Asset Importer
The Asset Importer is sold separately. It lets players import supported assets from a local file or a direct download URL while the game is running.
Set up Asset Importer
- Add
RuntimeStudioEditorto a GameObject and assignRuntimeStudioSettings. - Open
Tools > Fullscreen > Runtime Studio > Settings. - Select the Asset Importer plugin and enable it.
- Enter Play Mode to start Runtime Studio.
Open Scene Settings > Assets. You can choose Import Assets From File or Import Assets From URL.
Import from a file
- Choose
Import Assets From File. - Click
Pick Asset / ZIPand choose a supported file. - Click
Load Into Review. - Review the results, then choose
Import Selected.
Common formats include .zip, .gltf, .glb, .fbx, .obj, .png, .jpg, .jpeg, .tga, .hdr, .wav, .ogg, .rtmat, and .mtl.
The Import Review window lets players preview results, search, enable or disable individual assets, select all, clear the selection, and detect duplicates before importing.
Import from a URL
Choose Import Assets From URL, paste a direct download link, click Load Into Review, then review and import the selected assets. The URL must point to a downloadable file, not to a normal webpage.
Use Runtime Bundle Export for complex content
Use Runtime Bundle Export inside Unity when importing rigged characters, skinned meshes, authored prefab hierarchies, avatars, animator data, colliders, or other complex Unity content.
Export from Assets > Runtime Bundle Export... or GameObject > Runtime Bundle Export..., then import the generated .zip into Runtime Studio.
Direct runtime import is best for static models, textures, materials, audio, and simple props. For the most reliable direct model import, use glTF (.gltf or .glb) when possible.
Rigged characters and FBX files
Direct runtime importing does not support rigged characters or SkinnedMeshRenderer content. Use Runtime Bundle Export for characters, skinned meshes, prefab hierarchies, avatars, animator data, material assignments, colliders, and other complex GameObjects.
Runtime Studio supports ASCII and Binary FBX files, but exporter differences can affect direct runtime imports. Use glTF when possible for more consistent material and texture results.
Find and use imported assets
Imported assets appear automatically in the Project panel, usually under Imported, Imported/Textures, Imported/Materials, and Imported/Audio. ZIP imports create a folder from the archive name, such as Imported/Characters.
Imported assets can be placed in the scene or assigned as materials, textures, and audio clips. They are included automatically in save, load, export, import, undo, and redo.
The Runtime Bundle Export tool is at:
Assets/Plugins/Fullscreen/RuntimeStudio/Runtime/Plugins/AssetImporter/RuntimeBundleExport
It can be copied into a separate Unity project so creators can export their own content without installing the full Runtime Studio package.
Players can copy that folder into their own Unity project, export a GameObject as a Runtime Studio package, then import the generated .zip into the game.