Assets and Importing
The Assets panel is a file explorer for your project: a folder tree on the left, and a grid or list of the current folder on the right.
Getting around
| Action | How |
|---|---|
| Open a folder or file | Double-click it. |
| Select | Click. Ctrl+Click toggles, Shift+Click extends a range. |
| Box select | Left-drag in empty space. Drag near an edge and the grid scrolls. |
| Move a file | Drag it onto a folder. |
| Put a model in your scene | Drag it into the viewport. |
| Rename | Press F2, or click the name of something already selected. |
| Everything else | Right-click. |
Tiles show the asset rather than a generic icon. Textures show themselves, materials and models show a rendered preview, and a scene shows the snapshot taken when you last saved it. A folder shows a mosaic of up to four images found inside it, with a small folder badge in the corner. Anything without a preview gets a type icon in that type's colour.
File names are shown without their extension, because the icon and its colour already tell you the type. When you rename, the extension is put back for you, so renaming rock.png to boulder gives you boulder.png. Type an extension explicitly to change the type, or end the name with a dot to drop it.
Making new assets
The Add button on the toolbar, and the right-click menu in empty space, both create a new file in the current folder.
| Material | A surface, edited in the Material Editor. |
| Rust Script | A .rs behaviour script. See Rust Scripts. |
| Particle | An effect, edited in the Particle Editor. |
| Template | An HTML markup file for Game UI. |
| Scene | An empty .bsn scene. |
New files start with a small piece of boilerplate. Turn that off under Settings > Interface > UI Workspace if you would rather start from an empty file.
Importing
Import on the toolbar opens two choices, because no operating-system dialog can select files and folders in the same pass.
- Import Files is a multi-select file picker, filtered to everything the importer accepts.
- Import Folder picks a directory, walks it for importable files, and recreates its subfolder tree under the destination. A
props/folder withcrates/andbarrels/inside arrives with those subfolders intact.
Either one opens the import overlay pre-loaded with what you picked, and models start converting straight away. You can also drag files or folders straight in from your desktop.
The same two choices appear under File in the main menu, in the right-click menu, and in the command palette.
What you can import
| Kind | Formats |
|---|---|
| Models | glb, gltf, fbx, obj, stl, ply, dae, abc, bvh, blend, usd, usda, usdc, usdz |
| Textures | png, jpg, jpeg, bmp, tga, webp, hdr, exr, ktx2, dds |
| Audio | wav, ogg, mp3, flac |
| Fonts | ttf, otf |
| Scenes | bsn |
Models are converted to glb on import. Everything else is copied in as it is.
The toolbar
Beyond Add and Import, the toolbar has New Folder, a sort order, a grid and list toggle, a tile zoom, and a search box. Search matches the real file name, so typing png finds every PNG even though the extensions are hidden.
Down the left of the panel, type filters narrow the view to Scenes, Meshes, Textures, Materials, Audio, Scripts, Shaders or Prefabs.
Dragging assets into your scene
Dragging out of the panel is how most things get used.
- A model dropped in the viewport spawns at the drop point.
- A material dropped on an object applies to it.
- A scene dropped in the viewport or the Hierarchy is added as a nested scene instance.
- A script dropped on an entity attaches to it.
While you are mid-drag, hover over another panel's tab for a moment and that tab springs to the front, so you can reveal a drop target hidden behind another tab without letting go.
Right-click menu
Open, Rename, Duplicate, Favorite, Reveal in Explorer, Delete, Reimport, and the same colour-coded create-new section the Add button opens.