Generated Asset Types
Reference for the 18 generated asset types in v0.9.4.
Generated asset type reference
These are the canonical 18 generated asset registry types in v0.9.4. Database concepts such as items, enemies, quests, shops, skills, crafting rules, and dialogue are usually represented as database_resource, loot_table, name_table, or related resource outputs, not as separate top-level generated asset types.
| # | Type key | Public label | Constant |
|---|---|---|---|
| 1 | map | Map | TYPE_MAP |
| 2 | overworld | Overworld | TYPE_OVERWORLD |
| 3 | dungeon | Dungeon | TYPE_DUNGEON |
| 4 | sprite | Sprite | TYPE_SPRITE |
| 5 | icon | Icon | TYPE_ICON |
| 6 | music | Music | TYPE_MUSIC |
| 7 | sfx | SFX | TYPE_SFX |
| 8 | vfx | VFX | TYPE_VFX |
| 9 | loot_table | Loot Table | TYPE_LOOT_TABLE |
| 10 | database_resource | Database Resource | TYPE_DATABASE_RESOURCE |
| 11 | name_table | Name Table | TYPE_NAME_TABLE |
| 12 | palette | Palette | TYPE_PALETTE |
| 13 | shape_3d | 3D Shape | TYPE_SHAPE_3D |
| 14 | isometric_scene | Isometric Scene | TYPE_ISOMETRIC_SCENE |
| 15 | dialogue_ui | Dialogue UI | TYPE_DIALOGUE_UI |
| 16 | formula_preset | Formula Preset | TYPE_FORMULA_PRESET |
| 17 | converted_image | Converted Image | TYPE_CONVERTED_IMAGE |
| 18 | converted_audio | Converted Audio | TYPE_CONVERTED_AUDIO |
Common user interpretation:
- Map / Overworld / Dungeon: generated layout content that may become editable map scenes with layers and regions.
- Sprite / Icon / Converted Image: visual assets usable by UI, items, actors, enemies, or scenes.
- Music / SFX / Converted Audio: audio outputs that can be assigned as metadata or to supported resources.
- VFX: visual effects that can be tracked and assigned where supported.
- Database Resource: generated game-data resources such as items, shops, enemies, quests, skills, or related
.tresfiles. - Loot Table / Name Table / Palette / Formula Preset: reusable data helpers for content generation, UI, combat, naming, themes, or balancing.
- 3D Shape / Isometric Scene / Dialogue UI: specialized generated content with project-owned records and validation.
Generated asset types and browser categories
Canonical 18 generated asset type strings
| # | Type string |
|---|---|
| 1 | map |
| 2 | overworld |
| 3 | dungeon |
| 4 | sprite |
| 5 | icon |
| 6 | music |
| 7 | sfx |
| 8 | vfx |
| 9 | loot_table |
| 10 | database_resource |
| 11 | name_table |
| 12 | palette |
| 13 | shape_3d |
| 14 | isometric_scene |
| 15 | dialogue_ui |
| 16 | formula_preset |
| 17 | converted_image |
| 18 | converted_audio |
Generated Asset Browser categories
| Label | Type expression | Icon |
|---|---|---|
| All | "" | FileList |
| Maps | DreamGeneratedAsset.TYPE_MAP | GridMap |
| Worlds | DreamGeneratedAsset.TYPE_OVERWORLD | Image |
| Dungeons | DreamGeneratedAsset.TYPE_DUNGEON | GridMap |
| Sprites | DreamGeneratedAsset.TYPE_SPRITE | Sprite2D |
| Icons | DreamGeneratedAsset.TYPE_ICON | BoxContainer |
| Music | DreamGeneratedAsset.TYPE_MUSIC | AudioStreamPlayer |
| SFX | DreamGeneratedAsset.TYPE_SFX | AudioStreamPlayer |
| VFX | DreamGeneratedAsset.TYPE_VFX | GPUParticles2D |
| Loot | DreamGeneratedAsset.TYPE_LOOT_TABLE | BoxContainer |
| Database | DreamGeneratedAsset.TYPE_DATABASE_RESOURCE | ResourcePreloader |
| Names | DreamGeneratedAsset.TYPE_NAME_TABLE | RichTextLabel |
| Palettes | DreamGeneratedAsset.TYPE_PALETTE | ColorRect |
| 3D Shapes | DreamGeneratedAsset.TYPE_SHAPE_3D | Node3D |
| Isometric | DreamGeneratedAsset.TYPE_ISOMETRIC_SCENE | GridMap |
| UI | DreamGeneratedAsset.TYPE_DIALOGUE_UI | Control |
| Formulas | DreamGeneratedAsset.TYPE_FORMULA_PRESET | ScriptExtend |
| Conversions | DreamGeneratedAsset.TYPE_CONVERTED_IMAGE | Reload |
| Converted Audio | DreamGeneratedAsset.TYPE_CONVERTED_AUDIO | Reload |
Assignment keys by group
Audio: ui_confirm, ui_cancel, ui_click, ui_error, chest_open, door_open, item_pickup, quest_start, quest_complete, battle_start, battle_victory, battle_defeat, enemy_hit, enemy_death, player_hit, player_death, skill_cast, spell_impact, map_bgm, battle_bgm, region_bgm, weather_ambience
VFX: chest_open, door_open, item_pickup, quest_start, quest_complete, battle_start, battle_victory, battle_defeat, enemy_hit, enemy_death, player_hit, player_death, skill_cast, spell_impact
Icon: item_icon, skill_icon, quest_icon, currency_icon
Sprite/visual: actor_portrait, actor_battle_sprite, actor_overworld_sprite, enemy_portrait, enemy_battle_sprite, dialogue_background, title_background
Database/data: database_reference, loot_table, name_table
Palette: ui_theme_palette
Formula: damage_formula
UI: ui_scene
All valid assignment keys (39): ui_confirm, ui_cancel, ui_click, ui_error, chest_open, door_open, item_pickup, quest_start, quest_complete, battle_start, battle_victory, battle_defeat, enemy_hit, enemy_death, player_hit, player_death, skill_cast, spell_impact, map_bgm, battle_bgm, region_bgm, weather_ambience, item_icon, skill_icon, quest_icon, currency_icon, actor_portrait, actor_battle_sprite, actor_overworld_sprite, enemy_portrait, enemy_battle_sprite, dialogue_background, title_background, loot_table, name_table, ui_theme_palette, damage_formula, database_reference, ui_scene
Public boundary: assignment writes supported fields and metadata for tracing/validation. It must not be documented as guaranteed full runtime binding for every asset type in v0.9.4.
