Using Resource Compiler - Lumberyard User Guide

Using Resource Compiler

Open 3D Engine (O3DE), the successor to Lumberyard, is now available in Developer Preview. Download O3DE or visit the AWS Game Tech blog to learn more.

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.


Alembic files


Legacy geometry format


Legacy animation format


Image files


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


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