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Asset Types

The table below describes some of the most common source asset types supported by the Asset Pipeline in Open 3D Engine (O3DE) and lists the product assets generated by Asset Processor for each source asset type.

Note:
Some source assets are simply copied to the Asset Cache, so the product asset type is identical to the source asset type.
Source AssetDescriptionProduct Assets
.assetinfoA sidecar file that contains an asset processing configuration and settings for a source asset. .assetinfo files are source dependencies. If a .assetinfo file is modified, its corresponding source asset is reprocessed..assetinfo
.bmp
.gif
.jpg
.jpeg
.png
.tga
.tif
.tiff
Image file formats commonly used as textures for materials and UI elements. Image source assets generate a streaming image product asset and might generate several mipmap product assets if mipmap generation is enabled..streamingimage
.imagemipchain
.ddsA specialized compressed image format most often used for normal maps and texture atlases..streamingimage
.exrHigh dynamic range (HDR) images used for Image Based Lighting (IBL) and skyboxes. HDR image source assets generate a streaming image product asset and might generate several mipmap product assets if mipmap generation is enabled..streamingimage
.imagemipchain
.fbxA scene file format that stores complete 3D scenes including meshes, skeletons, skin weights, animation, and materials. 3D scene source assets generate various product assets depending on the contents of the source asset and the data specified for processing. 3D scene files usually contain at least one mesh, and each mesh can produce over a dozen product assets including a model, a buffer for each of the model’s vertex attributes, materials, and PhysX meshes..azmodel
.azlod
.azbuffer
.actor
.skinmeta
.motion
.pxmesh
.azmaterial
.gltf
.glb
An open source scene transport format that stores complete 3D scenes including meshes, skeletons, skin weights, animation, textures, and materials. 3D scene source assets generate various product assets depending on the contents of the source asset and the data specified for processing. 3D scene files usually contain at least one mesh, and each mesh can produce over a dozen product assets including a model, a buffer for each of the model’s vertex attributes, materials, and PhysX meshes..azmodel
.azlod
.azbuffer
.actor
.skinmeta
.motion
.pxmesh
.azmaterial
.gradimagesettingsStores properties and values that define an image gradient..gradimagesettings
.inputbindingsBinds input from keyboards, gamepads, touchscreens, and other devices to runtime events..inputbindings
.materialStores the properties and values, including texture assignments, that define the look of a surface for rendering..azmaterial
.physmaterialStores properties and values that define the physical properties of a surface for simulation..physmaterial
.postFXLayerCategoriesA list of key value pairs that define layers for Post FX assignments..postFXLayerCategories
.prefabA spawnable asset container that can include entities and/or other prefabs..spawnable
.scriptcanvasA Script Canvas graph created with Script Canvas Editor, which is O3DE’s visual scripting tool..scriptcanvas_compiled
.scriptcanvas_fn_compiled
.luac
.shaderA program written in O3DE’s shader language, Amazon Shading Language (AZSL), that calculates the shading of a surface. Shader assets are compiled when processed and produce several intermediate files and product assets for each supported target platform..azshader
.azshadervariant
.hlsl
.json
.stlA simple mesh format used in computer aided design (CAD) and 3D printing. Unlike other 3D scene formats, .stl assets can only contain a simple model with limited vertex attributes..azmodel
.azlod
.azbuffer
.pxmesh