{"name":"Eden Editor: Asset Browser","title":"Eden Editor: Asset Browser","type":"topic","url":"https://community.bistudio.com/wiki/Eden_Editor:_Asset_Browser","revid":378233,"updated":"2026-03-19T14:20:56Z","aliases":[],"markdown":"The **Asset Browser** shows all available assets which can be placed in the scenario, sorted into various lists. When unofficial addons are installed, assets added by them are listed as well.\n\n1. **Mode** - the main functional filter, divides assets by entity types.\n   - You can also use F keys (F1-F6) to quickly select the desired mode.\n   - The asset types are:\n     - Object\n     - Composition\n     - Trigger\n     - Waypoint\n     - System\n     - Marker\n1. **Submode** - mode specific separation to keep major asset groups together (e.g., BLUFOR objects).\n   - Submodes are not available for triggers and waypoints, where low number of assets wouldn't justify them.\n1. **Search** - search the asset tree.\n   - Use `class` prefix to search by class name (e.g., `class B_Soldier`)\n   - Use `mod` prefix to search by mod name (e.g., `mod kart`). This can also be done via the dropdown menu (not shown in the image)\n   - Arma 3 v2.22 Use `*` and `?` for wildcard matching (e.g., `house*ruin`)\n   - Arma 3 v2.22 Prefix by `/` to search with a Regular Expression (e.g., `/(Brick`)\n1. **List** - List of actual assets, further divided by up to two layers of categorization.\n   - You can use the search field to filter the list by specific asset name.\n   - Entities are indicated by an icon. Category folders don't have one.","sections":[{"heading":null,"level":1,"markdown":"The **Asset Browser** shows all available assets which can be placed in the scenario, sorted into various lists. When unofficial addons are installed, assets added by them are listed as well.\n\n1. **Mode** - the main functional filter, divides assets by entity types.\n   - You can also use F keys (F1-F6) to quickly select the desired mode.\n   - The asset types are:\n     - Object\n     - Composition\n     - Trigger\n     - Waypoint\n     - System\n     - Marker\n1. **Submode** - mode specific separation to keep major asset groups together (e.g., BLUFOR objects).\n   - Submodes are not available for triggers and waypoints, where low number of assets wouldn't justify them.\n1. **Search** - search the asset tree.\n   - Use `class` prefix to search by class name (e.g., `class B_Soldier`)\n   - Use `mod` prefix to search by mod name (e.g., `mod kart`). This can also be done via the dropdown menu (not shown in the image)\n   - Arma 3 v2.22 Use `*` and `?` for wildcard matching (e.g., `house*ruin`)\n   - Arma 3 v2.22 Prefix by `/` to search with a Regular Expression (e.g., `/(Brick`)\n1. **List** - List of actual assets, further divided by up to two layers of categorization.\n   - You can use the search field to filter the list by specific asset name.\n   - Entities are indicated by an icon. Category folders don't have one."}],"categories":["Eden Editor: Interface"],"groups":["Mission Editing"]}