rojo/.cursor/rules/roblox/en-us/projects/assets/manager.md
2026-02-02 14:05:11 -06:00

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Asset Manager The Asset Manager lets you manage places and bulk import assets into your experience.

import BetaAlert from '../../includes/beta-features/beta-alert.md'

The Asset Manager, accessible from Studio's Window menu or Home tab, lets you manage places and bulk import assets into your experience, including images, meshes, packages, audio, and models.

Current

The following sections outline the current Asset Manager. The [V2 Beta](#v2-beta) is documented below.

Asset folders

Assets are organized within folders based on their type. You can switch between grid view and list view by clicking the view toggle button.

The Asset Manager window with the View toggle button highlighted.

Importing assets

The bulk import tool is ideal for importing up to 50 files in one batch. Imported assets enter the moderation queue and are only visible to you within their respective folder and within the Inventory tab of the Toolbox.

The Asset Manager window with the Bulk Import button highlighted.
Asset Type Details
**Image** You can import images in `.png`, `.jpg`, `.gif`, `.tga`, or `.bmp` format for use as [textures/decals](../../parts/textures-decals.md) on parts, [image labels](../../ui/labels.md), [mesh textures](../../parts/meshes.md#adding-textures), textures for [custom materials](../../parts/materials.md), textures for [special effects](../../environment/index.md#special-effects), and more.
**Mesh** You can bulk import meshes in either `.fbx` or `.obj` format, although this workflow does not support complex meshes such as those with rigging, skinning, or animation data. For complex meshes, it's recommended that you use the [3D Importer](../../art/modeling/3d-importer.md).
**Audio** You can import audio assets that you are certain you have permission to use in `.ogg`, `.mp3`, `.flac`, or `.wav` format. If you're uncertain whether you have permission to use an audio file, the [Creator Store](../../production/creator-store.md) has a variety of free-to-use audio, including more than 100,000 professionally-produced audio assets. See [Audio Assets](../../audio/assets.md) for details.

Insert assets

You can insert assets into the Explorer window hierarchy by dragging-and-dropping or by right-clicking the asset name/tile and selecting Insert.

Behavior of dragging-and-dropping into the 3D viewport varies by asset type:

Asset Type Drag-and-Drop Behavior
**Image** If hovering over a valid parent object like a `Class.BasePart`, creates a new `Class.Decal` inside that parent with its `Class.Decal.ColorMapContent|ColorMapContent` property preset to the asset ID.
**Mesh** Inserts the asset as a new `Class.MeshPart` in the workspace with its `Class.MeshPart.MeshId|MeshId` property preset to the asset ID.
**Audio** Creates a new `Class.Sound` object in the workspace with its `Class.Sound.SoundId|SoundId` property preset to the asset ID.
**Package** Inserts a copy of the package into the workspace.

Quick actions

Quick actions are accessible by right-clicking an asset name/tile and selecting a context option.

Quick Action Description
**Rename** Lets you enter a new name for the place.
**Copy ID to Clipboard** Copies the place ID to the clipboard.
**View History** Opens the place version history, letting you view previous commits (publish actions) and their date/time. If desired, you can roll back to a previous version by selecting it and clicking the Open button.
**Remove From Game** Completely removes the place from the experience. Not applicable to the [starting place](../../production/publishing/publish-experiences-and-places.md#change-start-place).
Quick Action Description
**Edit Asset** Lets you edit general details such as the image title and description.
**Rename Alias** Renames the image alias in the **Asset Manager**.
**Insert** Inserts the image into the selected instance (or the workspace).
**Copy ID to Clipboard** Copies the image ID to the clipboard.
**Remove From Game** Removes the image from the **Asset Manager** but does not remove its instances from the experience.
Quick Action Description
**Edit Asset** Lets you edit general details such as the mesh title and description.
**Rename Alias** Renames the mesh alias in the **Asset Manager**.
**Insert** Inserts the mesh into the workspace.
**Insert With Location** Inserts the mesh into the workspace, retaining location data stored during the mesh import process.
**Copy ID to Clipboard** Copies the mesh ID to the clipboard.
**Copy Mesh ID to Clipboard** Copies the mesh `Class.MeshPart.TextureID` to the clipboard.
**Remove From Game** Removes the mesh from the **Asset Manager** but does not remove its instances from the experience.
Quick Action Description
**Insert** Inserts a copy of the package into the workspace.
**View on Website** Opens up your browser to the package asset page.
**Copy ID to Clipboard** Copies the package ID to the clipboard.
**Package Details** Lets you manage basic package details, access permissions, and package versions.
Quick Action Description
**Edit Asset** Lets you edit general details such as the audio title and description.
**Rename Alias** Renames the item alias in the **Asset Manager**.
**Insert** Inserts the audio as a `Class.Sound` object into the selected instance (or the workspace).
**Copy ID to Clipboard** Copies the audio file ID to the clipboard.
**Remove From Game** Removes the audio from the **Asset Manager** but does not remove its instances from the experience.

Asset inspection

You can closely inspect an image, mesh, package, or audio file by hovering over its thumbnail in grid view and clicking the "magnify" icon, or by right-clicking its name in list view and selecting Asset Preview.

A preview view of an asset in the Asset Manager. The Insect Asset icon is highlighted.

