Generated Asset Browser
User-facing reference for the Generated Asset Browser tool.
v0.9.5 generated-asset runtime promotion
Generated Asset Browser keeps the established Assign/Apply workflow and adds a separate Bind to Runtime… path for supported outputs. Runtime Bound metadata is committed only after the project-owned binding target is persisted and validates successfully.
Assign/Apply remains separate from Runtime Bound. Existing v0.9.4 assignments are not silently promoted when you update the plugin.
Bind to Runtime promotion
The existing Assign/Apply workflow remains intact. v0.9.5 adds a separate Bind to Runtime action for supported generated outputs. Promotion is explicit and conflict-aware; Runtime Bound is written only after target resources save, reload, and validate successfully. Generated particle/process materials must first be wrapped in a project-owned spawnable GPUParticles2D/GPUParticles3D scene before VFX runtime binding.
Generated Asset Browser
Status: Stable
Category: Asset
Use it when: you need to inspect, filter, validate, duplicate, assign, delete, or regenerate generated outputs.
First task
Filter assets, inspect metadata, validate, duplicate, assign, and delete one test asset.
Inputs
At least one generated or registered asset.
Outputs
Managed asset records, assignments, duplicates, deletion decisions, or regeneration actions.
How it connects
Sits after any generator and before assignment/cleanup/export.
Common mistakes
Deleting without review; expecting every type to regenerate; confusing metadata-only assignments.
Validation
Validate record, check output path, and test assigned content.
First safe task
- Open the tool from Dreamcatcher.
- Start with one tiny project-owned output.
- Save or apply only one change.
- Run Content Validator or Quick Play before expanding.
Success looks like
The output exists in the expected project location, related references are visible in the Inspector/tool UI, and no validator error points to a missing path or deleted resource.
Common mistake
Stacking several generated outputs or gameplay connections before checking one simple result first.
