Per asset
The asset details panel has a renderer pill near the top. Click it, pick a renderer, done. This is the highest-priority choice and wins everywhere.
Crisp pixel art and smooth photos, sorted automatically
Drop a folder of mixed assets into AssetHoard and it works out, at import, which ones want pixel-perfect rendering and which ones want smooth filtering. No tagging, no per-file settings. Open the app and it's right.
When AssetHoard imports an image it looks at three things:
.aseprite, .ase, and .ico are pixel art by definition, so they get tagged without inspection.That covers roughly 95% of a real game-dev library with zero effort. A 32×32 sprite with four colours? Pixel art. A 1920×1080 reference photo? Smooth. A 512×512 sprite with 16 colours that's bigger than the dimensions cap? The palette clause catches it.
Three places to override, each with a different reach.
The asset details panel has a renderer pill near the top. Click it, pick a renderer, done. This is the highest-priority choice and wins everywhere.
Bundles show their file types in the details panel as clickable pills. Set "sprite" to "pixel art" on a bundle and every sprite inside that bundle renders crisp, but only while you're viewing it in that bundle. The same sprite elsewhere falls back to whatever else applies.
In Manage Categories, each category has a "Renderer overrides" section. Set the Sprites category's "sprite" to pixel art and every sprite in that category renders crisp everywhere, unless something more specific is set.
When a sprite is rendered, AssetHoard checks in this order and takes the first match:
So if your "Platformer Pack" bundle is set to render sprites as pixel art, but you've manually forced one specific sprite to smooth, that sprite stays smooth. The model is: do the right thing by default, let you veto when you disagree.