Assets and Performance
Good source files make a space load more smoothly and are easier to update later. Start with the format that matches the tool you are using.
Supported upload formats
| Asset | Common use | Upload format |
|---|---|---|
| Image | Image, Billboard, and environment artwork | PNG, JPEG, or GIF |
| Video | Video tool | MP4 (up to 100 MB) |
| 3D model | Custom GLB and compatible model-based tools | GLB (up to 100 MB) |
| Music | Room music | MP3 |
Check the limit for the tool you are using
Upload limits are not universal. The current in-game upload controls accept PNG, JPEG, and GIF files for images; a locally uploaded GIF must be 10 MB or smaller. Video and GLB upload controls accept files up to 100 MB. A file under its allowed limit can still be expensive for players to load, so smaller well-prepared files are usually the better choice.
Choose a URL or upload a file
Many media and model tools let you either paste a URL or upload a local file.
- Use a URL when you already host a stable, publicly reachable asset. Paste the direct asset URL, not a web page that contains the asset.
- Use Upload when the file is on your computer. Wait for the upload to finish before placing or saving the item.
Keep the original source file somewhere safe. Replacing a source asset later is easier when you still have the project file and the exported version.
Prepare a GLB before uploading
A GLB is a single-file 3D model. Before uploading one:
- Apply sensible scale and orientation in your 3D software.
- Remove geometry, materials, and textures players will never see.
- Keep texture sizes appropriate for the object's on-screen size.
- Test the model in a small part of your space before duplicating it widely.
Some GLB upload flows include a Draco compatibility option. Treat it as a model compatibility choice, not a performance guarantee. Prepare and test the model yourself rather than assuming that option changes or optimizes it.
Practical performance habits
- Reuse a small set of well-prepared props instead of importing many large variations.
- Use lower-detail models for objects that will be far from players.
- Keep video and animated content purposeful; test it with the rest of the scene, not in isolation.
- Check a player-facing view after making a large placement or environment change.
For tool-specific upload steps, see Custom GLB, Image, Video, and Music and Room Audio.
