Assets
In plain words: Foundry: importing assets
How Foundry imports visual, music and dialogue bundles into a game engine, recording how each source became an engine asset and returning problems to the producing app as findings.
- 1Import receipts record units, axes, scale, materials, skeletons and checks.
- 2Import failures go back as findings; the producer's lineage and approval stay unchanged.
- 3Generating assets live during play would need a future hotload contract.
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A visual asset can be approved by its director and still fail an engine import. Foundry judges the target use and preserves the producer's exact material so a technical failure can return as evidence rather than become a silent source repair.
game.import_asset_bundle@3 admits VisualAssetBundle@1, MusicAssetBundle@1, and optional TimedLanguageAssetBundle@2 against project roles, target, formats, rights, and spatial/temporal limits. Source manifests remain with Atelier, Riffmaw, Language Edition, or their exact producer. Foundry owns the engine-native imports and caches.
Source to engine derivative
An import must explain how the producer's material became an engine derivative. AssetImportReceipt@1 binds that source to the importer, target, transformations, outputs, and checks. For spatial material, admission records source units/axes/origin/scale, coordinate transforms, materials/textures, skeleton/animation mappings, generated collision/LOD/engine derivatives, importer/engine revisions, warnings, validation, and performance.
If those checks expose a problem, return it as AssetFindingSet@1. The producer receives attributable correction evidence while its lineage and creative approval remain unchanged.
A glTF/GLB can combine mesh, PBR appearance, skeleton, skinning, and animation. Point clouds, Gaussian/radiance forms, neutral voxels, game block grids, and portable assemblies require their own supported import forms. Unsupported forms fail or return findings. Prism Form owns admitted source-form conversion and declared loss; an engine importer cannot quietly mesh, rig, voxelize, or bake the source.
One asset's collider, LOD, skeleton/material/animation map belongs to its import. World-wide collision layers/masks, navigation joins, spawn, streaming, interaction roles, actor bindings, and controller use belong to the World bake. Reusing a derivative changes neither receipt's ownership.
For motion, begin with the exact accepted animation. Admission pins its target Form rig digest when rig-bound and the Kinesis MotionAssetSet@1/retarget receipt when used. Kinesis retains the portable curves, mapping, root/contact semantics, and technical validation. Foundry then owns the choices that make it run in the game: clip compression, engine controllers/state machines, blending, gameplay root motion, and playtest. Passing the import checks cannot certify the source rig or creative choice.
Distinct sound and world boundaries
World Sound uses game.import_world_sound@1 and WorldSoundImportReceipt@1; it does not widen the spatial meaning of AssetImportReceipt@1. A separately owned reusable pack retains producer lineage, while project-specific event/space/runtime sound stays Foundry truth.
A .schem or block grid can enter a project/map asset. Live placement still requires a Blockworld mission, its epoch, lease, inventory, Sentinel, and receipts. AAn SuiteApp Bundle can correlate handoffs and RunsJob Records but cannot merge member databases, SigilsID Badges, secrets, sessions, approvals, budget judgment, or release authority.
An Atelier studio could propose generated material during play. Its creative acceptance and engine import do not prove live activation. A future hotload contract must bind the exact target-runtime state, reject stale outputs, distinguish acknowledged, partial, unknown, and reverted application, and preserve the prior usable revision for bounded recovery. A lost acknowledgement requires reconciliation before retry. The present import/build contract does not establish that live route.
Project keeps custody; Build seals the candidate using these derivatives.