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Assets

Everything your game is made of — images, audio, fonts, scenes, scripts — lives in your project's Assets folder. This page covers getting things in there and keeping them organised.

Placeholder: the Content Browser with a texture selected, showing its Import Settings in the Properties panel

Getting files in

Drag them onto the editor window. Drop onto the Content Browser and files land in the folder you're looking at; drop anywhere else and they land at the top of Assets. Drop a folder and its structure comes with it.

Or use Assets → Import…, which opens a file picker and does exactly the same thing. Assets → Reveal in Finder opens the folder itself, for when you'd rather work in the file manager.

Importing is always a copy. Your project folder stays self-contained, which is what makes it safe to zip up, commit to version control, or move to another machine.

The Content Browser navigates to what you just imported and selects it, so you know it worked.

If a name already exists

You get asked, once per collision, with an option to apply your answer to the rest of the batch:

ChoiceWhat happens
Keep BothThe new file is imported under a different name
OverwriteThe file is replaced — but its import settings are kept
SkipThe new file isn't imported

Overwrite preserving import settings is the important one: re-exporting a texture from your art tool doesn't reset the compression and filtering you chose for it.

What you can import

KindFormats
Images.png, .jpg, .bmp, .tga, .hdr, .svg
Audio.wav, .mp3, .ogg
Fonts.ttf, .otf
Engine filesScenes, tilesets, particle effects, sprite sheets, animations, materials, input maps, scripts, and the rest — copied through as-is

Anything else is skipped, and the log says why rather than failing silently. Two you'll hit in practice:

  • .psd and .gif — only a single flattened frame would be read. Export a .png instead.
  • .zip — not an asset. Tiled maps come in through File → Import → Tiled Map (.tmx)…

Import settings

Select an asset in the Content Browser and its Import Settings appear in the Properties panel. These say how the file is processed when your game is built; the editor always shows you the original.

For textures:

SettingWhat it does
FilterLinear smooths when scaled; Nearest keeps hard pixel edges. Pixel art wants Nearest
WrapClamp or Repeat, for a texture that tiles
sRGBAuto is right almost always. Colour images are sRGB; data images like normal maps are linear
MipmapsSmaller precomputed versions for things drawn at a distance
CompressionHow hard to shrink it in the shipped build — see Performance

Change a setting and press Reimport to see it applied.

For audio, the main setting is whether the file is decoded up front or streamed from disk — see Audio.

Renaming and moving

Do it in the editor, through the Content Browser. Assets are referenced by an identity that isn't their path, so a rename in the editor updates the file, its settings, and every scene that uses it, all together. Nothing breaks.

Renaming in Finder or Explorer is a different story

The editor notices, and offers to relink — but it has to guess. If you can, rename in the editor.

Same for files you add outside the editor: drop a file into Assets through Finder and then close and reopen the project so it's picked up properly.

The editor also re-checks the folder when you switch back to it from another application, so a file you exported from your art tool a moment ago is already there.

When a reference breaks

Delete a texture that a sprite is using and that sprite draws as bright magenta, with a Missing marker in the Properties panel. That's deliberate — a missing asset should be impossible to miss during play, not an invisible object or a silent crash.

Put the file back (or point the sprite at another one) and it resolves.

Organising a project

There's no enforced layout. What holds up as a project grows:

  • Group by kind at the top levelTextures/, Audio/, Scenes/, Scripts/, Prefabs/ — and by feature underneath.
  • Name things for what they are, not what they look like. Player_Idle, not blue_guy_2_final.
  • Keep your source files out. Layered .psd files and uncompressed masters belong beside your project, not inside Assets — everything in Assets ships.

See also

  • Performance — what compression actually does to your build
  • Audio — streaming versus decoding
  • Rendering — packing loose sprites into atlases
  • Scenes — opening and organising scenes