Asset List Files

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When Asset Packager creates an asset repository, it determines what assets to put in the repository based on two files:

  • The world assets files (with .worldassets filename extension) created by World Editor.
  • One or more asset list files.

An asset list file is a text file (with filename extension .assetlist) that specifies asset definition files to include in a repository. Each line of the file must contain the name of one asset definition file, without the filename extension. You must manually create an asset list file based on what your world requires.

Asset list files enable you to add assets to an asset repository that are not in the world file, such as:

  • Client UI XML files and Python scripts (in Interface/FrameXML)
  • Sound files
  • Mob and player character assets that are dynamically added to a world at runtime by server scripts.

For assets that require multiple files, you only need to include the "top level" asset definition file, and Asset Packager will include all the files referenced directly or indirectly. For example, for a 3D model, just list the mesh asset definition file, which references the required material files and perhaps other files.

NOTE: It's OK if an asset is listed in both the world assets file and in an asset list file. Asset Packager will only copy it once into the repository.

Example

For example, here is the ClientUIAssets.assetlist file:

# Assets needed for _any_ world
AlphaSplatTerrain_Material.asset
DetailVeg_Material.asset
directional_marker_Mesh.asset
HMETerrain_Material.asset
MVSMTerrain_Material.asset
Ocean_Material.asset
Terrain_Material.asset
Trees_Material.asset
Water_Material.asset
 
# Assets used by the UI
AdditionalUIAssets
AxiomIcon_Icon
Library_PythonScript
MarsPlayer_FrameXML
MarsTarget_FrameXML
MarsUnit_FrameXML
MvActionBar_FrameXML
MvActionButton_FrameXML
MvCharacter_FrameXML
MvChat_FrameXML
MvContainer_FrameXML
MvDialog_FrameXML
MvFonts_FrameXML
MvFrame_FrameXML
MvItemButton_FrameXML
MvStatus_FrameXML
MvTooltip_FrameXML
tiny_cube_Mesh
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