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Assets And Importing

Assets are reusable resources used by scenes and graphs. Images, audio clips, prefabs, character rigs, generated cutouts, and .ssb sprite sequence bundles live in the asset library so you can place them, assign them, animate them, or spawn them later.

Asset Library

Open the Assets tab in the left drawer from Arrange, Art, or another workspace with the dock visible.

FolderTypical contents
ImagesSprites, backgrounds, tiles, icons, particles
CharactersRigged Skeleton Studio character assets
BlueprintsPrefabs and configured object templates
AudioImported sound effects and music
Sprite sequences.ssb bundles saved from Art Canvas

Right-click assets for organization actions such as rename, delete, reveal, and folder management.

Importing Images

Use the Add menu:

CommandResult
Add -> Add ArtImport image files and place them into the current scene immediately
Add -> LibraryImport image files into the asset library without placing them
Add -> Cutout ToolOpen Asset Studio for preparation before saving to the library

PNG, JPEG, WebP, and SVG are the safest image choices. Browser support decides the final set of image formats.

Project Asset Folder And Source Diffs

When Opal is running locally, use the folder button in the Assets drawer to open the current project's source asset folder. Drop supported images, audio, and .ssb bundles into its subfolders. Opal maps the top-level source folder to the matching project folder in the asset library.

Folder sync is content-aware:

Source changeResult
New fileAdds a project asset
Replaced contents at the same pathReimports the payload without changing the asset ID
File moved to a different folderPreserves the asset ID when the content match is unambiguous
File temporarily missingKeeps the last imported payload and reports a Project Health warning
Missing file restoredClears the warning and resumes source tracking

Stable IDs mean scenes, prefabs, and Flow references continue to point to the same asset when art is revised or reorganized. If several files have identical contents, Opal will not guess which asset moved; it reports separate additions and missing sources instead.

Project source folders are a local/standalone workflow. Hosted Opal cannot read folders from a visitor's computer.

Placing And Assigning Assets

ActionResult
Click an image assetPlace it as a sprite in the scene
Drag from the libraryPlace it or assign it, depending on the target
Select object and choose artReplace the selected object's image
Place a prefab/blueprintCreate a new instance from the template
Use a .ssb bundle in FlowPlay or swap sprite-sequence animation at runtime

After placement, the scene object stores its transform and inspector fields while the project library keeps the shared asset record.

Asset Studio And Cutout Tool

Open Add -> Cutout Tool for image preparation.

Common operations:

ToolUse
CropTrim empty space or isolate a sprite
PaddingAdd transparent space around an asset
OutlineCreate readable sprites for game pieces
ShadowAdd depth for icons and characters
Background removalRemove photo or generated-image backgrounds when server tooling is available

Background removal requires server-backed tooling. Crop, padding, outline, shadow, and normal asset import can still work without it.

Use Asset Studio before Art Canvas when the source image needs cleanup. Use Art Canvas after import when you need to slice or bake frame sequences.

Art Canvas And .ssb Bundles

Use the Art workspace when an asset should become a frame animation:

SourceTypical pipeline
Sprite sheetImage -> Slice Sheet -> Animation -> Preview -> Save .ssb
Loose framesSprites -> Animation -> Preview -> Save .ssb
Existing bundleSprite Sequence -> Animation -> Preview -> Save .ssb

Saved .ssb bundles appear in the asset library. Use them from Sprite Animator, Object Flow Sprite Sequence nodes, or by placing/assigning the asset from the library.

See Art Canvas and Motion and rigging.

Importing Sounds

Use Add -> Sounds to import or manage audio clips. Imported clips can be used by Flow graph actions, scene-level music controls, or as source material in Sound Canvas.

Good sound workflow:

  1. Import short sound effects for taps, hits, pickups, and UI feedback — or record them from the Sounds modal or a Sound Canvas Mic node.
  2. Rename clips clearly in the asset library.
  3. Optional: open Sound Canvas to trim, layer, normalize, or bake variants before wiring gameplay.
  4. Trigger effects from Object Flow with Play audio.
  5. Keep background music scene-level when it applies to a whole level or menu.

See Sound Canvas for composing and baking WAV assets.

Importing Scenes And Projects

Use File -> Import Scene... to load a scene file into the current project.

Use File -> Open Project... to load a .opal project bundle exported with File -> Export Game.

Use File -> Export Scene and File -> Export Game for backups and sharing. See Sharing and publishing.

Prefabs And Blueprints

Prefabs appear in the library as reusable object templates. They are best for content that must appear multiple times with the same structure or behavior.

Examples:

  • Enemy with Health, Motion, and Object Flow
  • Coin pickup with a sound and score event
  • Door that loads another scene
  • HUD counter connected to GameState
  • Spawner marker with configured spawn settings

If you change the source prefab, instances can update automatically unless an instance has manual overrides.

Asset Organization

Good names prevent confusion in larger games.

Weak nameBetter name
image1player_idle
new-soundsfx_coin_pickup
buttonui_button_primary
enemyenemy_slime_prefab
Animationplayer_walk_right

Prefer names based on role, not visual guesswork. A file called level_1_exit_door is easier to find than brown_rectangle.

Opal Engine — MIT licensed