Asset Preview

The Inspector and Asset Browser show a visual preview for supported asset types instead of just a name and a generic icon: textures show a miniature of the image, models render a shaded thumbnail, materials render onto a sphere (or cube), and audio clips show a waveform.


Where previews show up

  • Asset Browser — every tile shows its thumbnail instead of the type icon, once one can be generated. A S / M / L control in the header adjusts tile size.
  • Inspector — selecting a texture, model, or audio asset shows a larger static preview at the top of the panel.
  • Material Inspector — gets its own interactive preview instead of a static thumbnail (see below).

Thumbnails are generated once and cached (in memory, and on disk under .cache/thumbnails/ in your project), keyed to the asset's content — editing and saving an asset regenerates its thumbnail automatically; nothing needs to be refreshed by hand.

Material preview: swap mesh, orbit the camera

Selecting a .material asset shows a live preview panel above its parameter list:

  • Sphere / Cube buttons swap the preview mesh.
  • Left-click drag orbits the camera around the mesh.
  • Scroll wheel zooms in and out.

Unlike the static thumbnails elsewhere, this preview reflects your edits immediately — including changes you haven't saved yet — so you can tune a material's parameters and see the result in real time before committing.

Expanding compound assets (models → materials & textures)

A model (.gltf / .glb) can bring its own materials and textures along when imported. Those generated sub-assets aren't listed in the Inspector — instead, model tiles in the Asset Browser show an expand toggle (a small ▸ arrow). Clicking it reveals the model's generated materials and textures as their own tiles right in the browser, Unity-style; clicking one selects it like any other asset, so you can preview and edit it (e.g. tweak a generated material's colour). Clicking the model tile itself just selects the model — only the ▸ toggle expands it.

Audio previews

Waveform previews currently support PCM .wav files. Other formats (.ogg, .mp3, …) don't have a decoder in the engine yet and show the generic audio icon instead.

Extending: custom previewers

Preview generation is a registry keyed by asset type (studio/PreviewSystem.registerProvider), the same pattern the Gizmos system uses for custom component gizmos. A project can register its own generator for an asset type — including overriding a built-in one — at studio startup, after PreviewSystem.init(). This is a Zig-source extension point today; a runtime editor-plugin loader (a separate, planned piece of work) will register through the same call once it exists.


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