Working with Assets in Bitbybit
What You Will Learn
The Bitbybit platform allows you to upload your own assets (like 3D models, images, and other files) and use them within your scripts. All of our editors (TypeScript, Blockly, Rete) provide ways to access your uploaded assets. However, the specific methods for parsing and utilizing these assets within a script might vary in complexity depending on the editor you choose.
This section will guide you through:
- Understanding what constitutes an asset.
- Where to keep a file, and which way to choose.
- How scripts load the files you keep.
What is an Asset?
The simplest way to think about an asset is as a file. These files can contain various types of data, such as:
- 3D models (e.g.,
.glb,.gltf,.step,.stl) - Images (e.g.,
.jpg,.png) - Sounds and Videos (support may vary)
- Text files (e.g.,
.txt,.csv) - Data files (e.g.,
.json)
While our 3D platform primarily focuses on 3D model assets, we also support other common file types.
The file types an asset can be:
- 3D models and CAD:
.step,.stp,.iges,.igs,.stl,.glb,.gltf,.babylon,.ply,.splat, and in the cloud also.brep,.brp,.objand.ifc; - images:
.jpg,.jpeg,.png, and in the cloud also.svg; - fonts:
.ttf,.woff,.otf; - data and text:
.json,.csv,.txt,.bitbybit.
Where to keep a file
A file can be kept in three places. Keep it with its project, the first two rows: that is the recommended way, because the file then travels with the project.
| Files of a project in the cloud | Files of a project in this browser | The browser asset catalog | |
|---|---|---|---|
| Added from | the project's Files | the project's Files | the editor's Assets dialog |
| Scripts that can load it | every script of that project | every script of that project | every script you open in this browser |
| Opens on other devices | yes, when you are signed in | no | no |
| Goes with the project | yes, shared and published with it | yes: in its export, and to the cloud when the project moves there | no: download it and add it to a project |
| Account and limits | an account; your plan's file count, file size and storage | none; any type of file | none |
- Files of a project is the place to start: adding files to a project in either place, loading them, and moving a project from this browser to the cloud with its files.
- Cloud assets covers what a cloud project's files add: sharing, addresses to download them, and your plan's limits.
- The browser asset catalog is for trying a file quickly in any project. It cannot be moved to the cloud, so add anything you keep to a project.
Before you upload to the cloud:
- According to our Terms and Conditions, cloud assets should be used purely for making your 3D experiences on Bitbybit more engaging and interactive.
- You must have the legal right to use any assets you upload.
- When you make a project public, its files can be opened by anyone on the web too.
Loading a file in a script
Scripts load a project's files with the get file component or block, bitbybit.asset.getFile in TypeScript, by file name or by title; get local file, bitbybit.asset.getLocalFile, looks in the browser asset catalog first and then in the project, and gives every file under one title as a list. Files and assets in scripts lists every function.
Verified against the product in October 2026