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The Import Dialog

Before an engine pack imports, Awaken shows an options modal so you can choose which files come in and how large their textures may be. This page explains every control and when the dialog appears.

When it appears

The Import Options dialog is shown only for engine packs - a .zip (Godot or Unreal project) or a .unitypackage. These archives can hold hundreds of assets, so you get a chance to trim them and cap texture memory before anything is decoded.

Direct imports skip the dialog entirely: dropping a single .glb, .gltf, .obj, or image imports immediately, because there is nothing to choose - one model, or one texture. If the editor is running without its dialog host (for example in an automated test), pack imports fall back to "import everything at the recommended texture cap".

📸 Screenshot - save as img/import-dialog.png

The Import Options dialog for a Unity pack: the type-filter chips along the top, the expanded file tree on the left with tri-state folder checkboxes, a mesh selected showing in the preview pane on the right, and the Texture max size dropdown at the bottom.

The file tree

The left pane lists every asset in the pack as a tree, opened fully expanded (like Unity's own import window). Each row carries:

  • A checkbox - tick to include, untick to exclude. Folder checkboxes are tri-state: fully checked, empty, or a dash (some children excluded). Unchecking a folder excludes everything under it.
  • A type icon derived from the file extension.
  • The file or folder name. Click a file's name to preview it (see below); click a folder's name to collapse or expand it.

The header shows a running count - "Files to import - 42 of 118" - plus All and None shortcuts to select or clear everything at once. Excluded files are dropped before decoding, so trimming a pack down to the few props you want makes the import faster and the project smaller.

Type filters

Above the tree sits a row of filter chips, one per file category actually present in the pack, each with a count. Awaken groups extensions into these categories:

CategoryExample extensions
Modelsfbx, obj, glb, gltf, blend, dae, 3ds, ply
Texturespng, jpg, tga, webp, bmp, psd, tif, exr, hdr, dds
Materialsmat
Prefabsprefab
Scenesunity, scene, tscn, umap
Scriptscs, js, ts, shader, hlsl, compute, glsl
Audiowav, mp3, ogg, flac
Animationsanim, controller
Fontsttf, otf
Assetsasset, uasset, physicmaterial

Clicking a chip hides that category from the tree - a quick way to focus on, say, just the models. Filtering only changes what the tree shows; it does not by itself exclude files (use the checkboxes for that). The Scenes and Assets categories include Unreal's .umap and .uasset extensions, so Unreal projects group cleanly too.

The preview pane

Selecting a file in the tree renders it in the preview pane on the right. Meshes show as a rotating 3D preview; textures show as an image; a prefab resolves its referenced mesh and material so you see the finished look. Drag the splitter between the tree and the preview to resize it (160–720 px).

Texture max size

The Texture max size dropdown caps a texture's longest side at import:

OptionLongest sideNotes
Lowest256 pxTiny memory footprint
Low512 px
Medium (recommended)1024 pxThe default
High2048 px
FullSource resolutionNo downscaling

The hint under the dropdown estimates the worst-case memory per texture. Textures upload uncompressed on some devices, so a 4096² source is 64 MB of VRAM - stylized and painterly art rarely needs anything near that, which is why 1024 px is the recommended default (Unity's importer defaults similarly). The cap is an authoring-resolution choice and is device-neutral; the renderer decides GPU compression separately, per device, at upload. See Textures & Terrain for the storage details.

Confirming

  • Import (or Enter) applies your choices and starts decoding. A progress dialog reports each stage. The button is disabled if you have excluded every file.
  • Cancel (or Esc, or clicking the backdrop) aborts - nothing is imported.

After importing, the pack's meshes, textures, and materials land in the Asset Browser, one prefab per model, and each scene the pack ships becomes openable from Assets → Scenes.

See also

Awaken — browser-native WebGPU game engine.