[Beta] Updates to revamped Asset Manager

Hello Creators,

We’re hard at work rolling out new features and improvements for our revamped Asset Manager, to help make your Studio workflows more efficient for all of your asset management needs!

Big features are coming to the revamped Asset Manager this year, and this is the first announcement with many more features to come. If you haven’t already, check out the original announcement of the revamped Asset Manager here.

Where can I find the new Asset Manager?

In Roblox Studio, go to File → Beta Features and enable the beta revamped Asset Manager, and then restart Studio. Open Asset Manager by clicking Window → Asset Manager.

Finding assets is now even easier

Recent Uploads

A ‘Recents’ view has been added to the sidebar to make it easy to find assets that have been uploaded. The most recently uploaded assets are shown at the top, and these recents persist for the remainder of the session.

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Asset ID Search

It is now possible to search for Asset IDs in Asset Manager. There are many ways you can format these searches:

  • assetid=<id>
  • <id>
  • rbxassetid://<id>

You can include asset ids alongside normal search terms, and you can even search for multiple asset ids at once by separating them with spaces. Note that, similar to lexical and semantic search, you must select an inventory and asset type to search asset ids.

Search Query Language

In addition to Asset ID search, a broader query language has been introduced for search that allows searching by a wider range of attributes, such as time created and time updated. Examples include:

  • car created_after=2025-08-17
  • car createdBefore:08-17-2025
  • car updatedBefore=[Mar 10, 2026] (the square brackets [] are required for spaces)

Check out the documentation here to see all that this new query language can do.

Find in Explorer

You can now quickly locate asset instances in your workspace by selecting any number of assets, including of different types, and then right clicking → Find in Explorer. Asset Manager will attempt to select all instances in the Explorer. This works for everything from Audio to Models/Packages.

Redesigned Filters

Asset Filtering has been redesigned, and all filters are now one click away!

New features include:

  • Unified filters in one place: Asset Type, Source, and Creator
  • Ability to hide the filters you don’t want to see by collapsing the group
  • Search for the filters you want! Examples include “Mesh” or “Audio,Creator”

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Bulk asset sharing

It’s now possible to share assets in bulk directly from Asset Manager, so you no longer need to visit the Roblox Creator Hub to do this. This is currently limited to up to 50 assets, but we have plans to raise this limit significantly in the near future.

Quick Share

You can share assets in bulk with your connections, groups, and experiences by selecting the assets and right clicking –> Share –> With Collaborators. You can add up to 10 collaborators/experiences to share with at once, and then click Share. You will also be shown warnings if you attempt to share assets you don’t have permission to share.

Open Use Share

You can also make your Mesh, Image, and Decal assets Open Use in bulk by selecting the assets and right clicking → Share → Make Open Use. Be careful with this option, as Open Use is a permanent action! You will be asked to confirm before the changes are made.

Workflow efficiency improvements

Animation Instance Insert

It is now possible to directly insert Animation instances as opposed to KeyframeSequences from Asset Manager. This option is presented upon selecting any set of Animation assets, then right click –> Insert –> Insert as Animation. You can still opt to insert as KeyframeSequences via right click –> Insert –> Insert as Keyframes.

Version History Management

The version history tab for Model Assets and Packages is now available in the Asset Config dialog when you right click on a singular asset → Edit Asset. You can view previous versions, update version notes, and revert versions directly in Studio.

Copy Asset Info to CSV

Right clicking on any selection of assets and then clicking Copy → Copy Info will copy the asset metadata to your clipboard in CSV format. It includes the columns you have displayed in the List View. To change the columns included, change your View Type to List and right click on the Header Bar:

Improved navigation

Navigation history/buttons

History is now tracked when you navigate between inventories! Back and forward navigation buttons have been added, so it’s now easier to move between inventories.

Sidebar updates

The Sidebar toggle button has been relocated! You can now also use the ‘tab’ key to toggle it on the fly. Selecting an inventory will now automatically close the Explorer view when using the Asset Manager in a ‘skinny’ or vertical layout.

What’s coming in the future?

Big features are still yet to come. Full support for folders is in the works, allowing you to better organize your assets. Other enhancements such as drag and drop to insert assets and enhanced vertical docking are also coming soon.

With these new updates, the revamped Asset Manager will soon graduate from beta and replace the legacy Asset Manager. We are also working to enable versioning support for Mesh and Image assets. Stay tuned for our next big announcements.

Your feedback is essential!

