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Asset Browser
The Asset Browser is used to view, import, organise, and select files from your project’s Assets folder. It supports folders, textures, sounds, scripts, levels, and other file types.
The browser is locked to the project’s Assets folder, so it cannot be used to modify files elsewhere on your computer.
Assets are displayed as tiles. Folders appear before files, and supported textures display image previews.
- Click an asset to select it.
- Double-click a folder to open it.
- Use the breadcrumb bar to return to a previous folder.
- Use the Up button to move to the parent folder.
- Press
Enterto activate the selected item.
Folders can be nested to any depth. You can organise assets however you prefer; textures, sounds, and scripts do not need to be placed inside fixed folders.
Use the search bar to filter the contents of the current folder.
The search only checks the folder you are currently viewing. It does not search through every nested folder in the project. Clear the search field to display every item again.
Press Refresh after adding, removing, or modifying files outside the editor.
Actions performed through the Asset Browser—such as importing, creating, renaming, or deleting files—refresh the browser automatically.
You can import files by dragging them from your computer’s file manager and dropping them inside the Asset Browser.
The imported file is copied into the folder currently open in the browser. You can also import entire folders.
If another item already has the same name, the Asset Browser creates a unique name by adding a number, such as:
wall.pngwall (2).pngwall (3).png
The imported asset becomes part of the project. Changing the original file outside the project will not update the imported copy.
There are two ways to assign an asset to a compatible property.
Drag an asset from the Asset Browser and drop it onto a compatible field, such as a wall, floor, or ceiling texture field.
The asset type must match the property:
- Textures can be assigned to texture fields.
- Sounds can be assigned to sound fields.
- Scripts can be assigned to script fields.
Files with unsupported types are still displayed, but they cannot be assigned through drag and drop.
Double-click an asset to prepare it for selection, then click a compatible asset field in the Inspector.
The selected asset will only be applied to a field of the correct type. Clicking an incompatible field does not remove the selection, so you can still apply it to a matching field afterwards.
Using the Asset Browser is recommended instead of manually typing asset paths because it creates the reference in the format expected by the engine.
Right-click an empty area inside the browser to access the creation menu. You can create:
- A new folder
- A new level
- A new script
- A new file using one of the available file types
New levels automatically use the .bson extension. And scripts .lua
You can also right-click a folder to create new items inside it without opening the folder first.
Level files use the .bson extension and are displayed as level assets.
Double-click a level file to load it into the editor. Make sure your current level has been saved before opening another one.
(Note: You can also open a level through the project settings menu)
The Asset Browser also provides access to the engine’s built-in script text editor. Script files can be opened from their available browser action and edited without leaving the engine.
Assets can be moved between folders directly inside the browser.
Drag a file or folder onto:
- A folder tile to move it into that folder
- A folder in the breadcrumb bar to move it there
- The Up button to move it into the parent folder
Right-click a file or folder to access actions such as Open, Rename, and Delete.
Be careful when moving or renaming an asset that is already used by the level. If an existing asset reference is not updated automatically, the object using it may no longer be able to find the file.
Right-click an asset and select Delete to remove it. A confirmation window is displayed before the operation is completed.
Deleting an asset cannot be undone. Any sectors, walls, entities, or components that reference the deleted asset may display a missing asset or fail to load it.
The Asset Browser recognises different asset types from their file extensions.
Texture formats include:
.png
Recognised textures display a thumbnail. Sounds and scripts use their own asset types when assigned to compatible fields.
Unrecognised files are still shown so that every project file remains accessible, but they do not display thumbnails and cannot be dragged onto asset fields.