Asset ReferencesGame Creator 2 Module

#Best Practices

Use Asset References as a stable project language, not just a shortcut for object fields.

#Naming IDs

Prefer IDs that describe how the asset is used:

audio-music-battle-theme
audio-hit-impact
prefab-boss-enemy
sprite-ui-key-icon
material-slime
scene-dungeon-entry

Keep IDs lowercase, readable, and stable. Avoid using temporary file names that are likely to change.

#Categories And Tags

Use category for broad grouping and tags for workflow-specific filters.

FieldGood use
Categoryaudio, ui, prefabs, materials, scenes
Tagscombat, menu, example, streamed, boss

Tags are also useful for Addressables labels on Streamed entries.

#Direct First

Start with Direct references unless you know an asset needs streaming. Direct mode is simpler, synchronous, and ideal for always-needed content.

#Stream Intentionally

Use Streamed mode for large optional assets, scene-specific content, or assets that should be loaded and released around gameplay beats. Choose preload and release policies deliberately.

#Keep Disabled Entries Visible

Disable entries when you need to temporarily remove runtime access without losing metadata, usages, or naming history. Remove entries when the ID should no longer exist.

#Avoid Scene Objects

Asset References are for project assets and prefabs, not scene instances. Use Game Creator Alias for scene object IDs.

#Validate After Content Changes

Run validation after asset moves, bulk generation, Addressables changes, package imports, and before release builds.

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Global Config tab with ID naming, logging, validation, build safety, layout, and export options
Global Config tab with ID naming, logging, validation, build safety, layout, and export options