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
.mpgfiles (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.