Generated Asset Browser

User-facing reference for the Generated Asset Browser tool.

v0.9.5Godot 4.6–4.74.7.1 recommendedReference
Tool pages are written for users and buyers; they explain what to use, what to avoid, and where current Early Access boundaries are.

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

  1. Open the tool from Dreamcatcher.
  2. Start with one tiny project-owned output.
  3. Save or apply only one change.
  4. 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.

Early Access boundary: use this tool through visible Dreamcatcher UI, generated assets, resources, templates, and validation workflows. Avoid editing plugin scripts directly unless official advanced documentation specifically tells you to.