Assets and importing¶
The editor's asset workflow is built on the virtual file system (VFS), the asset registry, and importer-specific processing. The editor content browser and importer panel are the user-facing entry points; the engine reference documents the runtime contract behind them.
Supported source types¶
The current import pipeline includes these source families:
| Source | Import path |
|---|---|
| glTF and GLB | GltfImporter using fastgltf |
| FBX and legacy model formats | AssimpImporter and the ufbx-based path |
| HDR and EXR environment images | EnvironmentMapImporter |
| Textures referenced by imported models | Imported with their source model and registered as assets |
Import workflow¶
- Open the project through Zodiac Engine Hub.
- Use the editor's asset workflow to choose source content from the project.
- Select the import options appropriate to the source asset.
- Let the editor register and cook the result through the VFS-backed pipeline.
- Confirm the imported asset in the content browser before using it in the scene.
VFS paths and reimporting¶
ZEngine 1.0.0 changed asset-importer and codec writes to VFS paths. This makes asset routing independent from temporary source paths, but it is a breaking change for projects moving from older versions. Read Update and migration before upgrading a project with existing imported content.
For pipeline behavior, memory ownership, deduplication, and GPU binding, see Asset pipeline reference.