When previewing 3D assets like meshes, you can move the virtual camera around to get a better view from all angles. For videos, you can preview the entire video in the popup.

Action Description
Left mouse button + drag Rotate around the object.
Right mouse button + drag Pan left, right, up, or down.
Mouse scroll wheel Zoom in or out.

In the lower-right corner of the preview frame, the composition button reveals the full hierarchy of the asset including Class.Script|Scripts, Class.MeshPart|MeshParts, Class.Animation|Animations, and more.

A preview view of an asset in the Asset Manager, and the full hierarchy of the asset displays underneath the 3D representation. The Asset Composition icon is highlighted.

V2 Beta

Inventory sorting

Assets are sorted by various inventories as selected through the collapsible menu on the left side of the window. If you don't see the sorting list, click the expand/collapse button in the lower‑left area of the window.

A preview of how inventories are sorted in the left navigation of the Asset Manager.
  • Shared With Experience — Assets that are shared with the open experience.

  • Places In Experience — The experience's current places.

  • My Inventory — Assets imported to your own user account, shared with you, or acquired from the Creator Store.

  • Group Inventories — Assets imported into groups you own or groups you belong to (assuming you have sufficient permissions within the group), or assets shared with the groups. Right‑clicking over a group reveals a context menu with the following options:

    **Hide Group** Hides the group from the sidebar.
    **Customize Groups** Allows you to choose the groups which appear in the sidebar and search filter options.
    **Refresh Groups** Refreshes the list of groups that you're eligible to show or hide.

Asset display options

In the main panel, assets for the selected inventory are displayed. To toggle the view type, click on the view type button and select either List or Grid. While in grid view, asset tiles can be resized through the slider widget.

Diagram of the view type button and options in the Asset Manager.

In List view, click on a column header to order assets by that detail and resize columns by dragging the separator bar between them.

Diagram of how columns can be ordered and resized in List view within the Asset Manager. Columns can be toggled on or off by right‑clicking in the header bar region. While columns cannot be reordered by dragging, you can toggle any column off and then toggle it back on to add it as the furthest column to the right.

In Grid view, ordering is controlled through the sort button:

Location of the sort button for Grid view within the Asset Manager.

Asset type filters

The filter items button lets you control which assets are displayed.

Location of the filter button in the Asset Manager.
Filter Type Options
**Asset Type** **Animation** | **Audio** | **Decal** | **FontFamily** | **Image** | **Mesh** | **MeshPart** | **Model** | **Place** | **Plugin** | **Video**
**Creator**
**Source** **Creator Store** | **Shared With Me** | **Uploaded**
**Is Package**
**Only Archived**

Asset import

The import button lets you import up to 50 files in one batch. Imported assets enter the moderation queue and, upon approval, are added to the inventory of the user/group that owns the experience.

Location of the import button in the Asset Manager.
Asset Type Details
**Image** You can import images in `.png`, `.jpg`, `.gif`, `.tga`, or `.bmp` format for use as [textures/decals](../../parts/textures-decals.md) on parts, [image labels](../../ui/labels.md), [mesh textures](../../parts/meshes.md#texture), textures for [custom materials](../../parts/materials.md#custom-materials), textures for [special effects](../../effects/index.md), and more.
**Mesh** You can import meshes in either `.fbx` or `.obj` format, although this workflow does not support complex meshes such as those with rigging, skinning, or animation data. For complex meshes or `.gltf` format, it's recommended that you use the [3D Importer](../../art/modeling/3d-importer.md).
**Audio** You can import audio assets in either `.ogg`, `.mp3`, `.flac`, or `.wav` format. See [Audio Assets](../../audio/assets.md#import-audio) for details.
**Video** You can import video assets in either `.mp4` or `.mov` format if all of the [requirements](../../ui/video-frames.md) are met.

Insert and quick actions

Quick actions are accessible by right‑clicking an asset name/tile and selecting an option from the context menu. Note that places offer unique actions versus other assets.

Action Description
**Insert** Lets you select from either **Insert at Camera** or **Insert at Asset Position** for spatial 3D assets (non‑spatial assets like audio are simply inserted into the `Class.Workspace` or the currently selected [Explorer](../../studio/explorer.md) instance). Does not appear for **FontFamily** or **Plugin** assets.
**Edit Asset** Opens the asset configuration window to edit details such as the asset title, description, and more. Does not appear for **FontFamily** or **Plugin** assets.
**Copy Asset ID** Copies the asset ID to the clipboard, convenient for pasting the ID into an object's property value such as `Class.AudioPlayer.AssetId` or `Class.MeshPart.MeshId`.
**View in Browser** Opens your browser to the asset's page.
**Install** / **Update** / **Report** Applicable only for **Plugin** assets. Installs, updates, or reports the plugin, respectively.
Action Description
**Open** Opens the place in another Studio session if it's not the currently open place.
**Rename** Lets you enter a new name for the place.
**View History** Opens the place version history, letting you view previous commits (publish actions) and their date/time. If desired, you can roll back to a previous version by selecting it and clicking the **Open** button.
**Remove From Experience** Completely removes the place from the experience. Not applicable to the [starting place](../../production/publishing/publish-experiences-and-places.md#change-start-place).
**Copy Asset ID** Copies the place's `Class.DataModel.PlaceId|PlaceId` to the clipboard.
**View in Browser** Opens your browser to the place's page.