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.

See also

  • Files: select the asset shown here.

  • Assets: the asset pipeline and supported types.