Project-owned content

Assets

Assets are durable project content. Runtime Actors are temporary instances created from assets and gameplay systems.

Projects

A project folder owns authored content and gives assets a stable disk home.

Meshes

MeshAssets describe geometry from built-in Base Meshes or imported OBJ sources.

Materials

MaterialAssets store ReflectionLit appearance data and can be assigned to Fragment mesh nodes.

Fragments

FragmentAssets store assembly hierarchy, mesh references, material references, Tags, and Resources.

Components

ComponentDefinitions are typed authored data. Live Components are created later by runtime systems.

Scenes

SceneAssets store placed Fragment instance records, not runtime-spawned units.

Common Mistake

Do not save live runtime state into reusable assets. A Fragment can define identity; a match decides ownership.

Importing OBJ Blocks

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.

Material Presets

The Material Editor includes five practical Metallic/Roughness starting points. They are shortcuts only; MaterialAssets save the resulting scalar values, not the preset name.

PresetMetallicRoughness
Soft Metal0.70.3
Polished Metal0.90.2
Mirror1.00.0
Rough Metal1.01.0
Matte Non-Metal0.01.0

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