Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
Scanned 6/3/2026
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---
name: assets-pipeline
description: Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
---
# Assets Pipeline in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **audio-system** for audio playback and bus architecture, **3d-essentials** for 3D materials and lighting, **2d-essentials** for 2D rendering and sprites, **animation-system** for imported animations, **godot-optimization** for asset-related performance, **multithreading** for threaded resource loading.
---
## 1. How Importing Works
### The Import System
When you add a file to `res://`, Godot auto-imports it based on its type. Import settings are stored in `.import` sidecar files alongside the original.
```
project/
├── textures/
│ ├── player.png ← original file (committed to VCS)
│ └── player.png.import ← import settings (committed to VCS)
└── .godot/
└── imported/ ← compiled cache (NOT committed — .gitignore it)
```
### Key Rules
- **Never modify files in `.godot/imported/`** — they are regenerated from originals
- **Commit `.import` files** to version control — they store your settings
- **Reimport** after changing settings: select file → Import dock → click **Reimport**
- `.godot/` should be in your `.gitignore`
### Changing Import Settings
1. Select the file in the **FileSystem** dock
2. Open the **Import** dock (next to Scene dock by default)
3. Change settings
4. Click **Reimport** (or **Reimport All** for batch changes)
> Import settings can also be set via **Advanced Import Settings** for 3D scenes (double-click the `.glb`/`.gltf` file).
---
## 2. Image Import
### Compression Modes
| Mode | Quality | VRAM | File Size | Use For |
|----------------|-----------|----------|-----------|----------------------------------|
| **Lossless** | Perfect | High | Large | Pixel art, UI elements |
| **Lossy** | Good | High | Small | Large photos, backgrounds |
| **VRAM Compressed** | Reduced | Low | Small | 3D textures, large 2D sprites |
| **VRAM Uncompressed** | Perfect | High | Large | When VRAM compression artifacts are unacceptable |
| **Basis Universal** | Reduced | Low | Very small | Cross-platform, multiple GPU formats |
### When to Use Each
```
Pixel art / UI icons → Lossless (no artifacts, crisp pixels)
2D game sprites → Lossless (small sprites) or VRAM Compressed (large sprites)
3D textures (albedo, normal) → VRAM Compressed (saves GPU memory)
Large backgrounds → Lossy or VRAM Compressed
Mobile targets → VRAM Compressed (essential for memory)
```
### Key Import Settings
| Setting | Description | Default |
|--------------------|-----------------------------------------------|-------------|
| **Compress > Mode** | Compression algorithm (see table above) | VRAM Compressed |
| **Mipmaps > Generate** | Generate mipmaps for distance rendering | Off |
| **Process > Fix Alpha Border** | Prevents dark outlines on transparent sprites | On |
| **Process > Premult Alpha** | Pre-multiply alpha (avoids dark halos) | Off |
| **Flags > Filter** | Bilinear filtering (smooth) vs nearest (crisp) | Linear |
| **Flags > Repeat** | Enable texture tiling | Disabled |
### Pixel Art Setup
For crisp pixel art, set these project-wide:
**Project Settings > Rendering > Textures > Canvas Textures > Default Texture Filter** → `Nearest`
Or per-image in Import dock: **Filter** → `Nearest`
### Enabling Mipmaps
Mipmaps prevent shimmering on textures viewed at an angle or from a distance. Required for 3D textures; optional for 2D.
- **3D textures:** Always enable mipmaps (Import dock → Mipmaps → Generate → On)
- **2D sprites:** Usually off (unless you use Camera2D zoom)
- **UI textures:** Off (rendered at fixed scale)
---
## 3. 3D Scene Import
### Supported Formats
| Format | Extension | Recommendation |
|-----------|-------------|----------------------------------------------|
| **glTF** | `.gltf`, `.glb` | **Recommended** — open standard, best support |
| **Blend** | `.blend` | Direct Blender import (requires Blender installed) |
| **FBX** | `.fbx` | Good for legacy pipelines |
| **Collada** | `.dae` | Older format, use glTF if possible |
| **OBJ** | `.obj` | Static meshes only — no animations/rigs |
> **glTF is the recommended format.** It has the best Godot support, is an open standard, and preserves materials, animations, and rigs accurately.
