Asset Compiler (Pro 3.0)
The Asset Compiler is Pro 3.0's primary workflow for turning a Blender asset into a target-aware production asset.
Four stages
- Production Target - choose destination, asset kind, and importance.
- Target Requirements - review derived geometry, texture, UV, LOD, and collision expectations.
- Compile Plan - see which steps are already good, need work, are skipped, or may block.
- Ship Gate - validate the final production state.
Target profiles
- Generic PBR
- Unity Desktop
- Unreal Desktop
- Godot Desktop
- Mobile / VR
- Web / WebGL
- Roblox
Derived budgets
Asset kind and importance (Hero, Gameplay, Background, Filler) modify the practical geometry and texture budget. You can optionally override the face budget under Customize Pipeline.
Protect Source
Keep Protected Original is enabled by default. Compilation can create a hidden source copy before changing topology, UVs, textures, or other production data.
Hard-surface behavior
Hard-surface/CAD assets are treated as a first-class type. Smart Compile uses conservative quad recovery only. If that is insufficient, Compile stops safely and asks for dedicated hard-surface retopology rather than launching a blocking solver.