[Beta] Revamped Asset Manager Updates: Drag-and-Drop, Custom Rows and More

I believe this is a step in the right direction, however I believe we should be able to toggle assets from the toolbox. I really don’t need to see EVERY single asset in my game, and causes really bad clutter. I know we can search and use folders, but it makes it really annoying to organize, especially for games that has multiple places like a test game and a public game. I really just wanna see my own assets. I’m not sure if this is actually a issue, but one thing that makes this annoying is that I can’t create folders and group assets when I select them from searching them.

6 Likes

Now we just have to wait for KreekCraft to put a spin on it

2 Likes

I always thought that the asset manager was missing a modernization, but now here it is

Really really good update

The content placed in the file cannot be searched. The search type also cannot be set to file.

I type “car” in the search bar and it yields anything but, despite me having car models in my inventory. That good enough example?
Or sometimes it gets close, but the exact match isn’t the first appearing result for some reason.

The asset manager looks great but as someone who works on a multi-place game

  • I wish it still opened to ‘Places in experience’ by default or at least saved the last folder I had open
  • The default view for this trims the place name in favour of ID and Type which are arguably less important details. If I hide the other column headers then the Name still gets trimmed and the header divider now disappears so I can’t expand it at all.
  • Sometimes resizing the columns to find the correct place doesn’t work until I expand the widget or restart studio

My previous workflow for moving through places was:

  1. Click asset manager
  2. Click the place I want to open

Now it’s a multi-step process every time

can’t upload png image
windows,chinese path. chinese name.

 14:03:28.899  argument #1 expects a string, but table was passed  
  14:03:28.899  Stack Begin  -  Studio
  14:03:28.899  Script 'AssetImporter.AssetImporter.Src.Utility.parseErrorTable', Line 15  -  Studio
  14:03:28.900  Script 'AssetImporter.AssetImporter.Src.Utility.parseErrorTable', Line 14 - function parseErrorMessage  -  Studio
  14:03:28.900  Script 'AssetImporter.AssetImporter.Src.Controllers.UploadController', Line 100  -  Studio
  14:03:28.900  Script 'AssetImporter.AssetImporter.Packages._Index.Promise.Promise', Line 178 - function runExecutor  -  Studio
  14:03:28.900  Script 'AssetImporter.AssetImporter.Packages._Index.Promise.Promise', Line 187  -  Studio
  14:03:28.900  Script 'AssetImporter.AssetImporter.Packages._Index.Promise.Promise', Line 1254  -  Studio
  14:03:28.900  Script 'AssetImporter.AssetImporter.Packages._Index.Promise.Promise', Line 178 - function runExecutor  -  Studio
  14:03:28.900  Script 'AssetImporter.AssetImporter.Packages._Index.Promise.Promise', Line 305  -  Studio
  14:03:28.900  Stack End  -  Studio

When I upload meshes now, the file names are placed on a Model instance that acts as an envelope around the mesh. Is this the intended behavior? I have to rework my automation to accommodate this change (which is fine, if you intend to keep it working this way). Previously when meshes were uploaded the file names were applied on the meshes.

Also - please add Right Click → Select All to the Import Queue - you added ‘Apply Settings to All’ but I want to select all and doing so isn’t intuitive.

I restarted studio because there was an update but I can no longer open asset manager. I disabled the beta and was able to open but I liked using the revamped version a lot please fix.

Thanks for the report! We have just released a fix, can you try restarting Studio now and let us know if it works?

1 Like

Yes, this is intended going forward. The new Asset Manager uses our Import Queue to handle imports going forward; the Queue will now retain the object hierarchy of the scene in the selected file. This is why you get a model with meshes inside instead of the individual meshes in a flat list!

You’ll still see the uploaded meshes in your inventory, and you can also select options in the importer to upload each as an individual MeshPart asset.

Re: a Select All option in Import Queue, I’ll file this feature request to the appropriate engineers!

1 Like

It opens now, thank you for fixing it!

I found this small oversight where if the asset manager is a bit squished then the drop menu will appear where the other options like “Type” and “Source” are which doesn’t seem like a issue but whenever I try to select “audio” it think I am trying to click the button under it which is “Source”. And the drop down disappears if I stay hovering on the audio filter option.

Is it possible that the new Asset Manager → Uploads is filtering out newly “uploaded” duplicates? I had a case where I uploaded a lot of textures and a few of the simplest / flat ones were missing from the Asset Manager → Uploads view list. They were likely duplicates of simple flat textures that had already been uploaded. I regenerated with different bytes and the problem went away.

Thanks for the report! We hope to have a fix for this soon where the windows won’t be constrained to just the Asset Manager window, so they won’t overlap like this. This should roll out in the next few weeks.

1 Like

This is possible, our import flows do try to check for duplicate assets to help reduce unnecessary asset creation and bloat.

Import button does nothing for me, I cannot upload assets because of this.

No console errors.

I really like this new Asset manager however theres alot of issues. I think assets that we use from the toolbox should be toggled on and off in the viewer. I have way too much bloat of assets I didn’t upload.

The new importing is also extremely awkward and was made really difficult for no reason. There’s also a lack of support for changing your default starter place if your game contains multiple places. You can’t set the default, and must swap the current place with the new place by publishing which makes workflow a bit more annoying.

Do you see the Import Queue open anywhere in Studio after clicking the import button? That’s the expected behavior but if not, we can take a deeper look!