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From the library to your game

You do not have to build anything to get something out of this tool.

There is a library of finished assets, every one of them adjustable. Ten minutes from now you will have picked one, made it yours, and opened it in the engine you actually work in. Nothing in this lesson involves wiring a single node.

Open one and look at the panel#

Open the demo browser and pick Meteor Sword. It arrives in the viewport finished: a blade hulled out of scattered points, fractured into shards, with a glowing core showing through the cracks.

Look at the panel on the right. That is the knob panel, and it is the whole interface to this asset. Five controls, no node graph in sight:

  • Crack Gap opens and closes the seams between the shards
  • Core Glow drives how hard the light bleeds through them
  • Sword Tilt leans the whole blade about its buried tip
  • Meteor Seed and Break Seed decide the rock's shape and how it shattered

Drag Crack Gap slowly from one end to the other and watch the blade come apart and knit back together.

Make it yours#

Set the knobs to something you would actually want in your game. A tight Crack Gap and low Core Glow gives you a plain forged blade. Open the gap, push the glow, and it becomes a weapon that has clearly been somewhere.

The important part is what you are not doing. You are not editing geometry, and you are not going to break anything. Every one of these controls has a range the asset is guaranteed to work across, so there is no combination that produces a broken sword.

Send it to your engine#

Press Export and pick your target. What you get depends on where it is going:

  • Roblox gives you an .rbxmx you drag straight into Studio
  • Godot gives you a Kit: a model plus a script that keeps the controls
  • glTF gives you a .glb, which Blender, Unity and Unreal all read
  • React gives you a component for a web project

Take the file into your engine and put the sword in a scene. This is the moment worth pausing on: the asset in front of you did not exist before you opened the library, and you did not model any of it.

The controls came with it#

Look at what you imported. On Roblox, select the model and check its Attributes. On Godot, look at the exported script's properties. Those are the same knobs you were dragging, and they still work.

That means Crack Gap is not a decision you made once at export time. It is a number your game can change while it is running: a blade that cracks further as it takes damage, or glows brighter when it is charged, driven by your own code against the same controls you used here.

This is the part that has no equivalent in an asset pack. A model you download is finished. This one arrives still adjustable.

Where this goes next#

You now have the shortest useful path through the whole tool: open, adjust, export. For a lot of work that is all you will ever need.

Next you will get more than one asset out of that same sword without touching a knob, and after that you will open it up and see where Crack Gap actually goes.

Open the editor and try it