Asset discovery, import, and generation
Xorin can discover existing project assets, import external files, configure several importer types, and generate selected asset categories through configured providers.
Discover and inspect assets
- List assets in a folder with type filtering and detailed metadata.
- Search indexed assets by filename, glob, or file contents.
- Inspect prefab hierarchy and component metadata.
- List project scenes and scripts.
Import and configure
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Import an external file into the Unity
Assetstree. - Configure common texture and model import settings.
- Slice a regular sprite-sheet grid and optionally create an animation clip.
- Configure audio load type, compression, and quality.
- Create a prefab from an imported model and optionally add a MeshCollider.
- Create a TextMeshPro font asset from an imported TTF or OTF.
Image, 3D, and audio generation require Xorin credits. Select Xorin account in Settings and sign in before starting a generation request.
Generate 2D images
Xorin can request a sprite, texture, sprite sheet, icon, or background and import the result. Sprite outputs can receive background removal and Unity sprite import settings. A reference image can guide supported single-image outputs.
Generate 3D models
3D generation uses Tripo. Text-to-3D first produces three image previews. Select one, ask for revised previews, or cancel before model generation begins. You can also attach a reference image for image-to-3D. Humanoid auto-rigging is also available and restricted to FBX.
Open a preview in the full-size viewer to move between candidates, fit the image to the window, inspect it at 100%, save a PNG, or select it for generation. Generated models are packaged as scene-ready prefabs. When no explicit import scale is supplied, Xorin gives props, creatures, and humanoids a more predictable scene size and supplies a fallback material when the imported materials cannot render.
Place a generated model in the scene
Completed 3D outputs can expose Place in Scene. Xorin prefers the generated prefab and chooses a position using the current selection and Scene camera. It checks nearby supporting surfaces, bounds clearance, visibility, overlap, and camera-facing orientation before placing the model.
Placement is a useful starting point, not final art direction. Inspect the transform, scale, collider, materials, and surrounding geometry in Scene and Game views.
Generate audio and fonts
Audio generation supports sound effects, voice, music, and ambient categories, with category-specific options such as voice style, duration, looping, or instrumental music. Xorin can import the result and optionally create a configured AudioSource. Font import downloads a selected Google Font and can create a TextMeshPro font asset.
Clarification cards
Before some 3D and sprite-sheet requests, Xorin displays an inline form for important settings such as style, polycount, rigging, or grid layout. Confirm, edit, or cancel instead of relying on an unstated guess.
- Image-to-image is not supported for sprite sheets.
- Preview generation applies to text-to-3D, not every generated asset.
- Generation quality, supported formats, and queue time depend on the provider. Generation also requires available Xorin credits.
- Xorin lists and imports assets, but it does not expose a complete structured create/move/rename/delete lifecycle for arbitrary project assets.