Vertex/Content
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.
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/wind_loop. 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.
Materials and prefabs authored in Unity
For Grimwar, follow Unity materials and models for Vertex. Create the Unity assets beneath Compiler/Assets/CustomContent/ in a personal SDK copy, export a catalog, and connect Vertex to that copy. 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.