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Using Resource Compiler

Using Resource Compiler

Resource Compiler converts certain assets into a format that Lumberyard can use. Resource Compiler stores the converted, game-ready assets in a cache that mirrors your project directory. This cache is located in the \lumberyard_version\dev\Cache directory. Resource Compiler can also create PAK files.

Asset Processor calls Resource Compiler to automatically convert new or modified assets in your Lumberyard directory. The Resource Compiler application, rc.exe, is located in the \lumberyard_version\dev\Bin64vc141\rc directory.

Resource Compiler converts the following file types.

ABC
Alembic files

CGF
Legacy geometry format

I_CAF
Legacy animation format

TIF, BMP, JPG, PNG
Image files

FBX
Geometry (static mesh) only. Doesn’t convert new EMotion FX characters or animations.

Note
All other types, such as characters and animation, are converted by the BuilderSDK system. For more information, see Creating a Custom Asset Builder.

You can customize how resources are converted by modifying the AssetProcessorPlatformConfig.ini. For more information, see Configuring the Asset Pipeline.

You can access a full list of arguments available for use in AssetProcessorPlatformConfig.ini.

To access a full list of arguments available for the rc.exe command line tool

  1. Open a command line.

  2. Navigate to the \lumberyard_version\dev\Bin64vc141\rc directory.

  3. Enter the following command:

    rc /help
    

    To output the help text to a file, enter the following command:

    rc /help >file.txt