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Assets & Materials

Every project owns a durable asset catalog — saved with the project, inspectable by AI, and fully undoable.

Importing

In the Assets workspace, use Import Files for individual sources or Import Folder for a model with its dependencies. Supported formats:

Type Formats
Models .gltf, .glb, .obj
Textures .png, .tga
Materials .material (sektor.material)
Prefabs .prefab (sektor.prefab)
Audio PCM .wav

Imports are non-destructive and copied into the project's Assets/ tree. Each record has a stable ID, a SHA-256 content hash, source metadata, and diagnostics. Removing a record never deletes its source and is refused while anything still references it.

Reusable materials

Choose Create → Material… to author a reusable, versioned PBR material: base color/alpha, metallic, roughness, emissive color/strength, normal strength, and four optional texture channels (base color, normal, metallic-roughness, emissive).

Assign materials per model slot in the mesh Inspector. Editing one material updates every object that references it, live. Texture references are validated and appear in usage/referrer data, so an in-use texture can't be removed by accident.

Starter content

New projects can install a set of CC0 PBR starter materials so you have credible surfaces to build with immediately.

The Asset Store

A subscription Asset Store is coming: browse the full library on the web, then press Import to Project and the engine streams your selection straight into your open project — hashed, cataloged, and undoable like every other asset. Follow progress on the forum.