Generate Asset Library
Asset Library
An asset library is a binary compact format containing all user defined artifacts part of a solution.
Open "Generate Asset Library" dialog via menu or toolbar item.




The "Generate Asset Library" dialog lists following items part of the solution for asset generation:
- All items having the property "Export Always" enabled.
- All items which are referred by exported items.
Dialog UI

Creates a new asset profile. Clicking the button displays the [Add New Asset Profile] dialog. The "created profile will be displayed in the profile list in the [Generate Asset Library"Library] dialogdialog. isIt structuredwill asalso be added to the Solution Explorer.
The items to be output as assets are listed in a tree structure.
Items with a check mark in the checkbox will be excluded from the asset library generation. However, if other items in the asset require them, the checked items will not be excluded.
Also, if a folder foris excluding,checked, all the items fromin thethat folder whichthat can be excluded will also be checked. If you right-click while a folder is selected, you can use the [ Select/Expand All/
Collapse All ] options.

In
Saving Asset Profile
On the left side, the Current Asset Profile can be seen. If needed, it is possible to create and save different asset profiles. First the new asset profile has to be created by using the "Add" button. After associating the new asset profile with a specific name, these options should be configured:
saved. You can specify the location by clicking the [Browse] button. 9 Environment
10 Stride Alignment
Set the stride alignment when generating assets. This is disabled by default.
The term “stride” refers to the number of bytes between the start of one line of pixel data in memory and the start of the next line. The stride is specified using the Type and Size settings.
Example settings)
12 Display asset report
Display a report containing the serialized items after asset generation. SeeFor moredetails, infosee here.
Executes the specified script after the asset is generated. For details, see here.
The options "Select, Expand All and Collapse All" are available for every item right clicked inside "Scene Tree" sidegeneration of the view.

From
AfterWhile allScene these settings are done, the "Update" button should be used. This operation can be done for every different generation. In this way, every new created asset profiles can be saved.
The following fields will be saved in the asset profile: "Environment", "Float Number Format", "Asset ID", "Display asset report" and "Run script". The value of the "Asset Location" will also be saved when saving an asset profile.
If a modificationComposer is done in a current asset profile, the "Update" button should be used again to save the changes. The "Delete" button should be used to erase a useless profile. When the SC is open none ofopen, the saved asset profilesprofile willis benot automatically selected. To use anyit, ofselect theit savedmanually.
Generate the Asset
Generate the asset file by pressing the "Generate" button. If the generation operation will end successfully, in the location where the asset is generated three different files will become available.
- A binary (.bin) file containing all user defined artefacts that are part of a solution
- A C++ header (.h) with all the symbolic names from the solution
- An Extensible Markup Language (.xml) document that contains information about the asset items which accessed strings from the name table (offset, value, item name, etc.)
Asset Generation Report
If the generating was done successfully and the checkbox "Display asset report" is checked, the "Asset Generation Report" dialog will appear. The report contains a list of all serialized items and the output of the script if the "Run script" checkbox was enabled.


The total sum of the items displayed in the "Asset Generation Report" is different than all the items summed up. This is the consequence of the fact that the "Total" size should match the size of the asset file which contains more data than the list of "regular" items. The asset header, the name table, AutoUniforms, ShaderAttributes and the index table of each sub lib (scenes, animations, etc.) contain additional information.
The content of this dialog can be saved in CSV (Comma Separated Values) format by clicking the "Save..." button.
Run Script
If enabled this option allows to run a script after the asset is generated. The syntax of the command is the following:
Script_path [arg1] [arg2] [arg3] ...
- Script_path is absolute or relative to the solution
- Arguments are optional
- Arguments containing white spaces should be put between double quotes (e.g. "this is one argument")
- The following macro variables can be used as arguments:
- $AssetFileName: the path to the asset file
- $AssetProfileName: the name of the selected asset profile
- $CustomId: The Asset Id of the selected asset profile
- $AssetFileName: the path to the asset file
Example:
c:\scripts\my_script.cmd $AssetProfileName "another param"
Missing Dependencies
In case of missing dependencies, no asset generation is possible. In this case, the "Missing Dependencies" dialog lists all items with missing dependencies:

