Libraries
The Runtime Studio Project panel is driven by asset libraries. Libraries define which prefabs, materials, meshes, sprites, ScriptableObjects, and other assets can be selected at runtime.
The same libraries feed object picker fields throughout Runtime Studio. A prefab, material, texture, or other assignable object must be available through an assigned library before a player can choose it at runtime.
- Open
Tools > Fullscreen > Runtime Studio > Libraries. - Create an
EditorAssetLibrary. - Add folders, groups, or individual assets.
- Open the Runtime Studio Settings window.
- Assign the library under
Libraries.
Use stable, intentional groups so players only see content that is safe to place. An asset that is not in an assigned library cannot be selected by runtime pickers and may not be restored from saved data.
Organize content for players
Add folders, groups, or individual assets to an EditorAssetLibrary. The Project panel keeps the group paths so you can give players a clear, focused list instead of exposing every project asset.
Common library content includes:
- Prefabs and GameObjects
- Materials, meshes, and sprites
- ScriptableObjects used by runtime pickers
- Texture, audio, and animation assets that players are allowed to assign
Use the Library Manager to control these entries, then add the finished library to RuntimeStudioSettings > Libraries. You can enable preview generation on startup from the General Settings page when the Project panel needs generated library previews.
Asset IDs and references
Each library gives Runtime Studio a stable way to find its assets again. The save system stores an asset ID, name, and type, then resolves that reference through the registered libraries during load.
Do not depend only on scene object names or temporary instance IDs. Keep library entries stable after shipping so saved scenes can continue to restore their assigned content.