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game-asset-pipeline

Use when adding, importing, moving or loading textures, models, audio or scenes - per-platform compression, atlases, LODs, async loading per engine, engine metadata files (.meta, .import, .uid, .uasset), Git LFS, and asset validation tests.

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Game Asset Pipeline

Overview

Assets are most of a game's size, most of its load time and most of its memory. They also come with engine metadata that silently breaks references when it is lost: a Unity .meta regenerated with a new GUID unhooks every prefab that used the asset. Treat assets like code — reviewed import settings, committed metadata, validated by tests.

Core principle: Compressed for the target platform, loaded asynchronously, committed with its metadata, and never moved outside the engine that owns its references.

Metadata files — commit them, never orphan them

EngineFilesRule
Unity<asset>.meta (GUID + import settings) beside every asset and folderCommit with the asset; move/rename inside the Editor or move the .meta with it; never delete and regenerate
Godot 4<asset>.import beside imported assets; .uid beside scripts and shaders (4.4+); .godot/ cacheCommit .import and .uid; ignore .godot/
Unreal.uasset / .umap (binary, references by path)Move/rename only in the Editor, then "Fix Up Redirectors"; lock binaries (LFS lockable)
Web / BevynonePaths are code — update every reference in the same change

Moving a file with mv in a Unity or Unreal project without its metadata (or outside the editor) is a broken-reference bug even if the build is green.

Git LFS

  • Check .gitattributes first; follow the patterns it already has. Typical: *.png *.psd *.fbx *.glb *.wav *.ogg *.uasset *.umap filter=lfs diff=lfs merge=lfs -text, with lockable for Unreal binaries.
  • A new binary type the repository does not track yet gets its pattern added in the same change — not a 40 MB .fbx committed as a regular blob.
  • git lfs ls-files shows what is tracked; if git lfs is not installed here, say so instead of committing pointers by hand.

Textures

TargetFormat
Desktop / consoleBC7 (colour), BC5 (normal maps), BC4 (single channel)
Modern mobileASTC (block size by quality: 4×4 UI, 6×6–8×8 world)
Android fallbackETC2
WebKTX2 / Basis Universal (transcoded per GPU at load), WebP/AVIF for UI and 2D
  • Unity: per-platform overrides in the importer; max size per platform; mipmaps on for world textures, off for UI and pixel art; Sprite Atlas for 2D.
  • Godot: "VRAM Compressed" for 3D (enable ETC2/ASTC import in project settings for mobile), "Lossless" with filtering off for pixel art; AtlasTexture/TileSet for 2D.
  • Unreal: texture groups and compression settings (TC_Default, TC_Normalmap, TC_Masks), LOD bias per platform.
  • Web: KTX2 via three.js KTX2Loader / Babylon's KTX2 support; packed atlases (TexturePacker JSON) for Phaser/PixiJS.
  • Power-of-two sizes where mipmaps or block compression need them; no 4K texture on a 64-pixel prop.

Meshes and scenes

  • LODs for anything seen at a distance: Unity LODGroup, Godot automatic mesh LOD on import, Unreal Nanite for static meshes where the platform supports it and classic LODs elsewhere (skeletal meshes, mobile).
  • Web: glTF/GLB with Draco or meshopt geometry compression and KTX2 textures — npx @gltf-transform/cli optimize in.glb out.glb is a quick win; check the repository's pipeline first.
  • Colliders are simplified shapes, not render meshes.

Audio

  • Compressed (Vorbis/Opus/AAC); music streamed, short frequent SFX decompressed on load.
  • Unity: Load Type per clip (Streaming for music, Decompress On Load for short SFX); Godot: .ogg for music, .wav for short SFX; web: a format every target browser decodes, and an audio-unlock on the first user gesture.

Loading without hitches

// ❌ synchronous load mid-gameplay: a visible hitch, and Resources/ ships everything
var prefab = Resources.Load<GameObject>("Enemies/Boss");

// ✅ async, released when done (Addressables)
var handle = Addressables.LoadAssetAsync<GameObject>("enemies/boss");
var prefab = await handle.Task;
// ... later, when the level unloads:
Addressables.Release(handle);
# Godot: threaded load at a loading screen or ahead of need
ResourceLoader.load_threaded_request(LEVEL_PATH)
# poll in _process:
if ResourceLoader.load_threaded_get_status(LEVEL_PATH) == ResourceLoader.THREAD_LOAD_LOADED:
    var scene: PackedScene = ResourceLoader.load_threaded_get(LEVEL_PATH)
  • Unreal: soft references (TSoftObjectPtr, TSoftClassPtr) with UAssetManager / FStreamableManager::RequestAsyncLoad; avoid hard references in Blueprints that pull whole asset graphs into memory.
  • Web: Phaser's loader in a preload scene, PixiJS Assets.loadBundle, three.js LoadingManager; code-split per level.
  • Bevy: AssetServer::load returns a handle immediately; gate the state change on the load state (or the repository's loading plugin).

Validating assets in tests

An import-settings test fails the build when someone drops in an uncompressed 4K texture:

[Test] public void WorldTextures_AreCompressedAndCapped() {
    foreach (var guid in AssetDatabase.FindAssets("t:Texture2D", new[] { "Assets/_Project/Art/World" })) {
        var path = AssetDatabase.GUIDToAssetPath(guid);
        var importer = (TextureImporter)AssetImporter.GetAtPath(path);
        Assert.That(importer.maxTextureSize, Is.LessThanOrEqualTo(2048), path);
        Assert.That(importer.textureCompression, Is.Not.EqualTo(TextureImporterCompression.Uncompressed), path);
    }
}

The same idea elsewhere: a Godot test reading .import files under res://art/world, a Node script checking public/ sizes and formats, a data-validation rule in Unreal.

Common Mistakes

  • Moving or renaming assets with mv and losing .meta GUIDs or Unreal references.
  • Committing Godot's .godot/ cache or Unreal's Intermediate/, Saved/, DerivedDataCache/, Binaries/.
  • Uncompressed or oversized textures; mipmaps on UI sprites.
  • Resources.Load / synchronous load() during gameplay.
  • Loaded assets never released (Addressables handles, three.js textures) — memory grows every level.

Red Flags

  • A new binary file in the diff that is not covered by .gitattributes LFS patterns the repo uses.
  • An asset in the diff without its .meta / .import, or a .meta with a changed GUID.
  • A hitch report and a synchronous load in the same code path.

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