> For the complete documentation index, see [llms.txt](https://ss3d.gitbook.io/systems/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ss3d.gitbook.io/systems/asset-data.md).

# Asset Data

## What is Asset Data?

**`Asset data`** is the nickname of a collection of scripts that for a system initially introduced by Seteron, it beingb v a way to get assets in a more practical manner than  using <mark style="color:purple;">**`Resources`**</mark>**`.`**<mark style="color:green;">**`Load`**</mark>**`(`**<mark style="color:orange;">**`"AssetName"`**</mark>**`)`**.

With **`Asset data`**, however we use <mark style="color:blue;">**`static classes`**</mark> with the corresponding to the asset name, so finding an asset is a manner of knowing the asset name in order to load it.

<details>

<summary>Comparison:</summary>

In this example, the asset has to be named <mark style="color:orange;">**`BikeHorn`**</mark> and searched by <mark style="color:blue;">**`string`**</mark> in order to be found, and has to be placed into an **Editor** folder. This prevents it from working at runtime. So we won't be able to do this ingame.

<mark style="color:purple;">**`GameObject`**</mark>**` ``bikeHornPrefab`` `**<mark style="color:blue;">**`=`**</mark>**` `**<mark style="color:purple;">**`Resources`**</mark>**`.`**<mark style="color:green;">**`Load`**</mark>**`(`**<mark style="color:orange;">**`"BikeHorn"`**</mark>**`);`**

Using the asset data system, autogenerated classes provide easy access to the content of those databases.

<mark style="color:purple;">**`GameObject`**</mark>**` ``bikeHornPrefab`` `**<mark style="color:blue;">**`=`**</mark>**` `**<mark style="color:purple;">**`Items`**</mark>**`.`**<mark style="color:blue;">**`BikeHorn`**</mark>

</details>


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