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File Types & Suffixes

TypeSuffixFileDescription
ComponentfprefabPrefabDynamic types generated based on LObject (Prefabable tag required), including component structure, CDO, etc.
R&D stage: Support simple logic editing, compiling, running, debugging.
Unified format, including version number, import/export info, object property modification and other info.
fmapLevelLevel description files, including the objects list and object property modification in the level.
Unified format, including version number, import/export info, object property modification in the level and other info.
settingSettingsExtensible, editable configuration class files that record property modifications of configuration class objects.
Configuration class types include project configuration, editor configuration, etc.
Unified format, including version number, import/export info, configuration class object property modification and other info.
fassetAssetAsset description files that record property modifications to the asset.
Unified format, including version number,import/ export info, object property modifications and other info.
fasset_refAsset referenceObject asset reference files in a streaming level. The file name records the associated fasset file and layer info.
cacheCacheCache description files that record the property modifications of the cache objects.
Cache types including LGameUserConfigBase、LEditorViewportsConfig, etc.
Unified format, including version number,import/export info, cache object property modifications and other info.
AIbtBehavior treeBehavior tree node info
bbBlackboardContains the info needed to decide or update the decision of a behavior tree node
MapddsMap fileEngine map format on PC platform
tifMap fileMap format used for Art production
pngMap fileMap format of engine interface resources, or some other special-purpose formats.
bmpMap fileMap format used in Art
jpgMap fileMap format used in Art
basisMap fileEngine map format on mobile platform
icoMap fileEngine icon map format
ModelxmodModel dataModel resource format used by the engine
mtlMaterialModel material resource format
xmodparamsModel additional parametersData format for the secondary modification of the model
manimationModel animationModel material animation data format used by the Engine
stModel fileExternal model resources, for SpeedTree 8.0 and above
srtModel fileExternal model resources, for SpeedTree7.0
fbxModel fileExternal model resource, standard FBX mode format
Character and Skinned AnimationxsktSkeletal or bone animationCore asset of skinned animation.
As a skeleton, for storing the topology and base pose of the skeleton.
As animation, for storing a series of time-dependent pose or pose additive data.
xskt_extSkeleton extension fileContains animation notification, animation synchronization tags, action retargeting and other skeleton extension data.
actorCharacter config fileConfiguration files that contain resource references such as character skins, action sets, and related effects.
actionsetAction setConfiguration files that contain a set of skeletal animation assets and references to the target skeleton.
anim_sequenceAnimation sequenceComposite animation assets based on skeleton assets.
It is created by the animation Editor that provides advanced features such as retargeting, root motion, notify, tag-based synchronization, and curve editing on top of the skeleton.
blend_space2D blend spaceComposite assets based on skeletons and(or) anim sequences.
It can receive two input control variables to control the blending between multiple animation sampling points.
blend_space_1d1D blend spaceComposite asset based on skeletons and/or anim sequences.
It can receive one input control variable to control blending between multiple animation sampling points.
aimoffset_blend_space_2d2D aim offset blend spaceSpecial blend space assets designed to cope with requirements such as weapon aiming or characters looking somewhere (Look At).
It can receive two input control variables to control the blending between multiple animation sampling points.
aimoffset_blend_space_1d1D aim offset blend spaceSpecial blend space assets designed to cope with requirements such as weapon aiming or characters looking somewhere (Look At).
It can receive one input control variable to control the blending between multiple animation sampling points.
montageMontageComposite animation assets based on Skeletons and(or) Anim Sequences.
It allows the linear merging of animation clips referenced from the Skeleton and (or) Animation Sequence into the track, and enables the user to split and reorganize into several custom segments.
These custom segments can be played standalone in the pipeline or inserted as external animation sources into designated slots in the animation tree.
animtreeAnimation treeComposite animation assets. The data-driven animation pipeline realized by defining a set of animation tree nodes.
rigOffline retarget rig topologyA set of Rig topology for offline retargeting.
motion_databaseMotion data baseData storage for the "Motion Matching" editor phase
motion_database_cBaked motion databaseData storage for the "Motion Matching" runtime phase
Sequenceskill_sequenceSkill sequenceFile formats for recording skill sequences, including track data and keyframe data
TerrainvisualTerrain visual objectTerrain visual object info log file
helper_modelTerrain helper objectTerrain helper object info log file
heightUncompressed height mapTerrain height info file, only required for editing mode, not for project publishing
groundCompressed height mapTerrain height info file
alphabaseBase alpha blend map dataTerrain base texture (first layer) info log file
alphamapAlpha blend map dataTerrain blend layer texture and weight info log file
colordataBlend color layer in editing modeTerrain blend color layer info log file, only required for editing mode, not for project publishing
colorinfoBlend color layer mask mapTerrain blend color layer mask info log file
colormapSurface Blend color layerTerrain blend color layer info log file
grassdensityGrass densityLandscape grass density mask info log file
waterWater surface infoTerrain water surface info log file
r32One of the height map export formatsExport format file of terrain height map
PhysicscobjRigid body configuration fileIt is an extension of the RLX/RLB file, including information such as material files and collision presets used by the rigid body.
