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Assets

First, let's introduce the functions of the row of buttons at the bottom of the Assets panel.

The buttons on the bottom left, from left to right, are:

  • Create Folder: Creates a new folder under the currently selected category.
  • Clear Cache: Clears all thumbnail caches.
  • Delete Folder: Deletes the currently selected folder (the folder must be empty).
  • Mark / Unmark as Favorite: Marks or Unmarks the currently selected file as a favorite.
    • Favorited custom folders will be marked yellow.
    • Favorited official folders will be marked green.
  • Hide / Unhide Non-Favorites: Hides or Unhides folders that are not marked as favorites.

The buttons on the bottom right, from left to right, are:

  • Import / New Asset: Imports or creates a new asset of the current category.
  • Delete Asset: Deletes the currently selected asset.
  • Import Folder: Selects a folder and imports all assets of the current category from it.
  • Show in Explorer: Opens the folder containing the current asset in the file explorer.

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There are 2 ways to rename an asset:

  • Select the asset and modify it in the Inspector.
  • Rename the asset file directly in the file explorer.

Scene

Append Scene

  • Select the scene you want to append.
  • Click the Inspector → Append Scene button.
  • Click OK.

Appending a scene imports all items from another scene into the current one, preserving their original position, scale, and rotation.

Item

Save Item as Template

  • Select the item you want to save.
  • Select the Assets → Items category and click the first button on the bottom right, Save Asset.
  • Enter a name for the template and click the Save button.
  • After saving successfully, the item will be added to the current folder of the Items category.

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Multiple items can be saved in a single template:

  • Choose one item to be the main item.
  • In the Hierarchy, drag all the items you want to save onto the main item, making them its children (you can also organize the hierarchy yourself, but there can only be one main item).
  • Select the main item and save it following the steps above.
  • After saving successfully, the template will preserve the hierarchy, relative positions, rotations, scales, and relative references of all items.

Mesh

If the built-in items don't meet your mapping needs, you can consider creating your own meshes.

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Meshes can be dragged directly into the scene for use.

Import Mesh

  • After modeling in 3D software, export the mesh in .fbx format.
  • Select the Assets → Meshes category and click the first button on the bottom right, Import Mesh.
  • In the dialog box that appears, select the exported .fbx file and click the Open button.

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See: Start → Preparation → Coordinate System

For modeling software that does not support exporting to .fbx, you can export the model in another format, import it into Blender, and then export it as an .fbx.

Software confirmed to be compatible:

Texture

Import Texture

  • Prepare your texture map files (.png, .jpg, .exr format).
  • Select the Assets → Textures category and click the first button on the bottom right, Import Texture.
  • In the dialog box that appears, select the texture map file and click the Open button.

Texture Properties

After selecting a texture, you can set its properties in the Inspector:

  • Filter Mode: Determines how the texture's color values are interpolated. There are three modes: Point, Bilinear, and Trilinear.
  • Mip Chain: Adds multiple levels to the texture, allowing it to display different effects at different distances.

After setting, click the Apply button to apply the settings.

Material

BME Pro's material system is a custom PBR material system. Each material consists of three 2048×2048 .png texture maps.

Albedo Map

RGB channel: Albedo color. (Required) A channel: Depth or Opacity. (Optional, leave white if not used)

Normal Map

RGB channel: Normal direction. (Optional, do not import if not used) A channel: Currently unused

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In Adobe Photoshop, you can use the Filter → 3D → Generate Normal Map... feature to generate a normal map.

Mask Map

R channel: Emission. (Optional, leave black if not used)

G channel: Smoothness. (Optional, leave black if not used)

B channel: Metallic. (Optional, leave black if not used)

A channel: Ambient Occlusion. (Optional, leave white if not used)

New Material

  • Select the Assets → Materials category and click the first button on the bottom right, New Material.
  • In the dialog box that appears, enter a name for the material and click the Create button.

Material Properties

After selecting a material, you can set its properties in the Inspector.

There are 3 material types: Physically Based, Unlit, Decal.

  • Physically Based Material can be applied to most physical objects.
  • Unlit Material is generally used for objects that need to be self-illuminating.
  • Decal Material is used in the Decal component.

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  • Material properties are quite complex, and it is difficult to accurately describe the function of each property in words.
  • It is recommended to experiment hands-on, adjusting each property yourself to understand its function and effect.

AlbedoAll

  • Type: Texture
  • Default: Empty

NormalPhysically BasedDecal

  • Type: Texture
  • Default: Empty

MaskPhysically BasedDecal

  • Type: Texture
  • Default: Empty

EmissionUnlit

  • Type: Texture
  • Default: Empty

Albedo ColorAll

  • Type: ColorRGBA
  • Default: (1, 1, 1, 1)

Emission ColorAll

  • Type: ColorRGBA
  • Default: (0, 0, 0, 1)

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If the material does not need to emit light, keep the Emission Color black (0, 0, 0, 1).

Emission IntensityAll

  • Type: float
  • Default: 1.0
  • Range: 0.0 ~ 30.0

Emission Intensity MinUnlit

  • Type: float
  • Default: 1.0
  • Range: 0.0 ~ 30.0

Twinkle SpeedUnlit

  • Type: float
  • Default: 0.0

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The twinkle speed of the official key material is approximately 3.0.

