Vespera EngineDocs
DocumentationFile Types

File Types

This page is a practical map of the files you will encounter while using Vespera.

Project and world files

Extension Purpose
.vesperaproject Project-wide settings, startup assets, input bindings, scripting/build configuration.
.slscene Scene Text file containing world/sector data, entities, components, script attachments, and scene resources.
.slprefab Reusable entity prefab. Instances receive fresh scene entity IDs.
.vmeta Asset metadata sidecar containing the stable asset ID and importer settings.

Content assets

Extension Purpose
.slmat Material asset. Can reference a base texture by stable asset identity.
.slspriteclip Sprite animation clip.
.slspritesheet Sprite-sheet descriptor pointing at a source texture.
.slaudio Audio-clip descriptor. The current clip importer resolves a WAV source asset.
.png, .jpg, .jpeg, .bmp, .tga Texture sources recognized by the asset catalog.
.wav, .ogg, .mp3 Audio sources recognized by the asset catalog. Direct engine audio playback support depends on the runtime path you use; .slaudio currently resolves WAV sources.
.ttf, .otf Font sources.

UI files

Extension Purpose
.rml RmlUi document for production runtime UI.
.rcss RmlUi style sheet.
.slui Legacy Vespera UI document. Kept for compatibility and tooling; RmlUi is the production UI path.

Gameplay code

Extension Purpose
.cs Project-owned C# gameplay code using Vespera.NET.
.csproj Managed project built into the game's configured assembly.
.lua Optional project-level Lua entry script.

Generated package files

A standalone export writes a package manifest and package report beside the built game. These files describe what Vespera packaged and are useful when diagnosing missing assets or deployment problems.

Stable identity matters: when moving assets, use the editor's Move / Rename… workflow where possible. It can preserve stable IDs and repair references that would otherwise become stale.