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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

  1. Open the project through Zodiac Engine Hub.
  2. Use the editor's asset workflow to choose source content from the project.
  3. Select the import options appropriate to the source asset.
  4. Let the editor register and cook the result through the VFS-backed pipeline.
  5. 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.