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.