A global resource that comes in multiple flavors and can be use by multiple resources simultaneously.
See Also
Name | Description |
---|---|
uid | Global unique id to identify the asset. |
links | Amount of references the asset currently have (connected to how many resources). |
data | Internal data structure of the Asset maintaining the data available for its type. |
flags | Bit mask holding the current state of the Asset. |
Name | Description |
---|---|
name | The fullpath of the Asset starting from the project root. |
Defines the data type of an Asset.
kScene
: A container where you can place objects to create worlds.kTexture
: Base type that can be mutated into multiple subtype of texture such as 2d, 3d, Video, Font etc...kCubemap
: A cubemap texture where that uses a different Texture on every face.kMaterial
: Structure that will prepare the ncessary resources for the GPU to draw triangles.kPhysicMaterial
: Controls the surface properties of a physic object.kSoundBuffer
: The binary data that will be streamed at runtime by a SoundSource.kVideoBuffer
: Provide the binary video data that will update a video Texture at runtime.kMesh
: Geometric binary data that defines the topology of renderable objects.kSkeleton
: Hierarchy of bones and joint that defines how a skin move when beeing animated.kScript
: Where you place your logic code.kShader
: Code that tells the GPU how to draw triangles.kTrack
: A reusable curve.kUtility
: Basically a Script to create tools for the editor.kEntity
: A fully functional object that is reusable (a prefab).kFracture
: Prefedine how an mesh should shater.kParticleNetwork
: Define how particles contained inside a particle system behave.kPath
: A 3d dimensional route that consists of tri-dimensional control points.kAudioEffect
: Simulate real world acoustic and psychoacoustic effects by modulating the final audio mixer output.kAudioFilter
: Attenuates various frequencies of a specific sound of the final output in realtime.kArmature
: An armature is used by actions and activity strips to exclude or include a specific set of bones from an animation.kController
: Controls the flow of an animation using predefined machine states.Example
Lua-- You can access a specific asset type like this: print( "The value of the AssetType kTexture is " .. Asset.AssetType.kTexture )
Miscellaneous type that are neither associated to an Asset or an Object; the list below are used to identity non-resource types (possible type
used by an Handler).
kApplication
: Application identifier.kAsset
: Asset identifier;kObject
: Object identifier;kAction
: Action identifier.kChannel
: Channel identifier.kParticleEmitter
: ParticleEmitter identifier.kSequence
: Sequence identifier.kActionController
: ActionController identifier.Internal structure that maintain the data of the Asset based on the type it was created with.
Name | Description |
---|---|
type | The internal AssetType of the Asset. |
scene | Scene data reference. |
texture | Texture data reference. |
cubemap | Cubemap data reference. |
material | Material data reference. |
physicmaterial | PhysicMaterial data reference. |
soundbuffer | SoundBuffer data reference. |
videobuffer | VideoBuffer data reference. |
mesh | Mesh data reference. |
skeleton | Skeleton data reference. |
mesh | Mesh data reference. |
skeleton | Skeleton data reference. |
script | Script data reference. |
shader | Shader data reference. |
track | Track data reference. |
fracture | Fracture data reference. |
particlenetwork | ParticleNetwork data reference. |
path | Path data reference. |
audioeffect | AudioEffect data reference. |
audiofilter | AudioFilter data reference. |
armature | Armature data reference. |
controller | Controller data reference. |
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