When you create a Unity project, Unity creates a folder for your project which contains an Assets
subfolder. You can use this folder to store assets created outside of Unity to then use in your project.
You can either export the asset file directly into the Assets
folder, or copy it into the folder. For many common formats, you can save the source file directly into your project’s Assets
folder and Unity can read it. Unity also detects when you save new changes to the file and re-imports files as necessary.
For a list of supported asset types, refer to Supported asset type reference.
Use the Project windowA window that shows the contents of your Assets
folder (Project tab) More info
See in Glossary to view the contents of your Assets
folder. Whenever you save or copy a file to your Assets
folder, Unity imports it and it then appears in your Project window. If you drag a file from your computer’s file browser into Unity’s Project window, Unity makes a copy and places it into your Assets
folder. You can then access this copy from the Project window.
Warning: Usually, the items that appear in your Project window represent actual files on your computer. If you delete them in the Project window, you also delete them from your computer.
When you modify a file in Unity, Unity doesn’t modify your original source file. Instead, the import process reads your source file, and creates a representation of your asset internally, which matches your chosen import settings. If you modify the import settings for an asset, or make a change to the source file in the Assets
folder, Unity re-imports the asset again to reflect your changes.
If you want to move or rename assets in your project, it’s best practice to do it in the Project window. Unity then automatically moves or renames the asset’s corresponding .meta
file. For more information on .meta files, refer to Asset metadata.
If you drag a file from your computer’s file browser into Unity’s Project window, Unity makes a copy and places it into your Assets
folder. You can then access this copy from the Project window.
If you import a single asset file that contains complex information, Unity might create multiple assets from it. For example:
Unity reads and processes any files that you add to the Assets
folder and converts the contents of the file to internal data that’s correctly formatted for your application’s target platform. The source asset files remain unchanged, and Unity stores the internal data in the project’s Library
folder. This data is part of Unity’s Asset Database.
Unity uses internal formats for assets so it can use versions of your assets at runtime in the Unity Editor, and can keep your unmodified source files in the Assets
folder. This system means that you can edit an asset file and the Editor picks up the changes automatically. For example, hardware such as mobile devices can’t convert .psd
files directly to render them as textures. When you place a .psd
file in the Assets
folder, Unity converts the file to an internal version that mobile devices can process.
Unity stores the internal representation of your assets in the Library
folder, which behaves like a cache folder. You don’t need to ever alter the Library
folder manually, and if you do, you might negatively affect your project. This also means that you don’t need to include the Library
folder under version controlA system for managing file changes. You can use Unity in conjunction with most common version control tools, including Perforce, Git, Mercurial and PlasticSCM. More info
See in Glossary.
Tip: If your project isn’t open, you can safely delete the Library
folder, because Unity can regenerate all its data from the Assets
and ProjectSettings
folders the next time you launch your project.
Each type of asset that Unity supports has a set of import settings, which affect how the asset appears or behaves. To view an asset’s import settings, select the asset in the Project window. The import settings for the selected asset appear in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary. The options that appear vary depending on the type of asset selected.
For more information, refer to the documentation on the following Import Settings:
If you’re developing a cross-platform project, you can override the default settings and assign different import settings on a per-platform basis.
As you build your application, Unity stores metadata about your assets, such as import settings and links to other assets, among other information. If you want to transfer your assets into a different project and preserve all this information, you can export your assets into one of the following containers:
.unitypackage
extension. Asset packages are a handy way of sharing and re-using Unity projects and collections of assets. More infoDid you find this page useful? Please give it a rating:
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