#Asset Processing: All Asset files getting copied into imported_assets

18 messages · Page 1 of 1 (latest)

worn geode
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I'm trying out the AssetMode::Processed with the asset_processor cargo feature flag for the first time.
I have my own asset processor for a specific type. this works fine and as expected.

however, i noticed that all other assets, where i do not have one configured myself (.png, .gltf) just get copied into the imported_assets folder. so they then exist both in the assets folder and in the imported_assets folder.
seems a bit wasteful.
i wanted to know if this is expected behaviour, if i have missed something, and if that can be configured to not happen.

thanks!

light dirge
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can you check if it is a proper copy or if it is a link?

worn geode
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thats the imported_assets folder

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thats the normal assets folder

jade bronze
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Yes this is expected, if unfortunate. Asset sources don't have a concept of symlinks right now, so the asset processor can't really say to create a link here.

worn geode
jade bronze
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Though maybe that's true with symlinks too? idk it might try and copy the link itself which would be bad

worn geode
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but my idea would have been to have processing enabled on the released game as well, as i want players to be able to create their own maps, and i have a whole processing pipeline with hot reloading on that, and thus they kind of need the nromal assets folder for that to work 😅

jade bronze
jade bronze
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Hmmm actually I guess asset sources can't have no reader...

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I don't think the asset processor really intends for you to do this. I would suggest providing a separate tool for users to do the asset processing "offline", and then load the assets already processed for user levels

worn geode
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hm, problem is i use trenchbroom (quake 3d level editor)
and i basically have a normal .map file produced by trenchbroom, and the processing pipeline then reads the .map file (from whatever source, normal assets source or steam workshop folder for user submitted maps), and the game loads this, processes it into a glTF with the new glTF extension handler, and this is the processed file.
users can change the .map file, and the processing automatically hot reloads the full glTF file and thus the scene in the app. pretty cool.

but the sideeffect is that all other assets also get processed and thus get copied in there 😅

jade bronze
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But I do understand this requires extra steps for users

worn geode