Assets
Assets are the stored outputs from providers, uploads, editor-created layers, versions, and exports.
On this page
What an asset is
An asset is a stored file attached to a project. Assets are the concrete outputs the platform can download, inspect, import into the Editor, or use while exporting.
Most source assets come from successful DTM, OSM, or imagery processing. The Editor can also create assets for manual or empty layers, saved versions can create backup archives, and completed exports expose output artifacts as assets.
Asset kinds
Project source assets use three main kinds: dtm, vector, and raster. The kind tells the Editor how the file can be used.
- DTM assets represent terrain elevation and normally become terrain layers.
- Vector assets contain processed geographic features and normally become vector layers.
- Raster assets contain positioned images such as imagery, masks, paint layers, or other image-backed editor data.
Metadata and traceability
Assets store metadata such as provider code, provider name, original file name, source task, file format, size, checksum, and processing details when those values are available.
This metadata is why the project detail page can show where a terrain, vector, or imagery file came from, whether it was provider-backed or uploaded, and which task created it.
Using assets in the Editor
The Editor imports source assets as layers. A terrain asset can become a terrain layer, a vector asset can become one or more vector layers using a vector mapping collection, and a raster asset can become a visual image layer.
Editing does not rewrite the original provider download directly. The project stores editor state, layer metadata, vector feature changes, raster edits, modifiers, and created assets separately so the source remains traceable.
Project selected vs used in editor
A project can have multiple processed DTM, vector, and raster/imagery assets after retries, uploads, and reprocessing. The project setup stores which processed asset is currently selected for each source family: one DTM, one vector asset, and one imagery asset when those families exist.
The Editor uses layers, not the project selection directly. When a source asset is imported, saved layers remember the asset ID they came from. If you later reprocess imagery or vectors and select the new asset on the project detail page, existing editor layers can still reference the older asset until you import or reimport.
Vector projects can also contain vector geometry created and managed inside the Editor. That data is not a source choice in the project setup selector, but its related assets are protected as Used in editor while the Editor still relies on them.
This is why the dashboard shows two separate badges. Project selected means the project setup currently points at that asset. Used in editor means saved layers or vector feature data still reference that asset.
- Project selected + Used in editor: the current project source is also what the Editor has imported.
- Project selected only: a new or switched source is selected, but the Editor has not imported it yet.
- Used in editor only: the Editor still uses this asset, but the project setup has moved on to another source.
- No badge: the asset is not selected and no saved editor data references it.
Switching selected source assets
On the project detail page, the DTM, Vector, and Imagery setup cards show an asset selector when more than one compatible processed asset exists for that source family. Use it to choose which asset the project should treat as current.
Switching the selected source asset is a metadata change. It does not delete the old asset, does not mutate existing layers, and does not automatically reimport the Editor. Open the Editor and import or reimport when you want the selected asset to become the new layer baseline.
When you queue replacement processing, the old asset is kept and the new task produces another asset. Once the new processed asset exists, it can become the selected source for that family while the old one remains available for comparison, download, or existing editor layers.
Assets page and deletion
The Assets page lists project source assets and version backup archives for the active workspace. Export artifacts stay on the Exports page, even though completed exports can still expose artifact download links through the same asset download system.
In the Web UI, Models at /models uses All, In progress, Ready, and Failed tabs. Search matches model name, ID, provider, or description; Sort offers newest created, recently updated, and name; Filters limits the source to uploaded GLBs or integrations. The cards show model progress or failure, size, preview, downloads, and available actions. New model opens the upload or generation wizard for team members who can add models.
Project assets can be deleted from the Assets page only when they are no longer selected by the project and no saved editor data references them. In Resources, an In use row opens an inspector that distinguishes Project selected from Used in editor; protected assets have no Delete action.
In the Web UI, open Resources then Assets at /resources/assets. Cards are always grouped by project; unassigned files appear under No project. Project headings link to the project and show its total asset count and combined storage across the full collection, unaffected by search, filters, or pagination. Cards show data type, known provider and source resolution or grid spacing, project, usage, and storage. Click a card for its file, format, creation date, precise usage, and source-task link when available. A download icon appears only when a file can be downloaded. Eligible unused assets show Delete asset beside Download on the card and in the details window. Filters includes Project, Type, Usage, and Source (From task, Manual/upload, or Version backups); search matches project, file, format, provider, and ID. Sort and pagination use the same controls as Tasks and Exports. Wider and taller screens show more cards per page.
Version backup archives are listed because they count toward storage, but they are managed from the project Versions panel rather than deleted as ordinary source assets. Raw and processed source assets remain downloadable while they exist.
- Unused files, tiled DTM and imagery sources, and vector sources with no imported layers expose Delete asset on their card and in the details window. Members with permission to manage projects can confirm deletion; the entry disappears and its stored data is permanently removed. Version backups remain managed from the project.
- You cannot delete the selected DTM, vector, or imagery asset for a project.
- You cannot delete an asset that existing editor layers or vector features still use.
- An old DTM source remains protected while a working terrain layer or prepared imagery still depends on it. Remove those unused entries first. Original download files are separate entries and are not removed automatically when you delete processed data.
- Wait for project tasks and exports to finish before deleting processed sources. If a source becomes selected or used after the page loads, deletion is rejected and the data stays available; refresh the list to see its current usage.
- Deleting an unused asset removes the stored file and cannot be undone.
Storage
Asset files count toward team storage limits. This includes processed source files, reusable DTM/OSM/Imagery uploads, managed avatars, project icons, profile banners and profile backgrounds, editor-created files, version backup archives, and export artifacts while they are still stored. Forum, feed, and other community attachments are excluded. Managed avatar, icon, banner, and background uploads accept PNG, JPEG, or WebP up to 5 MB each; the active team storage limit still applies.
Importing terrain into the Editor copies the source terrain tiles into an editable working terrain, so that terrain counts roughly twice while both layers exist. The copy is allowed even when the team is already over its storage limit, because being locked out of the Editor would not free any space. It still counts towards usage; while the team remains over the limit, the active tier policy may block later processing or make Task Units return more slowly. Usage & Limits shows the current behavior.
Deleting a project removes its linked project assets and storage objects, but a reusable team upload remains in Resources → Uploads until you delete it there. Deleting a team also removes its source uploads; profile images move to another team the user belongs to when possible. Deleting a workspace cascades through project deletion, but running task protection can block deletion until processing finishes.