# Raw asset packs Source material as downloaded: unedited, uncropped, and mostly unused. **Not in git** — this directory is gigabytes, and the contents are redistributable artwork and audio that belong wherever you bought or downloaded them, not in a code repository. Only this README and the `.gdignore` beside it are tracked, so a fresh clone has the guard in place before anyone drops packs back in. ## Why `.gdignore` Godot's importer walks everything under `res://`. Without the `.gdignore` here, `tools/check.sh` — which runs `--import` — would try to import several thousand PNGs and 2,100 studio-master WAVs on the next run, and every run after it. The `.gdignore` makes the engine skip this tree entirely: nothing here is imported, nothing lands in `.godot/imported/`, and nothing reaches an export. The cost of that is the point: **files here cannot be referenced from a scene or script.** Godot does not know they exist. ## Getting an asset into the game Copy the specific files you need into `res://assets/`, converted to something game-ready first. That directory *is* imported and *is* committed, so it stays small and every file in it is one the game actually uses. Audio in particular needs conversion. The Helton Yan pack is 24-bit / 96 kHz stereo — studio masters, averaging ~2 MB for a single gunshot. Ship 16-bit / 44.1 kHz mono for SFX unless something specifically needs better. Attribution and licence status for every pack is recorded in [docs/ASSETS.md](../docs/ASSETS.md). Keep it current — the licence files themselves are not in git, because the packs are not.