Asset¶
The Asset inspector shows the import settings of the asset currently selected in the Files browser. Different asset types expose different options; some types (scripts, prefabs) have no import settings and only show their file name.
Changing a setting here re-imports the asset, so it controls how the source file is converted into the data the game uses.
Common types¶
Images¶
Option |
Description |
|---|---|
Format |
The texture format the image is converted to. The format affects size and quality on the N64. |
See Images for details on the texture formats.
3D Models¶
Option |
Description |
|---|---|
Vertex-Precision |
Read-only. The step size vertex positions are quantized to, derived from the model’s bounding box so the 16bit range is used as well as possible. |
Manual Precision |
Overrides the automatic value. For example when an animation moves vertices outside the model’s rest-pose bounds. |
Units Per Meter |
Only with Manual Precision enabled: the quantization factor to use. Lower values give more headroom at cost of precision. Changing it reloads the asset. |
Create BVH |
Builds a bounding-volume hierarchy, required for per-object culling on the Model component. |
See 3D Models for the model pipeline.