An asset is game development material: a model, a texture pack, a tool, a script, a sound library. It carries almost exactly the same fields as a mod, and the difference is a deliberate one.
The difference from a mod
- appIdint
Optional, where a mod requires it. An asset can be engine-agnostic — a set of low-poly trees is not “for” any one game — so it may sit outside the app taxonomy entirely, or be filed under an engine rather than a game.
- contentmarkdown
Optional, where a mod requires it. An asset is often adequately described by its name, its category and its screenshots.
Everything else is the same: license, environment, install-less body,
virusScanLink, the visibility switches, the engagement switches, and the full
set of relations.
Which should I publish it as?
If it changes how a specific game behaves, it is a mod. If it is raw material somebody builds with, it is an asset. A Unity editor extension is an asset; a Garry’s Mod addon is a mod. When it is genuinely both, file it as whichever one its audience will search for.
What can be attached
The same set as a mod, minus server maps:
| Relation | Notes |
|---|---|
| Releases | Versions and files |
| Media | Screenshots and videos |
| Sources | Mirrors, and the repo it builds from |
| Dependencies | Required, optional, recommended or conflicting |
| Contributors | Credits |
| Permissions | Usage policy and access grants |
| Tags and categories | Taxonomy |
| Engagement | Ratings, reviews, comments |
| Follows and favourites | |
| Boards | Discussions, feedback, bugs, roadmap, changelog |
Assets do not take links — that relation exists on mods, servers and
communities.
Through the API
/api/content/assetAPI keycanWriteCreate an asset. Only name is required.
curl -X POST https://api.moddingcommunity.com/api/content/asset \
-H "Authorization: Bearer $TMC_TOKEN" \
-H "Content-Type: application/json" \
-d '{ "name": "Low-poly trees", "tags": ["nature", "lowpoly"] }'