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Projects

Projects in Modelibr let you group related assets together for organized workflows. A project can contain models, texture sets, environment maps, sprites, sounds, and scripts - everything needed for a game level, scene, or creative work.

Creating a Project

  1. Open the Projects tab from the left sidebar
  2. Click Create New Project
  3. Enter a name and optional description
  4. Click Create

Project Viewer

Click any project card to open the Project Viewer, which shows all assets organized by type:

SectionContents
Models3D models added to this project
Texture SetsPBR texture collections
Environment MapsPanoramic or cube-based lighting assets with their variants
Sprites2D image assets
SoundsAudio files
ScriptsSource code and shader assets

Adding Assets

Within the Project Viewer:

  1. Click Add in any asset section
  2. A dialog shows all available assets of that type
  3. Select one or more assets
  4. Click Confirm to add them to the project

Environment maps are managed as their own asset type inside projects, so scene lighting references can live beside the models, textures, sprites, and sounds used by that project.

Removing Assets

Right-click an asset within the project and select Remove from Project.

note

Removing an asset from a project does NOT delete the asset itself - it only removes the association.

Profile - what is being made

A project's Profile section says what the project is targeting, and it is the input an agent works from. Five dimensions, each a closed-ish vocabulary you can add to:

DimensionWhat it decides
EnginesWhat this is authored in and what it runs in. Several is normal, each with a role.
PlatformsThe tightest one decides the suggested budget.
GenresWhat kind of thing is being made.
StylesRanks search results, and is checked against every asset choice.
CameraHow the player sees the world.

Below them, Budgets caps what one asset - and a whole scene - may spend. Selecting platforms produces a suggestion rather than a value: the hint names the platform it came from ("Quest is the tightest platform here: 5,000 triangles per asset") and nothing is written until you accept it. A number applied without a reason is a number nobody can argue with later.

The agent brief

Expand Agent brief to read, verbatim, what the tools hand an agent about this project - the guidance lines, the world convention and what it converts to in each selected engine, and which search terms the styles boost or rank down. Nothing on that panel is composed in the browser.

This is deliberately the same text the agent gets. When it picks something odd, the useful question is not why it did that but what it was told, and the answer is on this page. Where the selected engines disagree - one Z-up, one Y-up - the conflict is stated, never resolved: "works in both" is a constraint someone has to decide about.

A scene linked to a project shows the project as a chip in the scene editor's header, and the same brief opens from there. The chip is also where the link is changed or cleared - a scene belonging to no project says so plainly, because it means the agent gets no budget, no style and no world convention rather than a quiet default. New scene takes a project up front for the same reason.

Linking is a scene write: the revision moves, it is audited, and it can be reversed.

Deleting a Project

  1. Right-click a project card
  2. Select Delete
  3. Confirm the deletion
tip

Deleting a project removes the project container only. All assets within it remain in your library.