Hello Creators!
We’re excited to share our May-Aug 2025 Asset Workflows recap! ICYMI, check out our previous recap from earlier this year. We’re updating this post to include our latest feature: glTF Export!
These posts will now cover a wide breadth of asset workflows: import, management, and export. There’s a lot we’re working on and we want to shine a light on some of the smaller things that we’ve recently launched. Read on to hear about the latest improvements, bug fixes, and other notable changes, plus provide any feedback directly to the team.
Let’s dive into it!
New Features
Asset Manager
Keyboard Navigation

You can now use the arrow keys to navigate the Asset Manager’s main view, in both list and grid mode. This behavior also supports holding Shift for multi-select, and scrolling the view when necessary. This change also makes including future keybinds and shortcuts easier! We’d love to hear your thoughts on what other actions you’d like to see added.
Saved UI State
We now save some customizations you make to the Asset Manager UI, such as which columns you choose to hide or show, and whether you prefer grid or list mode. Similar to keyboard inputs, this change also enables future changes to saving more configurations. We’ll be enhancing this feature as the Asset Manager is further developed.
glTF Export
You can now export your assets from Roblox Studio as glTF files!
Read more about it here.
3D Import
Quick Import

We have released a way to quickly import individual 3D files. To use it:
- In Studio, press Alt+M or Option+M to bring up a file picker dialog.
- Select any supported 3D file.
- The quick importer will import the file. If it fails, an information dialogue will pop up. This is the only UI that might be shown during a quick import.
Known limitations:
- Animations are not supported due to how they upload. We’re actively looking into improving our tools for importing animation; please stay tuned for those updates!
- The model is not automatically added to your inventory. If you want to add it, right click the instance in the Explorer and navigate to
Save / Export > Save to Roblox....This will show the Asset Configuration window where you will be able to save it. - While the main import flow shows many settings to configure how it behaves, a quick import will just use our default settings (in your importer presets, this is “Studio Default”).
Known Asset Cache
The 3D importer can now detect if an imported asset has not changed. If it detects that some of the content you are importing has been imported previously, it will skip uploading that asset and instead re-use the previous asset ID. This should make uploads faster and more reliable when iterating on a 3D file you have previously imported. It will also save you from hitting asset upload throttling on re-imports of large scenes that only have a few changes.
Some details worth noting:
- The cache only works if the same creator is uploading the same content. If content has been previously uploaded but the creator ID (group or user) is different, the upload will proceed as normal. After uploading, the new combination of the creator and content will be in the cache as well.
- The cache is local to your current Studio session. This means that importing the same content on a different machine, or after closing and restarting Studio will lose “memory” of known assets.
- We want to improve this! We are looking into both persisting the cache locally, so that you can skip uploads even after restarting Studio, and the possibility of cloud-based solutions for when the local cache misses. This should save time during upload and reduce inventory clutter.
- Known asset detection is based on the hash of the content-to-be-uploaded, so any small change can lead to a cache miss. For example, our testing has shown that untouched meshes re-exported through Blender will reliably skip upload, but that moving the object without changing the geometry will induce tiny floating point differences that, more often than not, won’t match in the cache even if the mesh looks identical when rendered.
- We are looking into improving our asset duplication detection, as this is just our first iteration.
Improved Simplifier
Some of you may be familiar with Import 3D’s automatic simplification feature for meshes over the 20k triangle limit. While we know the best case would be more triangles, we also know that the simplification results were often not great. We’re excited to share that we switched to a brand new simplification engine that should result in drastically higher quality outputs. All the meshes we tried showed staggering improvements compared to our old simplifier, we hope that you will see similar improvements as well!
Fixed Bugs
Asset Manager
- Bulk import was sometimes not enabled after publishing an experience.
- The filter button would not show when filters were active in Studio’s light theme.
- Trying to insert multiple models at once would not work as expected.
- Lack of tooltips; added for all buttons in the top-right corner.
- Toggling between list and grid views.
- An issue that prevented fetching all places in an experience.
- Loading saved UI settings would sometimes fail
3D Import
- glTF skinning bug that caused skinned mesh parts to come in at the origin, rather than at their scene position
- Unable to cancel the parsing step before a file is added
- Import Queue couldn’t automatically upload to a Group inventory if you were in a Group experience.
- Nodes with errors were not toggled off by default
- Issues with file parsing and dialog loading performance
glTF Export
- Bug that caused infinite loading time when only assets with a non-numerical content IDs were exported
- Issue that causing cage export to fail
- Exporting natively built rigs (anything created by the Rig Builder)
- Lack of position bounds to accessor, which caused some validation issues when loading some exported glTFs in external apps
And several more! Please continue to report bugs through the DevForum!
Upcoming
Reimport!
We announced at RDC that we’re adding the ability to re-import a previously imported model non-destructively via a right-click option (or hotkey) in the Explorer. Reimport remembers the file you previously imported, so it’s a truly 1-click experience. Unlike traditional import that creates brand new instances, reimport non-destructively updates an existing model with the minimal changes necessary to bring in new information. Reimport will initially work for Models and SurfaceAppearance instances; we are hoping to have it available as a public beta in October!
We hope these changes continue to improve your development experience! Feel free to ask us any questions, leave any feedback, or simply show off something cool you’ve been working on in this thread. Our team reads each comment and appreciates hearing your voice!




