Assets in Layer
Last updated: October 12, 2026
An asset is any file in your workspace: everything you generate in Layer and everything you bring in. Each one lives once, in the asset library, and every other place you meet it (a project, a session, a file picker) points back to that one file.
How it works
Your workspace has one asset library. A generation, an edit, an upload or an import adds a file to it, and the file stays there until someone deletes it. Projects, sessions, reference sets and the file pickers in every tool all read from the same library, so there is no second copy to keep in step: label or favorite an asset in one place and it carries that everywhere.
Open the library from Asset Library in the sidebar. The grid shows every asset, newest first; the rail on the right searches, sorts and filters it.
Kinds of assets
The library sorts every file into one of these kinds, which the Type filter selects by. For the formats each kind accepts, its size limits and what you can do with it, see Supported file types and what you can do with them.
Image
Still images such as PNG, JPG and WebP, including layered PSD files and SVG vector art.
Video
Video clips such as MP4 and WebM, generated or uploaded.
3D
3D models and meshes such as GLB and OBJ, rigged and animated or static.
Audio
Sound effects, music and speech, such as MP3 and WAV.
Playable
Interactive HTML5 playables, such as the playable ads the agent builds.
World
Explorable 3D worlds: gaussian splats, panoramas and scenes.
Pose
Skeleton references used to pose characters in a generation.
Safetensors
Trained model weights, such as a LoRA you bring into a reference set.
Spine
Spine 2D skeletal animations, as a ZIP of the skeleton, atlas and pages.
PBR Material
Sets of texture maps for game engines: base color, normal, roughness and the rest.
Font
TrueType and OpenType fonts, used for subtitles, the video timeline and rendered text.
Other
Files that fit none of the kinds above, such as a text document the agent wrote or a ZIP stored as it is.
Where an asset comes from
The Source filter splits the library in two.
Generated
Made by a run in Layer: a tool, a workflow or the agent. An edit of an existing asset is generated too. A generated asset keeps the recipe that made it, so its details show the prompt and settings it was made with.
Uploaded
Brought in from outside: uploaded from your computer, pasted, recorded, imported from a URL or from a connected service such as Google Drive. An uploaded asset has no prompt; its details show the file itself. See Upload files to Layer.
Projects and assets
A project groups the assets that belong to one game, season or feature. Adding an asset to a project links it rather than copying it: the asset stays in the library, can belong to several projects at once, and any change to it shows in all of them.
- The project switcher at the top of the sidebar scopes the library. With a project chosen, Asset Library shows only that project's assets; with All projects, it shows the whole workspace.
- Files you upload to a project's Asset Library join that project.
- Remove from project unlinks an asset and leaves it in the library. Delete removes the file from the library and from every project, and cannot be undone.
See Organize work into projects.
Shared and personal
The library, its labels and its projects are the workspace's: teammates see the same assets with the same labels. A few things are yours alone:
- Favorites. The heart on a tile marks it for you; the Favorited filter shows your favorites, not your teammates'.
- Used. The Used within filter and the Used sort read when you last used an asset as an input to a run.
- Saved views. A view you save keeps your filters for you; teammates do not see it.
What it means for you
- Anything a tool asks for, it asks from the library. Upload a file once and every tool, workflow and the agent can use it.
- Labels are the shared way to mark assets for the team (approved, needs paintover); favorites are a private shortlist.
- Removing an asset from a project is safe. Deleting it is permanent, everywhere.