> For the complete documentation index, see [llms.txt](https://studio-docs.sandbox.game/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://studio-docs.sandbox.game/the-editor/assets-and-asset-generation.md).

# Assets & asset generation

Bring files into the project through the Asset panel or the agent, keep licenses clean, and let the Asset Compiler handle compression. This page is the import and sourcing path. Folder layout lives on [Project Structure](/best-practices/project-structure.md).

### Step 1: Source assets

Prioritize Sandbox internal asset packs as your primary resource for building worlds. These assets are pre-optimized for the engine.

1. Source 3D models from external marketplaces like Unity, Sketchfab, or Fab.com if internal packs do not meet your needs.
2. Verify all licenses before downloading to ensure commercial compliance (e.g., CC0 and Creative Commons).
3. Convert assets to internet-friendly formats like GLB.

### Step 2: Import into the Asset panel

The Asset panel sits at the bottom of the editor. Drag files into it. They land under `assets/` on disk. Use folders that match type: `models/`, `textures/`, `sounds/`, `materials/`, `UI/`, `VFX/`, `prefabs/`. Scene files stay at the root of `assets/` as `*.genesys-scene`. See [Editor Orientation](/the-editor/editor-orientation.md).

Right-click in the panel to create folders. Use **Show in folder** to open the file on disk.

Formats the Asset Compiler documents for this pipeline:

* Models: `GLB`
* Textures: `PNG`, `JPEG`, `WebP`
* Audio: `WAV` (the compiler can compress audio for Play)

In code and prefabs, refer to files with a fully qualified path: `@project/assets/...`. Never build that path by concatenating strings. Details: [Project code fundamentals](/best-practices/project-code-fundamentals.md).

The agent can import files, create folders, and install an asset pack through Sandbox Studio MCP while the project is open. See [Set up and use Sandbox Studio MCP](/working-efficiently-with-ai/set-up-and-use-sandbox-studio-mcp.md).

### Step 3: Optimize assets

Compression and compile-on-Play live on [How to use asset compiler](/the-editor/how-to-use-asset-compiler.md). Enable the compiler there; do not duplicate those settings on this page.

Ask the agent to sweep the project for memory and space savings, for example:

1. Resize images to reduce memory footprint.
2. Keep audio paths as imported (for example `.wav`). Turn on **Audio compression** in the Asset Compiler. Play remaps those files (engine example: WAV → **OGG**). Do not convert sources to MP3, and do not retarget `@project/` paths to `.ogg` by hand.
3. Do not retarget materials or textures to `.ktx2` by hand. The compiler writes baked files in `.dist/`.

{% hint style="info" %}
*TIP: Identify large files early in development to avoid bulk optimization tasks before sharing. Full bake settings:* [*How to use asset compiler*](/the-editor/how-to-use-asset-compiler.md)*.*
{% endhint %}

### Step 4: Identify asset platforms

Ask the agent to find the most popular platforms and services and specify your project goals, such as creating a 3D character with animations or replacing a character in the 3rd person template.

1. Open the agent chat window.
2. Input your asset requirements and target platform.
3. Review the suggested services provided by the agent.

### Step 5: Configure API services

Connect generation services to the chat by providing necessary API parameters like destination paths or quality settings.

1. Select a service that provides an API.
2. Ask the agent to configure the service for use.
3. Confirm the connection status in the chat portal.

### Step 6: Enable asset optimization

Activate specific features to manage asset performance during the generation process.

1. Enable the "low poly" feature to reduce triangle counts while maintaining silhouette quality.

### Step 7: Generate with the agent

There is no shipped catalog of generation skill names on this page. Ask the agent in plain language for the model, image, or audio you need, and where it should land under `assets/`.

Example: **"take a screen shot in the editor, create a concept image of the scene and do it in the style of a nintendo switch style game."**

<figure><img src="https://2877193296-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FWgFjStdWWXj1Wc6xnrcJ%2Fuploads%2FNNnX5WD5qGAaOnQN1A4y%2Fimage.png?alt=media&amp;token=aef2eff4-61f5-4e4e-906a-eaa6ef2955f7" alt=""><figcaption></figcaption></figure>

<figure><img src="https://2877193296-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FWgFjStdWWXj1Wc6xnrcJ%2Fuploads%2FDJMWY46HLi7DwUxli11i%2Fimage.png?alt=media&amp;token=16f6c2db-379b-4929-9737-ffea2fdaf73d" alt=""><figcaption></figcaption></figure>


---

# Agent Instructions
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