Linking a game tells Tessera where your project is, so assets can be copied in with the format that engine prefers and the credits written for you.
#Linking one
Projects, then Link a game, and choose the folder. Tessera recognizes:
- Unity, by
ProjectSettings/ProjectVersion.txt. Assets land inAssets/ThirdPartyby default, and Tessera notices whether the project has a glTF importer. - Godot, by
project.godot. Assets land inassets/third_party. - Unreal, by its
.uproject. Assets land inContent/ThirdParty. - Any folder, for anything else. Assets land in
assets.
You can change the folder assets go into, and where the credits file is written, at any time.
#What a copy does
- A real copy, not a link: the file is written into your project, so the project builds on a computer that has never heard of Tessera.
- The right format: Unity gets glTF when it can import it and FBX when it cannot; Godot gets glTF; Unreal gets FBX. Images are copied in a format the engine reads.
- Everything it needs: textures, materials and other files a model depends on come with it.
- The credits:
CREDITS.mdis rewritten from the record, with the packs that ask for credit first and the rest listed as thanks.
#What is written where
- In your game: the files themselves, the credits file, and
.tessera/manifest.json, a record of every asset copied, which pack it came from, its license, its credit line and when it arrived. - In Tessera: which games you have linked, where they are, and what each has taken.
#Keeping a game up to date
A game's page lists everything copied into it, grouped by pack. From there you can copy a pack again after it changed, remove assets you no longer use, or unlink the game entirely, which leaves your project exactly as it is and only forgets it here.