Create & Configure an Asset
Last updated
Last updated
In this How-To we will go through the process of creating and configuring an Asset in the LootLocker Web Console.
A LootLocker account
A created game in the web console
Before you create your first Asset, you will want to configure Asset Contexts, so that LootLocker know what and how you plan on using the Assets in your game.
The following steps can only be completed in the Stage Environment. Make sure you are in the Stage Environment before continuing. To learn how to switch environments, click here.
An Asset Context is a way to group and describe Assets. All Assets must be assigned an Asset Context when being created. Defining the Context of an Asset lets your game know what type of Asset it is, and lets LootLocker know what sort of information or logic will be stored in the Asset and any special relationships it should have, for example with Character Classes and Default Loadouts.
The Context Configuration menu can be found in the Game Settings menu by clicking the Settings
icon on the left bar of the Management Interface.
Click on the Context Configuration
tab at the top of the Game Settings menu. You should be taken to a menu that looks like this.
You will notice that there is already one context configured, Feature Unlocks. This is by design as this type of Context needs to exist by default in case it is used to unlock other Contexts.
To create a new Context, click the Add Context
button. As we want to create a Generic Asset, select Generic Assets (Simplified)
from the Complexity dropdown menu.
In this tutorial we are creating a cosmetic using the Generic Assets complexity. If you want more functionality like Asset variations or multiple Asset images, we recommend using the Customization Complexity.
Next we will want to fill in the rest of the information about the Context. A detailed explanation about each of the Context options can be found here.
Name: Hat
Friendly Name: (can leave this blank if the Friendly Name is the same as the Name)
Detachable?: Yes (so that this Context can be unequipped by the player, in case they do not want to wear a hat)
User Facing?: Yes
Depends On: Independent (No Asset)
Click Save Contexts
to save this Context. It should now look like this:
You've now set up your first Context and are ready to create your first Asset!
Now lets navigate to the Asset Manager to create our first Asset. The Asset Manager can be accessed by clicking the Content
button of the side bar and selecting Assets
.
To create an Asset, click the Add Asset
button in the top right corner of the Asset Manager. Fill in an Asset Name and select the Hat
Context from the drop down menu. Click Create
to create the Asset.
Once the Asset has been created, you will be taken to the Asset's page where you can see all of it's stored information and data. It should look like this:
In this tutorial we will ignore most of the fields as they are not required. We will, however, attach an image to this Asset that can be sent to the game and used as an icon in-game. To do this, click on the Filters & Storage
tab in the Asset menu.
Next, either drag the image file you'd like to use for the Asset's icon into the box under the Files
header, or click on the box to open a dialog.
The final step is to activate the Asset so that it is sent to the game and players can access the Asset. To do this, click the Activate
button on the right side of the Asset menu. Clicking Activate will automatically Activate and save any changes you have made to the Asset.
In this How-to, we've created, configured, and activated an Asset. Now that the Asset is active, it's ready to be retrieved in-game or equipped to your player's character. You can also use Asset Storage to attach additional game related data to the Asset.