editor finds it on PATH, from winget, or where Edit > Preferences says.
  • Without ffmpeg, only .mpg files (MPEG-1 video, MP2 sound) import, as they are.
  • Options: picture size, frames a second, quality, sound bitrate.
  • The import also analyses the music (loudness, bass, mid, high, beats) and makes a thumbnail.

Video screens and stage lights

Two ready-made classes come with every project, under system/markers:

  • Video screen: plays a playlist of videos on the faces that have its texture. Make screen quad in its Inspector makes a screen in front of it. Its sound comes from its left and right edges.
  • Stage light: a light that can follow a screen's music (react: bass, mid, high or beat).

Videos, sound and lights show only in Play, not in the Scene view.

Cinematics

The game's cinematics (Cinematics folder) open in the Cinematic tab: pictures, a timeline of keys, camera, colours, light and sound per key. Saved copies replace the game's.