Library and collections
The Library tab, collections of reusable resources, where they come from, and how they get into a level and out of it
What a collection is
A collection is a folder of reusable resources. It holds any of seven kinds:
| Kind | How it is stored |
|---|---|
| prefabs, themes, shapes, effects | data, one file per entry |
| textures, fonts, audio | media files |
A collection is not tied to a level. It sits on your device and serves every level you open
A level never refers to a collection. Importing always copies into the level, so a level stays a self-contained folder that plays anywhere
Sources
The library lists resources from three sources. Each is a filter chip at the top of a list:
| Chip | What it is | Writable |
|---|---|---|
My library | the device library: resources/prefabs, themes, shapes, effects | yes |
My collections | your own collections, resources/collections | yes |
Workshop | the collections you are subscribed to in Steam Workshop, read in place. Steam builds only | no |
A read-only collection is changed by copying its entries into a collection of your own
The Library tab
Library is a tab on the editor's home screen, right after Create Level
A narrow column of buttons picks the kind:
CollectionsPrefabs,Themes,Shapes,EffectsTextures,Fonts,Audio
The list is to the right of that column
Collections
New collectioncreates an empty collection of your ownImport archiveadds a collection from a.zip,.tar.gzor.tarfile. If that collection is already on the device, the game asks whether to replace itRefreshreads the folder again
Each row has Open. Your own collections also have Delete. It asks first and removes the collection with every file in it
A collection's page
| Control | What it does |
|---|---|
Back | returns to the list |
Save | writes the changes. Nothing is written before it |
Export .zip, Export .tar.gz | saves the collection as an archive |
Cover | picks a png image as the cover |
Delete | deletes the collection, after asking |
The fields are Name, Description, Authors (comma separated) and License (Not stated or one of the typical licences)
Below them are the contents, with Remove on each entry
A read-only collection says Read only. Copy its entries into a collection of your own to change them
In a Steam build the page of your own collection also has a publish section. More - Publishing
Prefabs, themes, shapes, effects
Each of these pages lists every entry from every source. The chips narrow the list
Copy into picks one of your own collections as the target. It is Nowhere by default. Once a target is picked, every row gets Copy
Entries you can change have Delete, and it asks first
Textures, fonts, audio
These pages list the files of all collections. There is no personal library for files, so these kinds live in collections only.
Rows have Copy and Remove
What a copy takes along
A copy takes everything the entry needs: a prefab's shapes, textures, fonts and nested prefabs, an effect's particle shape. The credits of those resources go along too
The Collections tab
Collections is a level settings tab, right after Prefabs. It has two modes at the top: Import and Build a collection
Import
- The tab lists the collections. Press
Openon one - Tick the entries you want.
AllandNonetick everything or nothing - The line
Selected: N, dependencies added: Mshows what will come in. Dependencies are added on their own - Press
Import
The whole import is one undo step
Textures, fonts and audio always get new ids in the level. Their files are copied into the level folder under a unique name
Build a collection
IntopicksA new collectionor one of your own. A new one takes its name fromName- Tick the level's resources, of any of the seven kinds
- Press
Build
A new collection takes the level's authors
A protected level cannot be turned into a collection. More - Export and protection
Pickers and search
Search and the resource pickers have a Library tier for prefabs, themes, shapes and effects. It lists every source.
The pickers are the shape, collider, effect and theme fields and Place Prefab…
Picking a library entry imports it into the level with its dependencies and assigns it. A conflict asks the same question as the Collections tab
The library browsers inside the level's resource tabs work the same way and show the source chips. More - Level resources
Conflicts
An imported entry may already be in the level under the same id:
- the same content - nothing to do
- different content - the window
Already in the levelopens
The window lists every conflict with an Import as a copy toggle:
| Choice | Result |
|---|---|
| keep (toggle off) | the level's version stays and is used |
Import as a copy | the collection's version is added under a new id. Whatever was imported with it points at the copy |
Keep all and Copy all set every toggle at once. Import applies the choices, Cancel imports nothing
No version wins silently. Every conflict with different content is decided in this window
Credits
A level's resource records cover themes, effects, shapes and prefabs as well as textures, fonts and audio. Importing copies the matching records into the level, so the credits arrive with the resource
More - A resource's record
On disk
Collections live in resources/collections/<collection-guid>/ in the game's data folder. That is the same resources folder next to levels that holds the device library. More - The level folder and backups
| Path | What it holds |
|---|---|
collection.json or collection.blob | the manifest: name, description, authors, licence, the texture, font and audio entries, and the credits of everything inside |
cover.png | the cover, optional |
prefabs/, themes/, shapes/, effects/ | one <guid>.json or <guid>.blob per entry, the same files as in the device library |
media/ | texture, font and audio files |
A collection travels as an archive: Export .zip or Export .tar.gz on its page, Import archive in the list.
An archive that is not a collection is refused
Next: Publishing, Reuse: prefabs, copying, generators, A resource's record