---
title: Assets
type: docs
weight: 2
---

Assets in Hytale represent game content like items, blocks, and other resources. Understanding how to work with assets is essential for creating rich plugin experiences.

**Packages:**
- `com.hypixel.hytale.server.core.asset.type.item.config` (Item)
- `com.hypixel.hytale.server.core.asset.type.blocktype.config` (BlockType)
- `com.hypixel.hytale.server.core.inventory` (ItemStack)

## Asset Types

Hytale provides several asset types:

| Asset Type | Description |
|------------|-------------|
| `Item` | Represents an item that can be held or stored |
| `BlockType` | Defines a type of block in the world |
| `EntityType` | Defines an entity type |

## Working with Items

### Getting an Item

```java
import com.hypixel.hytale.server.core.asset.type.item.config.Item;

// Get an item by identifier
Item sword = Item.getAssetMap().getAsset("hytale:iron_sword");

// Check if item exists
if (sword != null) {
    // Use the item
}
```

### Creating ItemStacks

```java
import com.hypixel.hytale.server.core.inventory.ItemStack;

// Create an ItemStack with quantity
ItemStack stack = new ItemStack("hytale:iron_sword", 5);

// Or with just the item ID (quantity defaults to 1)
ItemStack singleItem = new ItemStack("hytale:iron_sword");

// Access properties
String itemId = stack.getItemId();
int quantity = stack.getQuantity();
```

## Working with Blocks

### Getting a BlockType

```java
import com.hypixel.hytale.server.core.asset.type.blocktype.config.BlockType;

BlockType stone = BlockType.getAssetMap().getAsset("hytale:stone");
```

### Block in World

```java
// Get block at position
World world = player.getWorld();
BlockType blockType = world.getBlockType(x, y, z);

// Set block at position
world.setBlock(x, y, z, "hytale:stone");
```

## Asset Registry

Register custom assets through your plugin:

```java
@Override
public void start() {
    // Register custom assets
    getAssetRegistry().register(myCustomAsset);
}
```

## Asset Identifiers

Assets are identified by namespaced identifiers:

```
namespace:path

Examples:
- hytale:stone
- myplugin:custom_sword
- myplugin:blocks/special_block
```

Your plugin's namespace is typically derived from your manifest's group and name.

## Asset Packs

Plugins can include embedded asset packs. Set `includesAssetPack: true` in your manifest:

```json
{
  "name": "MyPlugin",
  "version": "1.0.0",
  "group": "com.example",
  "main": "com.example.myplugin.MyPlugin",
  "includesAssetPack": true
}
```

Asset pack files should be structured in your JAR:

```
assets/
└── myplugin/
    ├── items/
    │   └── custom_sword.json
    └── blocks/
        └── custom_block.json
```

## Best Practices

{{< callout type="tip" >}}
- Cache asset references when possible to avoid repeated lookups
- Always null-check when retrieving assets by identifier
- Use meaningful namespaced identifiers for your custom assets
{{< /callout >}}
