> ## Documentation Index
> Fetch the complete documentation index at: https://docs.qwacks.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Assets

> Host and deliver your game's downloadable content.

export const Scope = ({children}) => <Info>
    <b>Scope:</b> {children}
  </Info>;

**Assets** are files your game downloads at runtime — textures, audio, bundles, config blobs, and
more. Flock hosts them and serves them to your game through the SDK, so you can update content
without shipping a new build.

<Scope>assets belong to your **game**; **asset configurations** describe and group them.</Scope>

<Tabs>
  <Tab title="Dashboard">
    Two pages work together:

    * **Assets** — upload and manage the files themselves.
    * **Asset Configuration** — define each asset's metadata and grouping, so your game can resolve
      the right file at runtime.

    <Frame caption="Manage files on the Assets page and describe them on Asset Configuration.">
      <img src="https://mintcdn.com/qwacks/TGGmq_oWzDacAqHl/images/guides/assets.png?fit=max&auto=format&n=TGGmq_oWzDacAqHl&q=85&s=d67e2f9e740321a623e76e7799b23ed0" alt="Assets and configurations" width="1440" height="866" data-path="images/guides/assets.png" />
    </Frame>
  </Tab>

  <Tab title="SDK">
    Fetch assets through the SDK and cache them in your game, resolving each one by the keys defined
    in your **asset configuration**. Because assets are served from Flock rather than baked into the
    build, you can swap or add content live.
  </Tab>
</Tabs>

<Tip>
  Keep large or frequently-changing content out of your build and deliver it as Flock assets — you
  can update it without a client release.
</Tip>
