QUADIFY
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Settings Reference (Pro 3.0)

Pro 3.0 workflow: the default target-aware production path is Asset Compiler followed by Ship Gate. This page documents an advanced or manual Pro tool that remains available alongside the compiler.

Pro 3.0 is compiler-first. The established pipeline, Agent, import, UV, QA, export, and studio settings remain available alongside the new compiler controls.

Asset Compiler settings

  • Production Target - Generic PBR, Unity Desktop, Unreal Desktop, Godot Desktop, Mobile / VR, Web / WebGL, or Roblox.
  • Asset Kind - Auto, Static Prop, Environment, Character, Modular, Scan, CAD, and current package options.
  • Importance - Hero, Gameplay, Background, or Filler; affects derived budgets.
  • Topology Policy - controls preservation/recovery/rebuild behavior.
  • Use Custom Face Budget / Custom Face Budget.
  • Protect Source - create a hidden protected source before compilation.
  • Reduce to Budget, Generate UV if Missing, Normalize Texel Density, Generate LODs, and Generate Collision.

Texture and material compiler settings

  • Compile Materials and Textures
  • Resize Oversized Textures
  • Fix Texture Color Spaces
  • Consolidate Identical Materials
  • Generate Engine-Packed Maps
  • Require Appearance Preservation
  • Bake Production Maps, Normal, and AO

Ship Gate / export settings

  • Require UVs
  • Export After Compile
  • Allow Blocked Export - explicit override when Ship Gate reports blockers.

Studio settings

  • Studio Mode - enables logging/guard behavior.
  • Log Dir - output folder for logs/reports.

Agent settings

  • Provider - supported Claude/OpenAI provider options in the installed build.
  • API Key - stored locally and used only with the selected provider.
  • Natural Language Summary - optional summary generation.

Mesh Import settings

The specialized Mesh Import workflow remains available for generated/high-density asset intake. Use it when you specifically want that staged workflow rather than the target-aware Asset Compiler.

Recommendation

Use Asset Compiler for target-aware production preparation. Use Recipes/Pipeline Mode when you already have a studio-defined sequence that you want to repeat exactly.