14 KiB
id, group, order, icon, title, summary
| id | group | order | icon | title | summary |
|---|---|---|---|---|---|
| formats/source | ref-formats | 1 | file.folder | Project and authoring files | Editable Aego project, scene, script, drawing, animation, material and data sources, with their metadata. |
Project and authoring files
Choose a file by the work you want to save. These are project sources, not files copied out of an import cache. Keep an asset's source and .meta together in version control. Use generated and runtime files to identify outputs that should not be edited as sources.
id: formats/aego parent: formats/source order: 1 icon: doc.project title: project.aego — project configuration summary: Project identity, main scene, window, modules and project-wide defaults.
project.aego — project configuration
project.aego is the project entry point. It records the game and module identity, main scene reference, window and module settings. Project Settings edits the corresponding registered sections; the file can also be reviewed as structured text.
Example: the render { pixelsPerUnit=64 } fragment sets a project rendering default; it is not a complete project. Use the new-project template to create the required project structure. Save settings explicitly, then reopen the project or run its checks to verify the saved configuration. Preserve the main scene's AssetID rather than substituting an arbitrary path. See project configuration fields and player settings.
id: formats/aescene parent: formats/source order: 2 icon: file.scene title: .aescene — scenes summary: A saved hierarchy of nodes, transforms, components and asset references.
.aescene — scenes
A scene is structured text containing nodes with stable node IDs, transforms and registered components. Open it in Scene View, edit the hierarchy and save the scene document. Saving a script or an imported image does not also save scene assignments.
Example: scenes/main.aescene can contain a camera and a player whose SpriteRenderer references a prepared sprite by AssetID. Verify by closing and reopening the saved scene, then starting Play. A copied scene does not automatically include its scripts, textures or prefabs. See Your first project and Prefabs.
id: formats/aeprefab parent: formats/source order: 3 icon: file.prefab title: .aeprefab — reusable hierarchies summary: Reusable node hierarchies with instance references and overrides.
.aeprefab — reusable hierarchies
A prefab stores a reusable hierarchy, not a screenshot or an exported game. Edit its source in the prefab workflow; an instance in a scene keeps its link and its own overrides. Applying an override to the prefab and saving the scene are different operations.
Example: prefabs/enemy.aeprefab supplies several enemy instances in a level. After saving a source change, verify an instance without an overriding value and one with an override. Preserve source metadata and inspect dependencies before moving the prefab to another project. See Prefabs.
id: formats/aes parent: formats/source order: 4 icon: file.script title: .aes — Aego Script summary: Typed gameplay scripts compiled by Aego, not Go source or prepared runtime bytecode.
.aes — Aego Script
An .aes file declares an Aego Script package and its scripts, functions and types. Edit it in the script editor or a text editor, then save and resolve the compiler's diagnostics. A script component must also be attached to the intended scene node.
Example: scripts/game/spinner.aes from Your first project rotates a node. Verify the saved script during Play and in an exported game. Import prepares runtime code; do not edit the prepared script artifact instead of the .aes source. Native extensions use Go and a different build path; see Aego Script.
id: formats/aeart parent: formats/source order: 5 icon: file.art title: .aeart — drawing documents summary: Aego's editable drawing container for layers, frames, cels, palettes, tags and surface channels.
.aeart — drawing documents
.aeart is Aego's own drawing container, not an Aseprite file. Art Studio edits its layers, frames, linked cels, palette, durations, tags and supported surface channels through one document history. Save the drawing source before publishing its prepared sprite and animation resources.
Example: create assets/hero.aeart, draw two frames, save, close and reopen it to verify pixels and durations. A PNG linked to a drawing is not permission to overwrite that PNG. Exporting an interchange .aseprite copy is not the same as saving this source or migrating its stable IDs. See Art Studio for the documented development status and import limitations.
id: formats/aepreset parent: formats/source order: 8 icon: file.preset title: .aepreset — component and script presets summary: Reusable component or script values, including particle-effect presets.
.aepreset — component and script presets
A preset stores authored component or script values in a prefab-shaped text document. The importer requires a prefab root containing a component or script attachment. A preset is not a complete scene and does not bundle every referenced texture or animation.
Example: assets/effects/dust.aepreset can hold ParticleSystem2D settings. Apply the preset to an appropriate node, then save the affected scene or source separately. Verify the resulting component and its referenced sprites during Play. See Particles for emission, Local/World space and Stop/Clear behaviour.
id: formats/aedata parent: formats/source order: 9 icon: file.data title: .aedata — typed data records summary: A single registered data record with defaults, optional inheritance and asset references.
.aedata — typed data records
An .aedata source identifies a registered data type and stores its authored fields. A compatible base record supplies inherited values; only overrides need to be written. The type must be supplied by the project or a module before the importer can validate the record.
Example: assets/data/enemy.aedata can use the mygame.EnemyStats type defined in Data assets. Open the data document, change a value and save. Verify import diagnostics and the consumer's reference. A reference reads the asset; it is not a mutable copy of the record during Play.
id: formats/aetable parent: formats/source order: 10 icon: file.table title: .aetable — typed data tables summary: Rows of one registered data type, addressed by unique row IDs.
.aetable — typed data tables
An .aetable contains rows of one registered type. Each row has a unique ID used by consumers. Open the table editor to edit cells, filter and sort; save the table document to persist source changes.
