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docs/start/getting-started/basics/assets/cloud/using-textures.mdx

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:::info Prerequisites
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* Ensure you are signed up and logged into the Bitbybit platform. You can [sign up here](https://bitbybit.dev/auth/sign-up).
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* You should have completed the [Uploading Cloud Assets](/start/general/uploading-cloud-assets) tutorial.
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* You should have completed the [Uploading Cloud Assets](/start/getting-started/basics/assets/cloud/uploading) tutorial.
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:::
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**Sample Image for this Tutorial:**

docs/start/getting-started/basics/assets/local/gltf.mdx

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## 1. Uploading the Asset to Local Storage
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Before you can use the `BoomBox.glb` (or your own glTF file) in the editors, you need to upload it to your browser's local storage using Bitbybit's local asset manager.
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* Please follow the steps outlined in our [Uploading Local Assets guide](/start/general/uploading-local-assets).
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* Please follow the steps outlined in our [Uploading Local Assets guide](/start/getting-started/basics/assets/local/uploading).
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* When prompted for an asset name during the upload, use "**BoomBox**" (or a name of your choice if using your own file, but remember it for later steps).
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Once the asset is uploaded, you can proceed to use it in any of the editors.

docs/start/getting-started/basics/assets/local/intro.mdx

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* **Browser-Specific:** Local assets are stored within the specific browser you used to upload them. They are **not** shared across different browsers (e.g., Chrome vs. Firefox) or different devices.
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* **Sharing Limitations:**
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* If your script relies on local assets and you [export the script to a file](/start/general/save-script-to-file) to share with others, those users will **not** automatically have the asset. You would need to provide them with the asset file separately, and they would have to upload it as a local asset in their own browser.
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* If your script relies on local assets and you [export the script to a file](/start/getting-started/basics/scripts/save-to-file) to share with others, those users will **not** automatically have the asset. You would need to provide them with the asset file separately, and they would have to upload it as a local asset in their own browser.
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* **Persistence (Within the Same Browser):** Local assets generally persist within your browser even after you close and reopen the browser window. However, clearing your browser's cache or site data could potentially remove them.
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* **No Account Needed:** You can use the local asset feature without needing a Bitbybit account.
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docs/start/getting-started/basics/projects/publish.md

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3. **Choose Visibility Options & Publish:**
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A "Publish Project" dialog will open. Here, you'll be presented with several **Visibility options** for your project.
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* You can learn more about these options in detail on our [Projects Overview page](start/getting-started/basics/projects/intro).
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* You can learn more about these options in detail on our [Projects Overview page](/start/getting-started/basics/projects/intro).
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The dialog will look something like this:
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docs/start/getting-started/basics/scripts/auto-save.md

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* **You must be signed up and logged into the Bitbybit platform.**
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* You must be working on a **Script that is part of a Project** you have created.
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Only when these conditions are met does our system have a specific entity in our database to associate your work with and update automatically. If you are working on a [local, unsaved script](/start/general/create-script#how-to-create-a-new-local-script-unsaved), you **must manually save your work to a file** if you wish to preserve it.
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Only when these conditions are met does our system have a specific entity in our database to associate your work with and update automatically. If you are working on a [local, unsaved script](/start/getting-started/basics/scripts/auto-save), you **must manually save your work to a file** if you wish to preserve it.
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## IMPORTANT: Auto Save Does NOT Record Version History
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