### Node Naming Conventions
Godot auto-creates appropriate node types based on **suffixes** in your 3D model's object names:
| Suffix | Generated Node | Example Name |
|-----------------------|---------------------------|----------------------------|
| `-col` | StaticBody3D + collision | `Wall-col` |
| `-convcol` | ConvexPolygonShape3D | `Rock-convcol` |
| `-rigid` | RigidBody3D | `Barrel-rigid` |
| `-navmesh` | NavigationRegion3D | `Floor-navmesh` |
| `-occluder` | OccluderInstance3D | `BigWall-occluder` |
```
In Blender: In Godot (after import):
Wall-col → StaticBody3D
├── Wall (mesh) → ├── MeshInstance3D
→ └── CollisionShape3D (auto-generated)
```
### Import Dock Settings
Select the imported `.glb`/`.gltf` in FileSystem, then in the Import dock:
| Setting | Description |
|----------------------------|--------------------------------------------------|
| **Root Type** | Override root node type (Node3D, RigidBody3D, etc.) |
| **Root Name** | Custom name for the root node |
| **Meshes > Generate LOD** | Auto-generate LOD levels (on by default) |
| **Meshes > Light Baking** | Static or Dynamic for lightmap baking |
| **Animation > Import** | Enable/disable animation import |
| **Animation > FPS** | Bake animation at this framerate |
### Runtime Scene Loading
```gdscript
# Preload at compile time (known path)
const ENEMY_SCENE: PackedScene = preload("res://models/enemy.glb")
# Load at runtime (path from data)
func spawn_model(path: String) -> Node3D:
var scene: PackedScene = load(path)
var instance: Node3D = scene.instantiate()
add_child(instance)
return instance
```
```csharp
private static readonly PackedScene EnemyScene = GD.Load<PackedScene>("res://models/enemy.glb");
public Node3D SpawnModel(string path)
{
var scene = GD.Load<PackedScene>(path);
var instance = scene.Instantiate<Node3D>();
AddChild(instance);
return instance;
}
```
---
## 4. Animation Import
### Splitting Animations
If a 3D file contains a single timeline with multiple animations, split them in the **Advanced Import Settings**:
1. Double-click the `.glb` file to open Advanced Import Settings
2. Go to **Animations** tab
3. Add animation clips with **start frame** and **end frame**
4. Set **loop mode** per clip (None, Linear, Ping-Pong)
### Retargeting Animations
Share animations between characters with different skeletons:
1. Import both the source (animation) and target (character) models
2. Open **Advanced Import Settings** on the target model
3. Go to **Skeleton3D > Retarget** settings
4. Map source bones to target bones
5. Use `SkeletonProfile` resources for standard humanoid mappings
### Animation Import Settings
| Setting | Description |
|-----------------------|------------------------------------------|
| **Import** | Enable/disable animation import |
| **FPS** | Bake framerate (30 is standard) |
| **Trimming** | Remove empty frames at start/end |
| **Remove Immutable Tracks** | Remove tracks that don't change |
---
## 5. Audio Import
> For in-depth audio playback, bus setup, and music management, see the **audio-system** skill.
### Format Recommendations
| Format | Import As | Use For | Key Settings |
|--------|-----------------|---------------------------|-------------------------|
| WAV | AudioStreamWAV | Short SFX | Loop Mode, Mix Rate |
| OGG | AudioStreamOggVorbis | Music, long SFX | Loop, Loop Offset |
| MP3 | AudioStreamMP3 | Music (fallback) | Loop, BPM |
### Key Import Settings
| Setting | Description | When to Use |
|---------------|------------------------------------------------|-------------------------|
| **Loop** | Enable looping playback | Music, ambient loops |
| **Loop Offset** | Start position for loop restart | Avoid intro on loop |
| **Force Mono** | Convert stereo to mono | 3D positional audio |
| **BPM** | Beats per minute | Rhythm games |
| **Beat Count** | Total beats in the track | Rhythm sync |
> **Import tip:** Use WAV for short SFX (zero decode latency). Use OGG for music (small file, good quality). Enable **Force Mono** for any audio used with AudioStreamPlayer3D — stereo doesn't spatialize properly.
---
## 6. Resource Formats
### .tres vs .res
| Format | Type | Readable | Use For |
|--------|------------|----------|--------------------------------------|
| `.tres` | Text | Yes | Resources you edit by hand or diff |
| `.res` | Binary | No | Large resources, faster loading |
```gdscript
# Save as text resource
ResourceSaver.save(my_resource, "res://data/item.tres")
# Save as binary resource
ResourceSaver.save(my_resource, "res://data/item.res")
# Load (either format)
var resource: Resource = load("res://data/item.tres")
```
```csharp
ResourceSaver.Save(myResource, "res://data/item.tres");
ResourceSaver.Save(myResource, "res://data/item.res");
var resource = GD.Load<Resource>("res://data/item.tres");
```
### When to Use Each
- **`.tres`** — Custom resources you create and edit (item data, config, skill definitions). Version control friendly.
