Pretty much every game depends on various assets such as 3D models, textures, sounds, etc. The engine has its own assets pipeline that is made to make your life easier.

Asset Types

The engine offers a fixed set of assets that should cover all your needs:

  • Models - model is a set of objects, it can be a simple 3D model (like barrel, bush, weapon, etc.) or complex scene with lots of object and possibly other model instances. There are two main formats supported: FBX - could be used to import 3D models, RGS - a scene that is made in Fyroxed. RGS models are special, they can be used as hierarchical prefabs.
  • Textures - texture is an image that is used to add graphical details to objects. The engine supports various texture formats such as PNG, JPG, BMP, etc. There is also support for compressed textures in DDS format.
  • Sound buffers - a data buffer for sound sources. The engine supports WAV and OGG formats.
  • Curves - parametric curve. It is used to create complex functions for numeric parameters. Curves can be made in Curve Editor (Utils -> Curve Editor)
  • Animation Machines - animation blending state machines (ABSM) - allows you to blend multiple animations into one to create complex animations. ABSM can be made in Animation Editor (Utils -> Animation Editor)

Asset Management

Asset management is performed from Asset Browser window in the editor, you can select an asset, preview it and edit its import options. Here's the asset browser with a texture selected:

asset browser

The most interesting part here is import options section under previewer, it allows to set asset-specific import options and apply it. Every asset has its own set of import options. Check respective asset page from above section to learn what import options is for what.

Asset Instantiation

Some asset types can be instantiated in scene, for now you can create direct instance only from models. This is done by simple drag'n'drop - find a model you want to instantiate and drag it Scene Preview. The instance should appear in the Scene Preview once you release left mouse button. The amount of asset instance is not limited, it only depends on capabilities of your PC, each instance takes some memory (the engine tries to re-use data across instance as much as possible) and CPU resources.

You can also instantiate assets dynamically from your code, here's an example for Model:

fn main() {
extern crate fyrox;
use fyrox::{
    scene::{node::Node, Scene},
use std::path::Path;
async fn instantiate_model(
    path: &Path,
    resource_manager: ResourceManager,
    scene: &mut Scene,
) -> Handle<Node> {
    // Load model first. Alternatively, you can store resource handle somewhere and use it for
    // instantiation.
    let model = resource_manager.request_model(path).await.unwrap();


Loading Assets

Usually there is no need to manually handle assets loading, since you have the editor that can help you with that - create a scene with all required assets. However, sometimes you need to instantiate an asset dynamically - for example a bot prefab. In this case you can use ResourceManager and respective set of methods (like request_model, request_texture, etc.). See respective asset page for more info.