> 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/setup-guide/library-setup.md).

# Library Setup

Runtime Studio’s Project panel is driven by asset libraries. These libraries define which prefabs, materials, meshes, sprites, ScriptableObjects, and other assets are available during runtime editing.

This system also extends to all object picker fields, meaning any runtime selection for prefabs, materials, or other assignable assets is sourced directly from the configured asset libraries, ensuring full control over what players can access.

#### Create libraries

1. Open:\
   `Tools > Fullscreen > Runtime Studio > Libraries`
2. Create an `EditorAssetLibrary`
3. Add folders/groups as needed
4. Add assets you want available at runtime

Typical core-friendly assets include:

* Prefabs/GameObjects
* Materials
* Meshes
* Sprites
* ScriptableObjects

#### Assign libraries

1. Open:\
   `Tools > Fullscreen > Runtime Studio > Settings`
2. Find the `Libraries` section
3. Add your created `EditorAssetLibrary` assets
