DreamcatcherLearning CenterGenerated Asset Browser

🗂️ Generated Asset Browser

Inspect generated assets, preview metadata, validate output, and use Assign/Apply only where v0.9.4 supports safe field or metadata writes.

Guide includedGenerated assetsUser guide
🗂️

Generated output control room

Browser guide included · written guide available now

The written browser guide is complete. Optional screenshots can later show preview, metadata, validation, and assignment panels.

What this page gives you

One generated asset is inspected, validated, and either kept, exported, assigned where supported, or safely removed.

Best forUsers who generated assets and need to inspect, validate, duplicate, export, delete, or connect them safely.
IncludedGuide included
Next resultOne generated asset is inspected, validated, and either kept, exported, assigned where supported, or safely removed.
Workflow

Recommended learning flow

Follow this sequence before expanding. It keeps the public learning path practical, testable, and beginner-safe.

Open browserPick assetPreviewOpen pathValidateDuplicate/exportAssign/Apply where supportedRe-validateKeep or delete
Step-by-step

Guide content

1

Open Generated Asset Browser

Start from the browser instead of hunting through project folders manually.

2

Filter or select one asset

Choose one generated output and inspect only that item first.

3

Preview and inspect metadata

Check type, source, path, warnings, assignment fields, and related resources.

4

Open file/path or related resource

Confirm where the generated output lives in the project and what owns it.

5

Validate the asset

Run validation before connecting the output into gameplay or UI.

6

Duplicate or export if needed

Create a safer copy or exported version before risky edits.

7

Assign/Apply only where supported

Use Assign/Apply for supported field writes and metadata links, not as a universal runtime-binding promise.

8

Delete or regenerate safely

Remove only assets you understand and re-check warnings after regeneration.

9

Re-check warnings

Run validation again after every meaningful browser action.

v0.9.4 boundary

Assign/Apply boundary

Assign/Apply in v0.9.4 means supported field writes and traceable assignment metadata where implemented. It is not a guarantee that every audio, VFX, UI, animation, or generated asset becomes fully runtime-bound automatically.

Use the browser to inspect, validate, and connect generated outputs safely, then test the real result in Godot.

Reference

Assignment-key reference

For the full assignment-key list, use the dedicated reference page instead of duplicating the same list in multiple places.

Open assignment-key reference

Visuals coming soon

Written guide available now

The written guide is available now. Optional videos and screenshots are coming soon.

01Browser listVisuals coming soon
02Asset metadataVisuals coming soon
03Preview panelVisuals coming soon
04Validation resultVisuals coming soon
05Assign/Apply boundaryVisuals coming soon
06Export/delete confirmationVisuals coming soon
Completion checklist

Completion checklist

  • One asset is selected.
  • Metadata and path are inspected.
  • Validation result is checked.
  • Duplicate/export is used before risky edits when needed.
  • Assign/Apply is used only where supported.
  • Warnings are rechecked after changes.
  • The asset is kept, exported, assigned, deleted, or regenerated intentionally.
Avoid this

Common mistakes

  • Assuming every generated asset is automatically runtime-bound.
  • Deleting outputs without checking related metadata.
  • Skipping validation after assignment.
  • Editing generated outputs without making a safe copy.
  • Treating warnings as cosmetic.
Quick summary

In short

The Generated Asset Browser helps you inspect, preview, validate, duplicate, export, delete, and safely connect generated outputs without pretending every asset is automatically runtime-bound.