> For the complete documentation index, see [llms.txt](https://docs.fullscreen.no/info/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.fullscreen.no/info/standalone-assets/runtime-studio/plugins/asset-importer.md).

# Asset Importer

## Runtime Studio Asset Importer Getting Started

This guide shows the fastest way to get the Asset Importer plugin working.

### 1. Add Runtime Studio to a scene

1. Add `RuntimeStudioEditor` to a GameObject in your scene.
2. Assign a `RuntimeStudioSettings` asset.
3. Make sure the Asset Importer plugin is enabled in the Runtime Studio Settings window.

### 2. Enable the Asset Importer

Open:

`Tools > Fullscreen > Runtime Studio > Settings`

Then select the **Asset Importer** plugin.

Make sure the plugin is enabled.

No additional setup is required before importing your first asset.

### 3. Enter Play Mode

Asset importing happens while the game is running.

Press **Play**, then open Runtime Studio.

### 4. Open the Asset Importer

Open:

`Scene Settings > Assets`

You will see two import options:

* `Import Assets From File`
* `Import Assets From URL`

### 5. Import your first asset

Click **Import Assets From File**, then:

1. Click **Pick Asset / ZIP**.
2. Select a supported file.
3. Click **Load Into Review**.

Common supported formats include:

* `.zip`
* `.gltf`
* `.glb`
* `.fbx`
* `.obj`
* `.png`, `.jpg`, `.jpeg`, `.tga`, `.hdr`
* `.wav`, `.ogg`
* `.rtmat`
* `.mtl`

### 6. Review imported assets

Before importing, Runtime Studio opens the **Import Review** window.

From here you can:

* preview imported assets
* search imported results
* enable or disable individual assets
* select all assets
* clear the current selection
* detect duplicate assets before importing

When you're ready, click:

`Import Selected`

### 7. Import from a URL

Click **Import Assets From URL**, then:

1. Paste a direct download link.
2. Click **Load Into Review**.
3. Review the imported assets.
4. Click **Import Selected**.

The URL must point directly to the downloadable file rather than a webpage.

### 8. Runtime Bundle Export

For the best import quality, use **Runtime Bundle Export** inside Unity.

This workflow preserves more Unity-specific data and is recommended for:

* rigged characters
* skinned meshes
* authored prefab hierarchies
* complex assets

You can export bundles from:

* `Assets > Runtime Bundle Export...`
* `GameObject > Runtime Bundle Export...`

The exported `.zip` can then be imported directly into Runtime Studio.

### 9. Direct runtime importing

Direct importing works best for static content such as:

* models
* textures
* materials
* audio
* simple props

For characters and more complex Unity content, use the **Runtime Bundle Export** workflow instead.

### 10. Locate imported assets

Imported assets automatically appear in the Runtime Studio **Project** panel.

Assets are organized into folders such as:

* `Imported`
* `Imported/Textures`
* `Imported/Materials`
* `Imported/Audio`

ZIP imports create their own folder based on the archive name.

For example:

```
Imported/Characters/...
```

### 11. Use imported assets

Imported assets behave like any other Runtime Studio asset.

You can:

* place imported GameObjects into the scene
* assign imported materials
* use imported textures
* use imported audio clips

### 12. Save your work

Imported assets are fully integrated with Runtime Studio.

Imported assets are automatically included when using:

* Save
* Load
* Export
* Import
* Undo
* Redo

No additional setup is required.

### Rigged Character Support

Direct runtime importing of **rigged characters** and **Skinned Mesh Renderers** is **not currently supported**.

At this time, characters must be imported using the included **Runtime Bundle Export** tool for the Unity Editor.

The Runtime Bundle Export workflow preserves Unity-specific data that cannot currently be reconstructed through direct runtime model importing, including:

* Rigged characters
* Skinned Mesh Renderers
* Prefab hierarchies
* Avatar and Animator data
* Material assignments
* Colliders
* Complex GameObjects

#### Sharing the Runtime Bundle Export Tool

The **Runtime Bundle Export** tool is designed to work **without Runtime Studio being installed** in a Unity project.

This allows you to distribute the tool to your players, enabling them to export their own Unity-created content as Runtime Studio packages that can later be imported directly into your game.

The Runtime Bundle Export tool is located at:

`Assets/Plugins/Fullscreen/RuntimeStudio/Runtime/Plugins/AssetImporter/RuntimeBundleExport`

Players simply copy this folder into their Unity project, export their GameObjects as a Runtime Studio package, and then import the generated `.zip` into Runtime Studio.

This makes it easy for creators to build and share characters and models without requiring the full Runtime Studio package.

### FBX Compatibility

Runtime Studio supports both **ASCII** and **Binary** FBX files and has been tested with a wide variety of FBX models.

Because FBX is a large and evolving format with many exporter implementations, some files may contain features that are not supported during runtime importing.

For the most reliable direct-import workflow, we recommend using **glTF** (`.gltf` / `.glb`) whenever possible. The glTF format provides more consistent results and typically offers better material and texture compatibility.
