Textures & Materials
Textures are imported source assets. Materials are authored .slmat assets that can reference textures and provide rendering properties to mesh content.
Texture sources
The Asset Catalog recognizes:
- PNG
- JPEG (
.jpg,.jpeg) - BMP
- TGA
The texture importer directly handles BMP and routes PNG/JPEG through the image import path. Texture source intent/import settings are stored in the texture's .vmeta sidecar.
Select a texture in Project / Assets to inspect its import settings. Refresh the catalog after replacing a texture file externally.
Materials
Create a material with Create → Create Material Asset. The material appears as a .slmat asset.
A material can hold a stable reference to its base texture. Assign materials in the Inspector by selecting or dropping the material asset onto a Mesh Renderer.
From C#:
var renderer = Entity.EnsureMeshRenderer();
renderer.SetMaterial("materials/stone.slmat");
renderer.Tint = new Color(1.0f, 0.9f, 0.85f, 1.0f);
Or use a stable AssetReference:
renderer.Material = Assets.FromPath("materials/stone.slmat");
Moving textures or materials
Materials participate in stable reference repair. Move referenced textures/materials through Project / Assets so the catalog can retain identity and rewrite fallback paths.
Practical workflow
- Add a texture under
assets/. - Refresh the Asset Catalog if needed.
- Create a
.slmatmaterial. - Assign the texture to the material in the Inspector.
- Assign the material to a Mesh Renderer.
- Save the scene and test in Play Mode.