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Texture additions

Ship a new Texture2D asset and reference it from a template clone. Use this when a clone has a Texture2D-typed field (raw textures, render targets, custom material maps) rather than a Sprite-typed field.

For UI icons and item portraits use sprite additions instead. Most game-data templates expose icon-style fields as Sprite, not Texture2D.

File layout

text
assets/additions/textures/<logical-name>.<ext>

<ext> is .png, .jpg, or .jpeg. The basename (with subdirs, without extension) is the logical name the modder writes in KDL.

KDL syntax

kdl
clone "...Template" from="..." id="..." {
    set "TextureField" asset="my-folder/my-texture"
}

The category is inferred from the destination field's declared Unity type. The compiler walks assets/additions/textures/ because the field is Texture2D.

Compile-time errors

Same as sprite additions: missing files, duplicate logical names, and wrong destination field type are all rejected at compile time.