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Editor Assets

David Lavoy edited this page Oct 17, 2026 · 3 revisions

Import and inspect a GLB

Open Model → GLB preview in Arkline Editor. This workspace lets you check a static model's geometry, scale and material batches before keeping a copy in your project. It uses a separate preview; importing does not replace the live ship or create a world object.

Project assets workspace before importing a GLB.

Project assets workspace before importing a GLB.

Choose, inspect, accept, save

The searchable Project assets list shows GLB files. Refresh files scans again. Select a file and choose Inspect selected, or double-click it. Import GLB… opens a native file chooser; dropping one GLB also stages it. The chooser and drop can read an external file without changing the original. Advanced: relative path provides a project-relative fallback.

These actions have different effects:

Action Effect
Inspect Stages verified geometry for review. Selecting a file alone does not inspect or accept it.
Accept preview Replaces the local accepted preview with the staged candidate. It is still unsaved.
Cancel staged Discards the candidate and keeps the accepted content.
Save assets Copies verified bytes into the project and saves the accepted record.
Reload assets Reads the saved record and verifies its bytes again. Unsaved accepted changes are replaced.

Enter Candidate source reference and Candidate license reference before accepting. Blank means unknown. These references belong to the accepted revision; changing candidate text alone does not change the saved record.

Read the preview

Drag to orbit and scroll to zoom. The meter ruler helps judge scale. The report gives measured XYZ dimensions, origin-relative minimum/maximum bounds, triangle count, material-batch count and decoder notes. Expand Material bindings to read batch names; they are not editable construction parts. Show staged geometry switches between the candidate and accepted report/preview when both exist.

Coordinates preserve the exported origin: +X forward, +Y up, +Z starboard, in metres. The importer does not rotate or resize the model to fit a ship.

Try a local import

  1. Import a supported GLB and inspect its bounds and decoder notes.
  2. Orbit the model and compare its dimensions with your intended export.
  3. Add known source/license references, then choose Accept preview and Save assets.
  4. Reopen the project or choose Reload assets. Check the asset ID, revision and SHA256 alongside the saved geometry.

There is one accepted slot. Accepting a replacement keeps its asset ID and advances its revision. Saved bytes live under Assets/Imported/; the record is Assets/ImportedAssets.json. The external original is no longer needed after a successful save.

Limits and recovery

Supported content is static indexed triangles with positions/normals and opaque, untextured scalar materials: at most 16 MiB and 600,000 triangle indices. Textures, animation, skins, morphs, cameras and external buffers are unsupported. A GPU context is needed to display geometry; the validation report remains available without one.

A failed replacement retains verified content. Missing or corrupt saved bytes show unavailable rather than a substitute hull. An unreadable asset index locks Save: repair it and Reload assets, or explicitly choose Allow replacing unreadable asset index before saving a reviewed replacement. That permission button writes nothing itself.

Next

Stable source-part identity, editable assemblies, placement, collision and validated export remain editor work in #45. Physical ratings require the separate engineering contract in #32.

For the source-verified controls, decoder limits and storage details, see the GLB guide at 2a678863.

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