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Lumberyard
User Guide (Version 1.15)

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\Bin64vc140orBin64vc141\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 EMotionFX 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\Bin64vc140_or_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