Projects
A project folder owns authored content and gives assets a stable disk home.
Project-owned content
Assets are durable project content. Runtime Actors are temporary instances created from assets and gameplay systems.
A project folder owns authored content and gives assets a stable disk home.
MeshAssets describe geometry from built-in Base Meshes or imported OBJ sources.
MaterialAssets store ReflectionLit appearance data and can be assigned to Fragment mesh nodes.
FragmentAssets store assembly hierarchy, mesh references, material references, Tags, and Resources.
ComponentDefinitions are typed authored data. Live Components are created later by runtime systems.
SceneAssets store placed Fragment instance records, not runtime-spawned units.
Do not save live runtime state into reusable assets. A Fragment can define identity; a match decides ownership.
Open a project, choose the Content Browser's Meshes / Imported folder, then use Import OBJ. The editor copies the OBJ into the project, registers it as a MeshAsset, and shows it under Imported.
Imported meshes can be added to Wings Assembler, transformed, saved inside a Fragment, and reopened with the project. Materials, textures, and MTL files are not imported yet.
The Material Editor includes five practical Metallic/Roughness starting points. They are shortcuts only; MaterialAssets save the resulting scalar values, not the preset name.
| Preset | Metallic | Roughness |
|---|---|---|
| Soft Metal | 0.7 | 0.3 |
| Polished Metal | 0.9 | 0.2 |
| Mirror | 1.0 | 0.0 |
| Rough Metal | 1.0 | 1.0 |
| Matte Non-Metal | 0.0 | 1.0 |