- **`.res`** — Generated or large binary data (baked lightmaps, navigation meshes, large meshes). Faster to load.
- **`.tscn`** — Text scene files (always use text for scenes — diffable in VCS)
- **`.scn`** — Binary scene files (rare — only for very large scenes where load time matters)
### Threaded Resource Loading
Load large resources without freezing the game:
```gdscript
func load_level_async(path: String) -> void:
ResourceLoader.load_threaded_request(path)
func _process(delta: float) -> void:
var status := ResourceLoader.load_threaded_get_status(_loading_path)
match status:
ResourceLoader.THREAD_LOAD_IN_PROGRESS:
var progress: Array = []
ResourceLoader.load_threaded_get_status(_loading_path, progress)
loading_bar.value = progress[0] * 100.0
ResourceLoader.THREAD_LOAD_LOADED:
var scene: PackedScene = ResourceLoader.load_threaded_get(_loading_path)
get_tree().change_scene_to_packed(scene)
ResourceLoader.THREAD_LOAD_FAILED:
push_error("Failed to load: %s" % _loading_path)
```
```csharp
public void LoadLevelAsync(string path)
{
ResourceLoader.LoadThreadedRequest(path);
}
public override void _Process(double delta)
{
var progress = new Godot.Collections.Array();
var status = ResourceLoader.LoadThreadedGetStatus(_loadingPath, progress);
switch (status)
{
case ResourceLoader.ThreadLoadStatus.InProgress:
loadingBar.Value = (float)progress[0] * 100.0f;
break;
case ResourceLoader.ThreadLoadStatus.Loaded:
var scene = ResourceLoader.LoadThreadedGet(_loadingPath) as PackedScene;
GetTree().ChangeSceneToPacked(scene);
break;
case ResourceLoader.ThreadLoadStatus.Failed:
GD.PushError($"Failed to load: {_loadingPath}");
break;
}
}
```
---
## 7. Common Pitfalls
| Symptom | Cause | Fix |
|---------------------------------------|----------------------------------------------|--------------------------------------------------------------------|
| Texture looks blurry | Filter is set to Linear for pixel art | Set Default Texture Filter to Nearest in Project Settings |
| Dark outlines on transparent sprites | Alpha border not fixed on import | Enable "Fix Alpha Border" in Import dock |
| 3D model has no collisions | No naming suffix in source model | Add `-col` suffix to mesh names in Blender, or add manually |
| Imported animations missing | "Import Animation" disabled in Import dock | Enable Animation > Import and reimport |
| Texture VRAM too high on mobile | Using Lossless compression for large textures | Switch to VRAM Compressed for textures > 256px |
| 3D textures shimmer at distance | Mipmaps not generated | Enable Mipmaps > Generate in Import dock |
| Audio has pop/click at loop point | Loop offset not set correctly | Adjust Loop Offset in Import dock; add fade in audio editor |
| Scene file is enormous | Using binary `.scn` instead of `.tscn` | Save scenes as `.tscn` (text) for VCS; use `.scn` only if needed |
| Import settings lost after reclone | `.import` files not committed to VCS | Always commit `.import` files; only `.godot/` goes in .gitignore |
| Threaded load freezes game | Checking status every frame with `load()` | Use `ResourceLoader.load_threaded_request/get_status` pattern |
---
## 8. Implementation Checklist
- [ ] `.gitignore` excludes `.godot/` but NOT `.import` files
- [ ] Pixel art projects set Default Texture Filter to `Nearest` in Project Settings
- [ ] 3D textures have mipmaps enabled (Import dock → Mipmaps → Generate)
- [ ] Large textures use VRAM Compressed (especially on mobile targets)
- [ ] 3D models use glTF format (`.glb` or `.gltf`) as the primary import format
- [ ] Collision shapes use naming suffixes (`-col`, `-convcol`) in the 3D authoring tool
- [ ] Animations are split into individual clips in Advanced Import Settings
- [ ] Audio SFX uses WAV; music uses OGG Vorbis
- [ ] 3D positional audio files are imported as mono (Force Mono enabled)
- [ ] Custom data resources use `.tres` (text) for version control diffability
- [ ] Large or runtime-loaded resources use `ResourceLoader.load_threaded_request()`
- [ ] Scene files use `.tscn` (text format) for version control
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