Asset Workflows Recap May-Aug 2025

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

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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

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We have released a way to quickly import individual 3D files. To use it:

  1. In Studio, press Alt+M or Option+M to bring up a file picker dialog.
  2. Select any supported 3D file.
  3. 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!

Mesh with 350K triangles, the left image uses the old simplifier, the right image uses the new one.

:white_check_mark: 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!

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Can’t wait for reimporting, great stuff!

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Love these improvements and I’m looking forward to the new reimport feature!

Any chance the import button in the Asset Manager can get touched up? Currently, the icon for it looks like a download button rather than upload/import. It always throws me off when I go to import assets! :sweat_smile:

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There was one glitch about asset manager that annoyed me like 2 days ago. The left side of the asset manager with the search bar and the “Shared with Experience” had completely vanished. This glitch made me unable to see my group’s assets and I was stuck on the “My inventory” assets.

This glitch happened after updating studio. I believe I closed all Roblox windows and it started to show again but man was that annoying, almost made a post about it but it fixed itself somehow.

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This is something we get a lot and are looking into for sure. Thanks for the feedback!

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Ah, the sidebar on the left can be dismissed in 2 ways:

  1. There’s a small arrow button on the bottom left, clicking this toggles the sidebar.
  2. If you make Asset Manager very tall and skinny (similar to Toolbox), it will also go away but be toggle-able by that button.

We’re aware this is still pretty clunky and are looking into moving this button somewhere more convenient, as well as redesigning Asset Manager’s vertical view state overall so it feels more intuitive.

If you are unable to bring up the sidebar using that button, though, please file a bug report and we can take a look at it as soon as possible!

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I had no clue that button existed because I like my windows large so the button was off screen for me. I was clicking my name and profile that was at the top of the screen trying to make the side appear again.

A convenient spot would be to the left of the image and user name like this!


It would also be nice it it turned blue when the left side is closed as it would help creators know what to click if they accidentally closed the side.

Also when I go full screen on the asset manager, the collapse button completely disappears


Great! its working… :heart: :heart: :heart:

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Excited for the ability to re-import without the use of a built in plugin, this is gonna be awesome, super excited for this!

The ‘My Decals’ tab of the Toolbox no longer works properly for me? Unsure if related to any of the changes here. I have 1000s of images uploaded but it only lists about a dozen from 10-15 years ago.

A trip down memory lane at least :wink:

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I love you all. have a merry christmas!

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Great stuff! Parsing speed improvements are particularly great for me. I’m also looking forward to the same, among other features, for animations.

Can we get an option in 3D Importer to import albedo maps (and other maps, for that matter) as SurfaceAppearance under a mesh instead of the mesh’s TextureContent property?

I have a few cases where I need the alpha channel to work, but the traditional TextureContent property doesn’t support it, so I’m forced to run a migration script to create the SurfaceAppearances needed.

One thing I don’t quite understand is the scale setting in the 3d importer.

Whenever I try to import a mesh which is scaled in meters and I select the meters option when importing (1 stud = 28cm) it always comes out the wrong size.

I end up having to scale my mesh by 1/28 when exporting from Blender to make sure it’s imported properly. This is quite easy when exporting as FBX because there is an option to scale the mesh in the export menu but no such option exists when exporting as GLTF.

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This.

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This is already an improvement we have scheduled! If we find alpha information even with only an albedo/colormap we will make a surface appearance. Can’t give an exact date, but we should get to it decently soon.

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This seems great for Modelers/Builders.

W Update Roblox! :heart:

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