As always, we want to hear your feedback to help shape the future of the Asset Manager and to prioritize the most impactful features to help make your workflows more productive. Share your thoughts with us here after exploring these new features, and let us know if you have any questions.

Known issues

  • Open Use sharing will fail for Decal assets if the respective Image assets have not yet been made Open Use. A warning banner will be added to address this.
  • ‘Find in Explorer’ does not yet have a notification when no instances are found.

Acknowledgements

Thank you to the team that made this happen!

@tasavix, @BobaMuncher, @chrisPushesPixels, @the_empressivy, @FlankaTank, @Aleutian_Tern, @EeveeEyed, @MilesThePerses, @healthierhappier, @GreatPrinceZuko, & @ehopehopehope

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This topic was automatically opened after 10 minutes.

this is pretty cool, can’t wait for folders and drag and drop support!

9 Likes

why it shows random meshes in shared with experience in an empty game with no meshes atall

well the seacrh bugs are fixed it seems

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This is interesting, can you file a bug report or send a DM to me or @MajesticCatss with some additional details? Such as any of the asset IDs for the meshes you’re seeing, the game ID for your place, etc. It’ll help us investigate further! For now, I believe you can filter these out by setting a “Source” filter to just be “Uploaded” and/or “Creator Store”.

4 Likes

looks great, hopefully we get more updates like this :3

3 Likes

This is a nice addition, will the toolbox group models tab & the overwrite windows also be receiving such refreshes & or getting a search field (PLEASE).

4 Likes

It’s nice to see that you will be able to filter by date, but will there be a way to do this with catalog searches too?

Can I add arbitrary stuff that’s not part of the same universe yet? This is the primary need I’ve had this whole time because I work in two separate universes for staging and prod versions.

I literally just want a toolbox with game specific assets I can drag straight into the game, like a palette.

3 Likes

It would be very helpful if we could have insights about the assets.

For example:

  • Textures should have their resolution.
  • Meshes should show their vertex and triangle count.
  • Sounds should have their duration and file size.
  • Animations should have their length, even better with priority and looped.
  • etc.

This would greatly improve the optimization process of our experiences as well as making sure everything is in order as we create (for example catching cases where a small icon gets uploaded in 4K).

11 Likes

Biggest issue with this and a lot of the UI changes made to studio? That the upload icon uses a down arrow (which is normally reserved for a download). :upside_down_face:

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Could we possibly expect to archive / delete or replace / save as our assets for total control ?

I also think its important for filtering multiple search queries in the properties panel / window.

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Looks promising. Here’s some feedback after a quick look.

The “Update All” option when right clicking on packages seems to be missing which means I can’t push package updates to other places in the experience (I do this a lot).

Find in Explorer - Doesn’t seem to be working at the moment.

Is there a way to display a list of just the assets I’ve created/uploaded for the current experience? The current asset manager shows that view by default, then you can select packages, audio, places or whatever and quickly find the asset you are looking for. The new system doesn’t seem to be able to do this, even through filtering.

That’s it for now, hope it helps, feels like a good update overall!

1 Like

I second this! Game engines like Unreal and Unity allow you to see the assets’ information which keeping things optimal and more performant an easier task for developers

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Hi @Ashi_Division, thank you for the feedback.

  • Regarding the “toolbox group models tab”, is there a reason why you would still use Toolbox for this functionality? The revamped Asset Manager has filters which allow you to select a group account, filter for asset type, and filter by source (uploaded or “shared with me”).
  • Regarding the “overwrite windows”, are you referring to the workflow where you “save to Roblox” from Explorer and choose “overwrite an existing asset…” to create a new version of an existing Model or Animation asset? If so, we have it on our radar and will hopefully be updating later this year.
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Hi @MajesticCatss, thank you for the feedback. Would you mind being more explicit with what you mean by “catalog searches”?

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Hi @PeZsmistic, we’d love to understand your use case a bit more.

  • which specific assets/items would be included? Is this anything you currently find in Asset Manager, or would it include more?
  • what would be the scope? would this include 1) assets that are inserted and 2) asset that can be loaded/inserted (but may not be inserted yet)? anything else?

Thank you for the feedback @Plutonem! We’ve discussed adding more metadata to Asset Manager. We will take this feedback into consideration as we plan out our roadmap after we fully launch Asset Manager with folders .

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Thank you for the feedback @pjhinthehouse. We are working on an update which should make this less confusing. Stay tuned!

1 Like