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.