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Asset Properties โ€‹

Asset properties define settings and metadata for the currently open asset.

These properties affect the asset as a whole, unlike object properties, which apply only to individual objects inside the asset. Use asset properties to manage general asset information, playback settings, and asset-level options such as the default Scan Box for references.

Asset Properties ๐Ÿ”บ Figure 1: Asset properties in the Asset Properties dialog on the left and the Inspector on the right.

Opening Asset Properties โ€‹

You can view and edit the properties of the currently open asset in two ways:

  1. Choose Asset > Properties to open the Asset Properties dialog.

or

  1. Deselect all objects in the current asset.
  2. Open the Inspector.

When no object is selected, the Inspector shows the properties of the current asset.

General Properties โ€‹

These properties describe the asset itself.

NameThe name of the asset.
Main Category / SubcategoryDefines how the asset is categorized in the Assets page. You can use these fields to organize and filter assets more easily.
Unit ScaleDefines the size of one unit in the asset. For example, if the unit scale is set to 0.1 in a metric workflow, one voxel corresponds to 0.1 m or 10 cm.
SizeOnly available for Heightmaps. Defines the size of the Heightmap in pixels.

Animation Properties โ€‹

This section is not available for Heightmaps.

FPSThe playback speed of the asset in frames per second.

Default Scan Box Properties โ€‹

These settings define the default Scan Box used when referencing assets.

The default Scan Box is available only for Voxel Scenes and Mesh Assets. It defines which area of the source asset is used by default when a reference is created.

PositionThe world position of the default Scan Box.
SizeThe size of the default Scan Box in units.
OriginThe local origin of the default Scan Box.
FrameThe frame used for rasterization.

The Description and Copyright sections store additional metadata for the asset.

This information does not change how the asset behaves in Foxel. It can be used for documentation, asset management, or export-related workflows. It is also transferred automatically when creating a Prefab from the asset.