Example: assets/data/loot.aetable can contain rows named goblin and boss of a registered loot type. Preserve row IDs when other data refers to them. CSV import/export is an exchange operation, not a replacement for the table's schema, source metadata or Save. Check the imported rows and references after a round trip. See Data assets.
id: formats/aemat parent: formats/source order: 11 icon: file.preset title: .aemat — materials summary: A shader reference, variant keywords, typed parameters and texture bindings.
.aemat — materials
A material source selects a shader and supplies typed parameter values, keywords and texture references. The material document and its shader are separate sources. Saving a material that several sprites share can affect all of its consumers; per-instance overrides are a different scope.
Example: assets/materials/hero.aemat can reference a sprite-compatible shader; a camera Custom effect instead needs a postfx shader. Save the corrected source, inspect its current import result and test the actual consumer. Follow MAT004 for domain or texture-binding errors. See Materials and shaders.
id: formats/aeshader parent: formats/source order: 12 icon: code.block title: .aeshader — shader sources summary: Shader declarations, rendering domain, parameters and GLSL stages prepared for the graphics backend.
.aeshader — shader sources
An .aeshader is the editable shader source. Its declarations determine the rendering domain and material interface; imported and prepared shader data is a different format. Include files such as .glsl remain dependencies of this source, not independent materials.
Example: assets/shaders/cold.aeshader with the #pragma postfx declaration belongs in a camera post-processing material, not on a sprite. That declaration alone is a fragment, not a complete runnable shader. Save the source and includes, read import diagnostics and verify the intended graphics backend. SHD009 explains driver/link failures and nested causes; see Materials and shaders.
id: formats/meta parent: formats/source order: 13 icon: panel.settings title: .meta — asset identity and import settings summary: Sidecars that preserve AssetIDs, importer settings, sprite slices and source associations.
.meta — asset identity and import settings
An asset's .meta sidecar records its stable identity and import settings. For an image, it can include persistent sprite regions and surface associations. The metadata document can be dirty independently of the image's pixels.
Example: keep assets/hero.png and assets/hero.png.meta together when renaming or transferring the asset. Prefer asset operations that update references. Do not delete metadata to clear an import error: generating another ID can break scene and animation references. Save import settings explicitly and resolve external conflicts before writing. See Image and Sprite authoring.
id: formats/aetext parent: formats/source order: 14 icon: file.data title: .aetext — structured text summary: The shared text syntax used by configuration, registries and several source formats.
.aetext — structured text
aetext is a syntax, not a promise that every text document is an importable game asset. A format defines its own root, version, fields and validation. Configuration and generated manifests can both use .aetext; their ownership and save rules differ.
Example: a project can contain the render { pixelsPerUnit=64 } fragment, while export.aetext describes an exported build. Edit the owning source or settings, not a generated manifest. A syntax-valid unknown field can still be rejected by that format's schema. See Project configuration and generated files.
id: formats/runtime group: ref-formats order: 50 icon: file.package title: Generated and runtime files summary: Import artifacts, documentation bundles, build manifests and game saves are not authoring source files.
Generated and runtime files
These formats serve import, deployment or the running game. Do not replace an artist's source with a prepared artifact. Source metadata links the authoring inputs to generated asset identities; strict export validates the saved source state before packaging.
id: formats/artifacts parent: formats/runtime order: 1 icon: file.package title: Prepared asset artifacts summary: Generated textures, sprite regions, shaders, materials, meshes, scripts, audio and data for the runtime.
Prepared asset artifacts
The importer produces runtime artifacts for texture/atlas pages, sprite regions, scenes, prefabs, meshes, scripts, data records, tables, presets, audio, animation clips/controllers, shaders/includes and materials. An export lists its content-addressed files in the build's asset manifest; their cache filename is not a new source format to edit manually.
Examples include AETX texture bytes, AERG sprite-region metadata, AESH prepared shaders, AEMT materials and AEAU audio. These binary signatures are not interchangeable with .png, .aeart, .aeshader, .aemat or an audio source. Rebuild the affected artifact from its source with the matching importer instead of patching bytes. Keep the complete exported data folder and verify its manifest rather than copying one artifact in isolation. See Export.
id: formats/aetry parent: formats/runtime order: 2 icon: play.start title: .aetry — prepared documentation examples summary: Bounded prepared resources for a documentation Try scene, not an editable source project.
.aetry — prepared documentation examples
A documentation .aetry holds prepared runtime resources in the AETB bundle format. It accompanies a Try scene whose source project lives in a corresponding .assets directory. The generator verifies source/importer dependencies so a stale bundle is not accepted as current evidence.
Example: CameraOutput.aetry supplies prepared resources for the camera-effects demonstration. Changing its source requires regeneration and validation, not editing the bundle by hand. Downloading only the .aescene does not include these original sources. A complete example-project download is a separate package with scripts, prefabs, source assets and metadata.
id: formats/aesave parent: formats/runtime order: 3 icon: panel.saves title: .aesave — game save slots summary: Persistent game state written by the save system, separate from editor document Save.
.aesave — game save slots
The save system writes .aesave game-state documents and optional PNG previews to player storage. This is not how a scene, script or drawing source is saved. The save data identifies the game, engine version, scene and the participating saved state.
Example: a game's Save command writes a slot through the save API; loading it restores supported saved state in the appropriate game. Test by changing state, saving a slot and loading it again. Keep the original slot when diagnosing a version or scene mismatch. Desktop profiles and browser storage have different locations and limits; see Saving games.