nxxRigid body XML format resource filesIncludes rigid body properties and collision body properties configuration
nxbRigid body binary format resource filesIncludes rigid body properties and collision body properties configuration
rdlRagdoll extension configuration fileIt is an extended configuration of the RLX/RLB file, containing configuration info such as ragdoll presets and bone welding relationships, etc
rlxRagdoll XML format resource filesContains the configuration info of all skeletal rigid bodies and joint constraints of the ragdoll
rlbRagdoll binary format resource filesContains the configuration info of all skeletal rigid bodies and joint constraints of the ragdoll
drbDestruction configuration fileIt is an extended configuration of the DEX/DEB file, including the configuration info on whether it is the dynamic destruction and fragmented rigid body
dexXML format destruction resource filesDumped from the destruction source file (APX/APB), can be loaded and used by the Engine
debBinary format destruction resource filesDumped from the destruction source file (APX/APB), can be loaded and used by the Engine
chxXML format fabric source filesDumped from the Fabric source file (APX/APB), can be loaded and used by the Engine
chbBinary format fabric resource files Dumped from the Fabric source file (APX/APB), can be loaded and used by the Engine
apxFabric/Destruction XML format source filesExported from 3Ds Max/PhysxLab software
apbFabric/Destruction binary format source filesExported from 3Ds Max/PhysxLab software
SoundwavFMOD sound filesAudio formats supported by FMOD
oggFMOD sound filesAudio formats supported by FMOD
bankFMOD banksAudio formats supported by FMOD
mp3FMOD sound filesAudio formats supported by FMOD
eventFMOD sound asset description filesFMOD sound asset description files
wemWwise streaming audiosWwise audio format
bnkWwise banksWwise audio format
FontotfFont filesFile formats for displaying fonts
ttfFont filesFile formats for displaying fonts
IconaniAnimation cursor files for WindowsAnimation cursor files format for Windows
curStatic cursor filesStatic cursor files format
InterfaceuiInterface configuration filesFile format used by the window
EffecteffectEffectThe Engine effects creation datalog files
particleParticleThe Engine particles creation datalog files
lensflareLens flareThe Engine lens flare effects archive files
VoxelvecoEcologyIncluding info such as surface materials, foliage, underground ecologies, etc.
vmtlMaterialIncluding data such as vertex colors, diffuse maps, normal maps, UV scaling, hardness, etc. used for voxel rendering
vogRandom Object GeneratorIncluding info such as the distribution scale of multiple objects in a continuous area, etc.
vobjObjectIncluding info on objects such as scaling ratio, scaling and orientation disturbance values, physics types, etc.
vogaObject Generation AlgorithmDescribing info on objects such as random density, clipping distance, etc.
cphPlateIncluding info on the height map used for the specified area of the planet, such as the height map exported from the worldmachine
vterVoxel PlanetA complete planet with files recording info such as radius, mountains, seawater and distribution of multiple ecologies
npcNPCNPCs placed in the voxel scene
cityHash filesDetermine if the cache is valid
CurvecurveCurve dataArchive format for curves
OtheriniINI filesText file
xmlXML filesText file
jsonJSON filesA file used to store simple data structures and objects, it is a lightweight data interchange format
logLOG filesLOG files of the Engine
packageResource package filesData package files for asset files through build process of the Editor
outOUT filesTemporary files generated by the Editor's build process when compiling Lua files
projectinfoProject filesProject configuration files
metaMeta filesFiles for recording asset info
idresLanguage text mapping filesLanguage text mapping files
manifestManifest filesTemporary files generated during the Editor build process to record asset file manifests
chmHelp document filesHelp file system based on HTML file features introduced by Microsoft
htmlHTML(Hypertext Markup Language)A markup language
mdMarkup languageA lightweight markup language
CodehC++ header filesWritten in C++, generally only function declarations, macro definitions, function prototypes, etc.are inputted
hppC++ header filesBy mixing the .cpp implementation code into the .h header file, the definition and implementation are included in the same file. Then the caller of the class only needs to include the hpp file instead of adding the cpp to the project for compilation.
cppC++ filesSource code files written in C++
incSubfiles that can be contained in other header filesSubfiles that can be contained in other header files
cC codesSource code files written in C
luaLua scriptsScript files in Lua
luastScript dynamic type filesUse Lua syntax
pyPython scriptsScript files written in Python
goGo codesScript files written in Go
fshPixel shaders for mobile platformsPixel shaders for mobile platforms
vshVertex shaders for mobile platformsVertex shaders for mobile platforms
hlslShaders for DXShaders for DX
rcResource configurationResource configuration files
yamlCompile configuration filesCompile configuration files
jsJS scriptsA lightweight, interpreted or just-in-time compiled programming language with function precedence
Generated FiledllDynamic librariesDynamic link library files in Windows environment
exeExecutable filesExecutable program files in Windows environment
mapDebug mappingDebug mapping files
pdbDebug symbolsDebug symbol files
libImport libraries or static librariesImport library or static library files
soDynamic libraries for mobile platformsDynamic library files for mobile platforms
aStatic libraries for mobile platformsStatic library files for mobile platforms