Skip to content

Supported formats

The app sorts every file by its extension (upper or lower case doesn’t matter). Every type below is indexed, searchable, taggable, can go in collections and can be exported. Thumbnails, inspector previews and Quick Look are available for the formats marked in the Preview column; the rest show a colored placeholder tile for their type.

Type Extensions Preview
Texture png, jpg, jpeg, webp, bmp, tga, svg, hdr, exr, tif, tiff, psd png, jpg, jpeg, webp, bmp, tga, svg, hdr
Model 3D gltf, glb, obj, fbx, stl, ply, blend, dae, usd, usdz, abc gltf, glb, obj, fbx, stl, ply in the app; blend and dae with Blender
Audio wav, ogg, mp3, flac, aiff, opus wav, ogg, mp3: waveform thumbnail and playback
Model 2D aseprite, ase, piskel None
Shader glsl, hlsl, frag, vert, comp None
Font ttf, otf, woff, woff2 None (the family and style names are read)
Video mp4, webm, mov, mkv, ogv None
Archive zip, 7z, rar, tar, gz The list of files inside zip files; 7z and rar need extra tools
Doc txt, md, json, yaml, yml, pdf None
Unknown Any other extension, or none None

Files with an extension the app doesn’t know are still indexed, as Unknown. They show up under Types → Unknown in the sidebar.

Thumbnails keep the image’s proportions. The inspector shows the image with buttons to view each color channel on its own (R, G, B, and A when the image has alpha), a 3×3 tiled view for checking that a texture repeats seamlessly, a 1:1 button for actual size, and the image’s size and channels. exr, tif, tiff and psd files are indexed but not previewed.

Thumbnails are rendered from a three-quarter view. The inspector and Quick Look show the model in 3D: drag to orbit and scroll to zoom, or switch to free look (Fly in the inspector, Free look in Quick Look) to fly around it (see Keyboard shortcuts) and reset the view. The inspector can also show it as a wireframe. The triangle and vertex counts are read during the scan for the formats the app loads by itself.

  • glTF / GLB load with their materials and textures.
  • OBJ loads with the materials from its .mtl file.
  • FBX loads in the app, binary or text. When a model refers to a texture by a path that doesn’t exist on your computer (common in packs exported from someone else’s project), the app looks for the matching image near the model. If the app can’t read an FBX file and Blender is installed, it tries converting it with Blender.
  • STL and PLY load as plain geometry.
  • .blend and .dae need Blender (below).
  • USD, USDZ and Alembic (.abc) are indexed, but there’s no preview.

wav, ogg and mp3 files get a waveform thumbnail and their length. The inspector and Quick Look play them, with a waveform you can click to jump to a point. flac, aiff and opus files are indexed but can’t be played in the app.

During the scan the app reads the list of files inside each zip (and 7z and rar files, when the tools below are installed). The inspector shows it as a tree, with the file count and unpacked size. Double-click a file in the tree to open a preview of it in its own window (images only; other files say there’s no preview). When a zip contains a license file, the inspector also offers Import as pack…, which adds the zip to the library as a pack (see Add your first library).

tar and gz files are indexed, but their contents aren’t listed; the inspector says Archive not yet indexed — rescan to build file list for them.

An archive inside a library folder stays a single asset. To index the files inside a zip as assets of their own, add the zip itself with Add to library, which unpacks it.

These are indexed and organized like everything else, with no preview. For fonts, the family and style names are read during the scan.

Listing and previewing the files inside .7z and .rar archives uses the 7z and unrar command-line tools, which you install separately. The app runs them by name, so they must be on your PATH. Without them, these archives are still indexed as single assets, and the inspector says Archive not yet indexed — rescan to build file list. After installing a tool, rescan the folder.

Previews of .blend and .dae models come from converting the file with Blender, which you install separately. Everything else works without it.

The app looks for Blender in /Applications/Blender.app on macOS and as blender on your PATH everywhere. If yours is somewhere else, set it under Settings → External tools → Blender path (type the path, or use Browse…). The status line under the field says whether the app found a working Blender. See Preview .blend files with Blender.

When you select a .blend or .dae model, the inspector says Converting BLEND… (or DAE) while Blender runs, then shows the model. The converted copy is cached, so the next time it opens right away. Without Blender, the preview says No preview for .blend — set a Blender path in Settings. If Blender can’t convert a file, the preview says Can’t preview this and the format, followed by the reason.

Converted models are kept in cache/converted/ in the app’s data folder. It’s safe to delete; models are converted again when needed (see Where your data lives).

Some files are never indexed. They don’t appear in the library, and the scan counts them as ignored:

What Names
Godot project files .tscn, .scn, .tres, .res, .gdshader, .gd, .import, .uid
Unity project files .unity, .prefab, .asset, .mat, .anim, .controller, .meta, .unitypackage
Unreal project files .uasset, .umap, .uproject, .uplugin
System files .DS_Store, Thumbs.db, desktop.ini
Folders (and everything in them) .git, .svn, .godot, Library, Temp, Saved, Intermediate, DerivedDataCache

The folder names match exactly, including case, so a folder called library is still scanned.