Level Editor/Workflows/Custom assets
Besides the editor's own library, a map can use your own models, materials, textures and sounds. They are saved with the map and packed into its export, so players do not need the files.
Importing
File > Import Custom Asset... and choose a file:
| Kind | Files | Where it appears |
|---|---|---|
| Models | .glb, .gltf, .obj, .tscn | The Props tab, in the map's own section |
| Materials | .tres, .material | The Materials tab, with the map's own materials first |
| Textures | .png, .jpg, .jpeg, .webp | For use in materials (or start one with New from Image) |
| Sounds | .wav, .ogg, .mp3 | In sound pickers (point sounds, sound volumes, the soundscape) |
The status line says Imported custom ...: file name, or Failed to import: ....
Any setting that takes a file (a sound's Stream, for example) also opens Pick Resource, which lists what you have imported of that kind and has Import External File… to bring in a new one.
Models
- A model with several separate parts is placed as a group of props, one per part, so each part can be posed.
- Collision: a prop's Collision Shape Mode FROM_MESH (the default) uses collision shapes included in the model file, and wraps the model in a convex hull when there are none. Check it with View > Show Prop Collision or the prop preview's Show collision. See Prop.
- A map's own model has no team set in the prop preview; give each placed prop one with its Team Models.
Materials and textures
Make your own materials from the Materials tab (New Material, New from Image, Duplicate and Edit), or import a material file. Rename and delete them there. See Materials and UVs.
Scan Asset Manifest
File > Scan Asset Manifest looks for assets added to the editor's library since it started and registers them, so they can be placed and exported. The status line says how many it found.
Missing assets
When the map uses a model, material or texture that cannot be found (a file was moved, renamed or deleted), the bar ⚠ Missing assets: This map references assets that are not there appears. Missing props show a placeholder and missing materials a missing-material look. Nothing is lost: a missing reference is kept when you save, so if the file comes back, everything is repaired.
Click Repair... on the bar, or File > Missing Assets..., to open the Missing Assets dialog:
| Control | What it does |
|---|---|
| The list | Every missing asset the map refers to. The count above it says how many there are; with none, Nothing is missing: every asset this map references resolves. |
| Rescan Level | Look again. |
| Replace with: | Choose the asset to use instead. |
| Reassign Selected | Point the selected entry at that replacement. |
| Reassign All | Point every missing asset of the selected kind at that replacement. |
| Relink to File... | Put the missing asset back: choose the file it should be, and the reference itself is repaired. A built-in asset is repaired for every map that uses it. |
| Delete Selected | Delete the selected broken prop from the level. |
| Close | Close the dialog. Leaving an entry alone is fine. |
× on the notice bar hides it; the references are kept on save either way.