Assets
An asset is an item of property that can be connected to a player - something a player can earn, purchase, or possess. Assets can also be used to store data for your game to read.
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An asset is an item of property that can be connected to a player - something a player can earn, purchase, or possess. Assets can also be used to store data for your game to read.
Last updated
The Asset Manager is an interface to search for, create, and edit all of your game’s assets.
The Asset Manager can be viewed in two different ways: List and Grid. To swap between views, click the Change View button in the top right corner of the interface.
Click the cog icon in the upper right corner of the interface to customize the fields displayed in the Asset Manager.
The filed preferences window that appears lets you select which default fields are active as well as activate or deactivate any additional fields that have been created automatically when using the asset filter feature.
To search for an asset, enter your search term into the search field in the top right corner of the interface and click Search.
Filters can be used to only display assets based on specific criteria. To create a new filter, click the + Add Filter
button in the top left corner of the interface. There are three types of filters. Filters can be stacked.
The Created Date lets you filters assets that were created before or after a specific date.
The Asset Filter Key filter lets you only display assets that have matching data or do not have a matching data in their key field.
The Asset Filter Value filter lets you only display assets that have matching data or do not have a matching data in their value field.
To delete a filter, simply click the delete icon in the filter you wish to delete. You can also clear all filters at once by clicking Clear Filters.
It's possible to select multiple assets at once and perform certain actions on them. To select multiple assets at once simply click the checkmark next to the asset's thumbnail.
Once multiple assets are selected a new dropdown menu will appear in the top right corner of the interface. This menu provides to following options:
This window allows you to create and edit multiple assets filters at the same time.
Selecting Deactivate Assets will immediately deactivate the selected assets in the stage environment. These assets will not be available in-game if deactivated.
An asset is an item of property that can be connected to a player - something a player can earn, purchase, or possess. At its core, an asset is an empty shell looking to be assigned a context and populated with relevant data or information. Before assigning a context to an asset, contexts must be created with complexities and any other relevant information. This can be done in the Asset Settings menu.
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.
An asset listed in the Asset Manager is considered a reference asset which is never possessed by a player and does not contain dynamic data stored in it by the game. When an asset is granted to the player’s inventory, an asset instance is created from the reference asset. An asset instance is an extension of the asset that the player possesses and contains data specific to that instance. An asset instance is, as the name implies, an instance of an asset and as such if any changes are made to the reference asset, the asset instance will also be updated. This instance can be traded to other players or modified based on the relationship it has to your game.
Asset complexities add additional functionality and logic to an asset context. All asset contexts must be assigned an asset complexity. There are several types of asset complexities. Click on one of the following asset complexities to learn how to configure and integrate them into your game.
Assets can contain data that can be inputted through the Asset Manager. Asset data is broken down into the following areas:
The following information can be added to the Asset in this section:
Name: The name of the Asset, used in the Asset Manager and in your game.
Price: The price of the Asset, if Currencies are set up.
Suggested: The sum of all Assets in the Package Contents if the Asset has been assigned the Package Complexity.
Discount Price: The optional discount price of the Asset that overrides the price if set at a lower value. If a Discount Price is added, both prices (Price and Discount Price) are still returned to the game so that it is still possible to display the original Price.
Universal: If set to true, a field will be displayed where you can set a start and end date for when the Asset will be Universal. A Universal Asset is added to all player’s Inventories (see below for more information).
Featured: If set to true, a field will be displayed where you can set a start and end date for when the Asset will be set as Featured. Marking an asset as Featured indicates to your game that the Asset is Featured and can be flagged accordingly by your game's interface.
Purchasable: If true, makes this Asset appear in your store, and available for purchase.
Unique Instance: If true, the player can only possess one instance of this Asset.
Universal Assets can be used to temporarily provide players with access to an Asset. While the Asset is set to Universal, it is available in all player’s inventories. When the Asset is no longer marked as Universal, it will be removed from the player’s Inventory unless the player has equipped the Asset previously.
The Last Changed field indicates the last time information stored in this Asset was edited.
Based on the Complexity assigned to the Asset Context, additional tabs will become available when viewing an Asset’s properties.
Complexity | Complexity Specific Data |
---|---|
Generic Asset | N/A |
Customization | Variations |
Soft Currency Package | Package Contents |
Customization Package | Package Contents |
Loot Box | Loot Box Contents |
Rental | Rental Content, Rental Tiers |
Drop Table | Drop Table |
The Customization Complexity adds a Variations tab to your Asset Data. This allows you to store Asset Variations that can be used for cosmetic items that are the same Asset with different visual appearances, for example if a hat in your game has different color variations.
The Platform Properties section of an Asset contains fields related to the active platforms for your game. Certain platforms allow Assets to contain specific platform information.
The Filters & Storage section of an Asset provides you with the ability to connect custom data to your Asset. The following types of data can be added to your Asset:
Filters: Filters gives you the ability to further categorize Assets in the Asset Manager and your game.
Key/Value Storage: Key/Value Pairs can be added to your Asset to be read by your game. Unlike Filters these values are not used as filters in the Asset Manager.
Files: Upload a file (up to 15MB) to this Asset to be downloaded by your game.
Data Entities: Add and name blob data to your Asset to be read by your game.
Generic Assets
The generic asset complexity is assigned by default when creating an asset context, and does not add any additional functionality or logic to the asset context.
Customization
The customization complexity adds the ability to store asset variations that can be used for cosmetic items that are the same asset with different visual appearances, for example if a hat in your game has different color variations.
Customization Package
The customization package complexity adds the ability to include multiple assets within an asset, for example when creating a bundle of assets.
Loot Box
The loot box package complexity adds the ability to have LootLocker randomly select an asset from predefined groups of assets, for example when creating a loot box.
Rental
The rental complexity adds the ability to create time-based assets that grant specific assets which expire after a certain amount of time, for example when creating a temporary buff.
Drop Table
The drop table complexity adds the ability to have LootLocker randomly select an asset from a predefined table of grouped assets that allows the player to select a certain number of rewards from, for example when creating a drop table for a dungeon boss.