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Adding assets to your project
Pawel Pastuszak edited this page Dec 7, 2018
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1 revision
Adding assets to your project is very simple. To add assets open your project folder then go to vis/assets
directory. You can also press Explore button in VisEditor (next to search bar in content explorer).
You will see multiple directories there.
-
gfx - add your textures here,
.png
and.jpg
are supported -
atlas - add your texture atlases here, each atlas must coexist of two files:
.atlas
and.png
file. To create texture atlases you should use this free tool. Note: you should use texture atlases when you already have them and don't want to unpack them. VisEditor automatically packages assets from gfx folder into texture atlas. -
font - TrueType fonts, file with
.ttf
format -
bmpfont - Bitmap fonts files, each font must have two files:
.fnt
and.png
. You can use free tool Hiero to generate bitmap fonts, distance field fonts are supported -
music - music files in
.ogg
,.wav
or.mp3
format (music is always streamed from file on disk) -
sound - sound files in
.ogg
,.wav
or.mp3
format (sound is always loaded to memory) - scene - your scene files, created by VisEditor
- particle - particles files, each particle effect coexist of minimum two files: .p file and one or more .png images. You can use this free tool to create particle effects.
-
shader - (since VisEditor 0.2.1) shader files, each shader must have two files:
.frag
(Fragment Shader) file and.vert
(Vertex Shader) file -
spine - Spine animations in either JSON or binary format. Each animation must have three files:
.atlas
file,.png
file and.json
(text) or.skel
(binary), don't forget to enable Spine plugin first (File -> Settings -> Plugin tickspine
and restart VisEditor. - spriter - Spriter animations in SCML file. Each animation in separate marked folder. Follow this guide for more information: Using Spriter
Note that you don't have to follow those directories and you can store your assets where you want with some exceptions. See Marking Assets Directories.