The Assets panel is an important tool used to access and manage project assets. When starting to make a game, importing assets is usually a necessary step. Use the Hello World template project as a starting point when creating a new project. After you create and open a new project, various types of assets are visible in the Assets panel.
Assets Panel introduction
The Assets panel is the main panel. It has a heads-up menu area, a central tree list area, and a bottom information display area.
The functions of the heads-up menu area are: New asset button, Sort by button, Search type button, Search box, Fold or expand all button, and Refresh list button.
The central tree list area mainly reflects the hierarchical relationship of assets.
- The root node is the asset root folder corresponding to the file manager of the operating system. The editor calls an asset database (DB for short), and is located in the project folder. It belongs to the project asset;
- Internal DB comes with the editor and provides some built-in necessary assets. It is a read-only asset. It cannot be added, deleted, modified, but can be directly referenced or copied.
The right-click menu of the panel is also an important function. The contents of the right-click menu in different locations are different, and the unavailable menus are grayed out.
The shortcut of the panel currently supports the operation of assets:
- Copy: Ctrl or Cmd + C
- Paste: Ctrl or Cmd + V
- Copy: Ctrl or Cmd + D, Ctrl + drag asset
- Delete: Delete
- Up and down selection: up and down arrows
- Folder folding: left arrow or Backspace
- Expand the folder: right arrow or Enter
- Multi-select: Ctrl or Cmd + click
- Multi-select: Shift + click
- Rename: Enter/F2
- Cancel Rename: Esc
There are two ways to create a new asset, one is to click the + button at the top left of Assets panel. The other is to right-click in the Assets panel and select Create.
When adding a asset, an input box will appear. The name of the asset is required. If the input is empty, the asset will not be created. If there is no selected item in the tree list, it will be newly created on the root node of
Asset DB by default; if there are multiple selected items, it will be newly created in the first selected item at this time.
Use the following operations to select assets in the list:
- Click to single-select assets.
- The up and down arrows on the keyboard can be used to select.
- Hold down Ctrl/Cmd + click to select multiple assets.
- Hold down Shift + clickto select multiple assets.
Assets can also be added by dragging:
- Move the asset, drag the asset from one folder in the tree list to another folder. At this time, the location box of a target folder will follow the change.
- Drag out assets to the Scene panel or Hierarchy panel to generate nodes. Currently,
cc.SpriteFrameassets are supported.
- Drag files from System File Manager to the list to import assets.
Drag in the node and drag the node from the Hierarchy panel to a folder in the Assets panel to save the node as a
cc.Prefabasset, see the Prefab documentation.
The Delete option is located in the right-click menu, or the shortcut key Delete, which supports batch deletion after multiple selections. After the asset is deleted, it is kept in the system recycle bin, and can be deleted if necessary reduction.
Selecting All In The Folder
Right-click Select All in the menu to select all sub-assets in the folder.
Searching In Folders
Right-click Search in Folder in the menu to narrow the search scope.
Displaying In The File Manager
Right-click Show in File Manager in the menu to locate the system directory where the asset is located.
Right-click Reimport Resources in the menu to update the corresponding assets in
./library in the project, and these generated data can be recognized by the editor and engine; support multiple selections and batch reimport.
- The Sort by button in the top menu has 2 sorting methods: Sort by name and Sort by type.
- The sorting method has a memory, and the next time you open the editor, the saved sorting method will be preserved.
The search function is a combined function that can limit the search type and specify the search field.
Limited search type is a major premise. This point requires special attention, which may cause the tree list to be empty. The button is highlighted to indicate that the function is enabled.
Multiple selections are possible, select
Allin the type to return to the normal tree list.
There are 3 ways to specify the search field: Search Name or UUID, Search UUID, Search UUID. Among them, UUID and UUID can output data from the last item of the right-click menu.
Search box changes instantly.
- Select the asset in the search results, clear the search, the window will relocate to the asset, to achieve the purpose of finding the asset through search; in addition, double-click the folder in the search result to quickly locate the folder in the tree.
Head menu areaAll collapse or expand buttons are global.
- The triangle icon of the tree node, you can press the
altkey to expand or collapse all sub-assets.
- Select an asset.
- Shortcut key
F2, shortcut key
Enter, enter name modification
- Shortcut key
Escto cancel rename
- In addition, the initial name of the Typescript asset will be treated as its
className, and the
classNamecannot be repeated.
Big Picture Preview
In addition, it can be used in conjunction with the Assets Preview panel to click on a folder to display the sub-assets of the big picture arranged by type, which is more intuitive for picture assets.