Assets & Materials¶
Every project owns a durable asset catalog — saved with the project, inspectable by AI, and fully undoable.
Importing¶
In the Assets workspace, use Import Files for individual sources or Import Folder for a model with its dependencies. Supported formats:
| Type | Formats |
|---|---|
| Models | .gltf, .glb, .obj |
| Textures | .png, .tga |
| Materials | .material (sektor.material) |
| Prefabs | .prefab (sektor.prefab) |
| Audio | PCM .wav |
Imports are non-destructive and copied into the project's Assets/ tree. Each record has a stable ID, a SHA-256 content hash, source metadata, and diagnostics. Removing a record never deletes its source and is refused while anything still references it.
Reusable materials¶
Choose Create → Material… to author a reusable, versioned PBR material: base color/alpha, metallic, roughness, emissive color/strength, normal strength, and four optional texture channels (base color, normal, metallic-roughness, emissive).
Assign materials per model slot in the mesh Inspector. Editing one material updates every object that references it, live. Texture references are validated and appear in usage/referrer data, so an in-use texture can't be removed by accident.
Starter content¶
New projects can install a set of CC0 PBR starter materials so you have credible surfaces to build with immediately.
The Asset Store¶
A subscription Asset Store is coming: browse the full library on the web, then press Import to Project and the engine streams your selection straight into your open project — hashed, cataloged, and undoable like every other asset. Follow progress on the forum.