Vertex/Content: Difference between revisions
Guide custom Unity materials and models into Vertex |
Clarify custom content navigation and standardize asset examples |
||
| (One intermediate revision by the same user not shown) | |||
| Line 2: | Line 2: | ||
'''Content''' manages files owned by a map or SDK resource and references to assets from other packages. The connected game decides which file types it supports and how those files become usable in the game. | '''Content''' manages files owned by a map or SDK resource and references to assets from other packages. The connected game decides which file types it supports and how those files become usable in the game. | ||
For Grimwar, start with the asset you want to add: | |||
{| class="wikitable" | |||
! Asset !! Guide | |||
|- | |||
| Sounds and music || [[Grimwar/Custom content#Sounds and music|Import audio, choose its playback type, and play it in a map]]. | |||
|- | |||
| Textures and materials || [[Grimwar/Custom content/Materials and models#3. Create a wall material|Create a Unity material]]. | |||
|- | |||
| Models and prefabs || [[Grimwar/Custom content/Materials and models#4. Import a model and save a prefab|Import a model and save a prefab]]. | |||
|- | |||
| Shared libraries and supported formats || [[Grimwar/Custom content|Browse all custom content workflows]]. | |||
|} | |||
== Import your files == | == Import your files == | ||
| Line 12: | Line 26: | ||
Vertex keeps imported source under <code>Content/</code> and records it in <code>content.json</code>. Keep both beside the map or resource manifest. Importing a file makes it available; you still need to place it or reference it. | Vertex keeps imported source under <code>Content/</code> and records it in <code>content.json</code>. Keep both beside the map or resource manifest. Importing a file makes it available; you still need to place it or reference it. | ||
An asset key identifies the package and asset, for example <code>asset:shared_sounds/ | An asset key identifies the package and asset, for example <code>asset:shared_sounds/my_wind_loop_01</code>. Display names can change without changing that key. Use '''Replace media''' to replace a file while retaining its references. Reimporting it as a new asset creates a different entry. | ||
Models may have companion materials and textures. Keep those files together when importing. '''Rebuild model previews''' refreshes the editor preview after external changes; the game compiler still builds the runtime model. | Models may have companion materials and textures. Keep those files together when importing. '''Rebuild model previews''' refreshes the editor preview after external changes; the game compiler still builds the runtime model. | ||
== Sounds and music == | |||
Grimwar's '''Sound''' import type accepts WAV, Ogg Vorbis, and MP3. Use it for effects, ambience, announcements, or music. The [[Grimwar/Custom content#Sounds and music|sound walkthrough]] covers playback settings, volume, and selecting a sound on an <code>env_ambient</code> entity. To keep reusable audio outside map folders, [[Grimwar/Custom content#Make a reusable media pack|create a shared media pack]] and use its sound from each map. | |||
== Materials and prefabs authored in Unity == | == Materials and prefabs authored in Unity == | ||
For Grimwar, follow [[Grimwar/ | For a general selection of custom assets across Grimwar maps, follow [[Grimwar/Custom content/Materials and models|Unity materials and models for Vertex]]. Keep one personal SDK copy in a shared library folder outside your map projects, create assets beneath its <code>Compiler/Assets/CustomContent/</code>, and export its catalog. Connect each map to that same library to select its assets in the Materials and Models browsers. The guide covers each folder and setting with a wall material and a crate prefab. Dropping files into a Unity folder alone does not add them to Vertex, and Content's file importer does not accept <code>.mat</code> or <code>.prefab</code> files. | ||
== Use an installed package == | == Use an installed package == | ||
Latest revision as of 12:30, 4 October 2026
Content manages files owned by a map or SDK resource and references to assets from other packages. The connected game decides which file types it supports and how those files become usable in the game.
For Grimwar, start with the asset you want to add:
| Asset | Guide |
|---|---|
| Sounds and music | Import audio, choose its playback type, and play it in a map. |
| Textures and materials | Create a Unity material. |
| Models and prefabs | Import a model and save a prefab. |
| Shared libraries and supported formats | Browse all custom content workflows. |
Import your files
- Save the map, then open Settings → Map details → Content…. For a standalone resource, open its Content… controls in VSDK.
- Choose a content type and select Import files.
- Review the imported names and settings. The SDK may offer controls such as audio playback type or volume.
- Select the new asset in the appropriate material, model, entity, or script field.
Vertex keeps imported source under Content/ and records it in content.json. Keep both beside the map or resource manifest. Importing a file makes it available; you still need to place it or reference it.
An asset key identifies the package and asset, for example asset:shared_sounds/my_wind_loop_01. Display names can change without changing that key. Use Replace media to replace a file while retaining its references. Reimporting it as a new asset creates a different entry.
Models may have companion materials and textures. Keep those files together when importing. Rebuild model previews refreshes the editor preview after external changes; the game compiler still builds the runtime model.
Sounds and music
Grimwar's Sound import type accepts WAV, Ogg Vorbis, and MP3. Use it for effects, ambience, announcements, or music. The sound walkthrough covers playback settings, volume, and selecting a sound on an env_ambient entity. To keep reusable audio outside map folders, create a shared media pack and use its sound from each map.
Materials and prefabs authored in Unity
For a general selection of custom assets across Grimwar maps, follow Unity materials and models for Vertex. Keep one personal SDK copy in a shared library folder outside your map projects, create assets beneath its Compiler/Assets/CustomContent/, and export its catalog. Connect each map to that same library to select its assets in the Materials and Models browsers. The guide covers each folder and setting with a wall material and a crate prefab. Dropping files into a Unity folder alone does not add them to Vertex, and Content's file importer does not accept .mat or .prefab files.
Use an installed package
Select an installed asset in Content and choose Use this package. Vertex records the provider's add-on ID and references the asset by key. The resulting build depends on that package and does not include another copy of its files.
The provider must be installed and enabled in the game. Publish and distribute the provider as well as the map or mod that uses it. A different display title or Workshop item number does not replace the stable package ID.
Copy files into this package creates an owned copy when you want to distribute and maintain the files yourself. References to other packages that you keep using remain dependencies. Check that the asset's terms permit redistribution.
Check what ships
Check build contents lists selected files, sizes, and the references or inclusion settings that bring them into the build. Use it before publishing a large package.
Enable Include in build for files used only through dynamically constructed script references. An unchecked asset is still included when the map or another included asset needs it.
Missing providers, cycles, unsupported formats, or changed source files can stop a build. Fix the reported source or dependency and rebuild. Avoid editing the generated package manifest to bypass an error.
For supported formats, a complete sound example, and reusable media packs, see Grimwar/Custom content. For another game's support, use that game's SDK documentation.