Reference Basics: Bring Other Assets Into a Scene
Reference objects let a Voxel Scene use data from other assets.
Instead of rebuilding content by hand, you can assign another asset to a Reference object and Foxel generates voxel data from it for use inside the scene.
Why This Matters
References are one of Foxel’s core scene workflows.
They let a scene use data from other assets instead of forcing you to recreate that content manually.
This is useful when content already exists elsewhere in the project and should be reused as generated voxel scene content.
What A Reference Object Does
In a Voxel Scene, you can use other assets through Reference objects.
A Reference object generates voxel data from the assigned asset and uses that result inside the scene.
That means a Reference is not just an abstract link.
It produces visible voxel content from another asset and places that generated result into the current scene.
Creating A Reference By Drag And Drop
The fastest way to create a Reference is drag and drop.
To create a Reference this way:
- Switch to the Assets page.
- In the right panel, locate the asset you want to reference.
- Drag the asset into the Scene View.
Foxel then:
- Creates the matching Reference object automatically.
- Assigns the asset.
- Loads the generated voxel data.
This is usually the easiest starting workflow.
Creating A Reference Manually
You can also create a Reference object manually.
To create one manually:
- Choose Object > Create.
- Create the appropriate Reference object type.
- Select the new Reference object.
- In the Inspector, set the Asset property to the asset you want to reference.
The important rule is that the Reference type must match the assigned asset type.
For example, a Heightmap needs a Heightmap Reference, and a Mesh Asset needs a Mesh Reference.
Why The Reference Type Matters
Different source asset types are generated in different ways.
That is why the Reference type must match the asset type.
A Reference may use voxelization, height conversion, or existing voxel data depending on what kind of asset it references.
Using the correct Reference type ensures Foxel knows how to generate the voxel result.
What To Remember
- Reference objects let a Voxel Scene use other assets.
- A Reference generates voxel data from the assigned asset.
- The easiest way to create a Reference is drag and drop from the Assets page.
- Foxel creates the matching Reference type automatically when using drag and drop.
- You can also create a Reference manually and assign the asset in the Inspector.
- The Reference type must match the asset type.