Content Pipeline

The XNA Game Studio Content Pipeline builds art assets that you have included in your project into a form your game can load at run time on either Windows or the Xbox 360 game machines by calling ContentManager.Load.

This build process for art assets is controlled by Content Pipeline importers and content processors. When you press F5 to build a game created with XNA Game Studio, the appropriate Content Pipeline importer and processor for each asset is invoked, and that asset is automatically built into your game.

The flexibility of this process lets you create and update art assets using a wide variety of digital content creation (DCC) tools. XNA Game Studio supplies importers for several popular export formats supported by DCC tools, and also lets you develop custom importers for other formats.

In This Section

Overview of the Content Pipeline
The XNA Game Studio Content Pipeline lets you build art assets into your game automatically from whatever file formats they are being maintained in.
Model Processing with the XNA Framework Content Pipeline
Describes the model conversion process implemented by XNA Framework Content Pipeline.
Content Pipeline Architecture
The architecture of the XNA Game Studio Content Pipeline build process is designed to be extensible, so that it can easily support new input file formats and new types of conversion.
Standard Importers and Processors
XNA Game Studio ships with standard Content Pipeline importers and content processors that support various common art-asset file formats.
Parameterized Processors
Many of the standard Content Pipeline content processors shipped with XNA Game Studio support parameter usage.
Developing with Parameterized Processors
Developing with parameterized processors, both standard and custom, requires additional thought and care.
Using a Custom Importer or Content Processor
This topic explains how to use a custom processor or importer in an existing game solution.
Extending an XNA Framework Standard Processor
XNA Game Studio lets you modify or extend the behavior of any of the standard Content Pipeline processors that ship with the product.
Sprite Font XML Schema Reference
The following table lists the valid tags and values for Sprite-Font (.spritefont) XML files used by the Content Pipeline to create SpriteFont textures:
How To: Write a Custom Importer and Processor
To add support for a new art asset file format, you will need to write a new content importer. Also, you may need to write a custom processor, writer, and reader for the new art asset type after it has been imported.
How To: Extend the Font Description Processor to Support Additional Characters
This document describes the process of developing a custom content processor to add additional characters to a FontDescription object based on the text that is required by the game.

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