Asset control

Warning

Until now, all assets of a game package, and its dependencies, were compiled as part of your game.

Starting with 1.3, we compile only the assets required by your game.

In case you were loading anything in your script using Content.Load, you can still tag those assets specifically with “Mark as Root” in the editor.

However, we now recommend to instead create a field in your script and fill it directly in the editor. All the samples have been updated to this new practice, so please check them out.

  • Root assets (blue)
    • Automatic for a few asset types (i.e. Game Settings, Shaders)
    • Explicit (using "Mark as Root" on the asset)
  • Everything else (white) (objects not marked as root and not referenced directly or indirectly by a root) won't be packaged

One important thing to understand is that "Mark as root" is not part of the asset, it is stored in the "current" package (the one that is in bold in the Solution Explorer).

It means that if "MyGame" is current package, if you check "Mark as Root" on Silver Material (part of SharedPackage), this information will be stored in MyGame.xkpkg as part of the reference to SharedPackage.

For additional information about asset management, see