MetallicPhysically BasedDecal

  • Type: float
  • Default: 0.0
  • Range: 0.0 ~ 1.0

SmoothnessPhysically BasedDecal

  • Type: float
  • Default: 0.1
  • Range: 0.0 ~ 1.0

Ambient OcclusionPhysically BasedDecal

  • Type: float
  • Default: 0.0
  • Range: 0.0 ~ 5.0

Normal ScalePhysically BasedDecal

  • Type: float
  • Default: 1.0
  • Range: 0.0 ~ 5.0

Overlay TrackPhysically Based

  • Type: bool
  • Default: true

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When Overlay Track is checked, the player ball can leave snow trails on this material.

Overlay Noise ScalePhysically Based

  • Type: float
  • Default: 0.5
  • Range: 0.0 ~ 5.0

Overlay Noise BlendPhysically Based

  • Type: float
  • Default: 0.5
  • Range: 0.0 ~ 1.0

Overlay ClampPhysically Based

  • Type: float
  • Default: 0.5
  • Range: 0.0 ~ 1.0

Overlay ProjectionPhysically Based

  • Type: float
  • Default: 0.5
  • Range: 0.0 ~ 1.0

Overlay OffsetPhysically Based

  • Type: float
  • Default: 0.0
  • Range: -1.0 ~ 1.0

Wetness ClampPhysically Based

  • Type: float
  • Default: 0.5
  • Range: 0.0 ~ 1.0

Wetness OffsetPhysically Based

  • Type: float
  • Default: 0.0
  • Range: -1.0 ~ 1.0

Smoothness MultiplierPhysically Based

  • Type: float
  • Default: 1.0
  • Range: 0.0 ~ 5.0

TilingAll

  • Type: Float2
  • Default: (1, 1)

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You can think of Tiling as scaling.

OffsetAll

  • Type: Float2
  • Default: (0, 0)

SpeedAll

  • Type: Float2
  • Default: (0, 0)

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The material will move on its own according to the Speed.

Global UVPhysically BasedUnlit

  • Type: bool
  • Default: false

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  • If Global UV is enabled, the material will be rendered based on world coordinates.
  • You can choose a Global UV material for the stationary roads in the map to ensure their continuity at seams.
  • For movable physical objects in the map, do not use a Global UV material, otherwise, its texture will change as it moves.

Global UV TileGlobal UV = truePhysically BasedUnlit

  • Type: float
  • Default: 1.0
  • Range: 0.0 ~ 20.0

Global UV BlendGlobal UV = truePhysically BasedUnlit

  • Type: float
  • Default: 1.0
  • Range: 0.0 ~ 20.0

Top AlbedoGlobal UV = truePhysically Based

  • Type: Texture
  • Default: Empty

Top NormalGlobal UV = truePhysically Based

  • Type: Texture
  • Default: Empty

Top MaskGlobal UV = truePhysically Based

  • Type: Texture
  • Default: Empty

Transparency TypePhysically BasedUnlit

  • Type: Opaque | Alpha Clip | Alpha Blend
  • Default: Opaque

Alpha DitherTransparency Type = Alpha ClipPhysically BasedUnlit

  • Type: bool
  • Default: false

Alpha Clip ThresholdTransparency Type = Alpha ClipPhysically BasedUnlit

  • Type: float
  • Default: 0.5
  • Range: 0 ~ 1

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  • When Alpha Clip mode is selected, the material is completely transparent where the albedo map's A channel is less than the Alpha Clip Threshold, and completely opaque otherwise.
  • When Alpha Blend mode is selected, the material's opacity depends on the albedo map's A channel.

The performance of Alpha Clip mode is much higher than Alpha Blend mode. If the effect meets expectations, please prioritize using Alpha Clip mode.

Affect AlbedoDecal

  • Type: bool
  • Default: true

Affect NormalDecal

  • Type: bool
  • Default: true

Affect MetallicDecal

  • Type: bool
  • Default: true

Affect Ambient OcclusionDecal

  • Type: bool
  • Default: true

Affect SmoothnessDecal

  • Type: bool
  • Default: true

Affect EmissionDecal

  • Type: bool
  • Default: true

Draw OrderDecal

  • Type: int
  • Default: 0
  • Range: -50 ~ 50

Audio

Import Audio

  • Prepare your audio files in .ogg format.
  • Select the Assets → Audios category and click the first button on the bottom right, Import Audio.
  • In the dialog box that appears, select the audio file and click the Open button.

Audio Preview

There are two ways to preview audio:

  • Double-click the audio file directly to play the music.
  • Select the audio file and control its play, pause, stop, and playback position in the Inspector.

Scripts

Import Script

  • Prepare your script files in .js format.
  • Select the Assets → Scripts category and click the first button on the bottom right, New / Import Script.
  • In the dialog box that appears, click the Import Script button.
  • In the dialog box that appears, select the script file and click the Open button.

Create Script

  • Select the Assets → Scripts category and click the first button on the bottom right, New / Import Script.
  • In the dialog box that appears, click the Create Script button.
  • In the dialog box that appears, enter a name for the script and click the Create button.
  • The new script will be created in the current folder.

Edit Script

  • Double-click the script you want to edit / Select the script and click the Open File button in the Inspector.
  • The editor will open automatically, and you can write script code in it.

Released under the MIT License.