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Supported File Formats

Use this page before exporting assets from your image, modeling, or audio editor. A supported extension identifies an import path; the asset must also satisfy that path's settings and PS1 budgets.

External Source Files​

Choose Assets > Import > Multiple Supported Assets... for a mixed batch, or use the individual model, texture, and audio import commands. You can also place source files in the matching project folders.

AssetAccepted extensionsRequirementsProject folder
Textures, UI images, and bitmap font atlases.png, .bmp, .tgaRaster images; use PNG or TGA when the source needs alphaAssets/Textures/
Static 3D models.obj, .fbxPolygon mesh geometry; include UVs for textured surfacesAssets/Models/
Skeletal models and animation clips.fbxEnable Import Hard-Skinned Animation; export the skeleton, mesh, and clips togetherAssets/Models/
Sound effects, voice, and music.wavRIFF/WAVE, uncompressed integer PCM, 8 or 16 bits, mono or stereoAssets/Audio/
Gameplay scripts.luaLua source text using the engine's supported APIAssets/Scripts/

For a first import, PNG, FBX or OBJ, and 16-bit PCM WAV are straightforward export choices. Import images separately from models and assign them through Polygon Engine materials; source shaders and material appearance do not transfer as a complete setup.

Requirements by Asset Type​

Images​

The same image formats serve model textures, UI images, and bitmap font atlases. Import converts them to PS1 indexed 4 bpp, indexed 8 bpp, or direct 16 bpp data. The current importer allows 256 × 256 pixels in 4bpp, 128 × 256 in 8bpp, and 64 × 256 in 16bpp. Larger sources need resizing; Clamp To Max fits them within those limits while preserving aspect ratio unless Force Power Of Two is enabled. TGA supports 24-bit RGB, 32-bit RGBA, and 8-bit grayscale, with or without RLE; palette-based TGA must be converted first. Source alpha still requires the appropriate Alpha Mode and material settings. See Texture Import.

Models and animation​

OBJ supplies static geometry. FBX can also supply skeletal animation, with one bone influence per vertex and one material per skinned asset. The importer keeps each vertex's dominant positive bone weight. The static PS1 Asset Optimizer does not optimize skinned animation.

A supported model file can still exceed geometry or memory budgets. Review scale, orientation, UVs, imported counts, and warnings before placing it in a scene. See Model Import, Skeletal Animation, and PS1 Asset Optimizer.

Audio​

The WAV container alone is not enough: 24-bit PCM, 32-bit PCM, floating-point WAV, compressed WAV, and WAVE_FORMAT_EXTENSIBLE headers are not supported by the source importer. Re-export as standard 16-bit PCM WAV, mono or stereo; renaming another audio file to WAV does not convert it.

Resident sound effects become mono VAG audio at 11,025, 22,050, or 44,100 Hz, according to Target Sample Rate. For long music, enable Streaming Music (CD-XA); the build produces 37.8 kHz stereo XA for the global Music API. Import the WAV source, not a pre-encoded VAG or XA file. See Audio Import.

UI fonts and scene animation​

Game UI fonts use an imported bitmap atlas configured in Advanced Scene Authoring > Loading & UI, rather than a direct TrueType or OpenType font import. See UI Canvas.

Transform animation, standalone Animation clips, and cutscene timelines are authored in Polygon Engine and stored with the scene. They are separate from the skeletal FBX import path. See Standalone Animations.

Engine-Native Files and Generated Output​

These files are not additional formats accepted by the mixed external-asset import dialog.

FilePurpose and workflow
.pmshEditable mesh source created and opened with Level Builder
.mshPolygon Engine mesh output; Level Builder can also open compatible files with the PGMSH1 signature
.mat.jsonMaterial created and edited in Polygon Engine
.prefab.jsonPolygon Engine prefab; not interchangeable with a Unity prefab
.json in Scenes/Polygon Engine scene data; not a general-purpose JSON asset importer
.tex, .skn, .vag, .xaGenerated texture, skeletal-animation, resident-audio, and streaming-audio data; use the original sources for normal imports

See Level Builder, Materials, and Prefabs for the corresponding workflows. Keep source files and their import metadata when moving a project; copying generated binaries alone does not recreate their editable source assets.

Formats to Convert Before Import​

Source formatWhat to export instead
.jpg, .jpeg, .webp, .gif, .psd, .svg, .dds, .tif, .tiff imagesPNG, BMP, or TGA; flatten or rasterize the artwork as needed
.blend, .gltf, .glb, .dae, .3ds, .max modelsOBJ for static meshes or FBX for static/skeletal meshes
.unitypackage, .unity, Unity .prefab, .mat, and .anim assetsExport mesh/animation data as FBX and textures as supported images; recreate scene, material, and component setup in Polygon Engine
.mp3, .ogg, .flac, .aiff, .aac, .m4a audioUncompressed 8-bit or 16-bit PCM WAV, mono or stereo
.ttf, .otf fontsA supported image containing a bitmap glyph atlas
.mp4, .webm, .avi videoThere is no video asset import/playback workflow in the current editor

Changing a filename extension does not convert the file contents. Export or convert it in the source application, then follow Workflow: Import.