> For the complete documentation index, see [llms.txt](https://docs.siminsights.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.siminsights.com/hyperskill-studio-authoring/virtual-entities/vx-publisher/import-from-hyperskill.md).

# Import from HyperSkill

Bring a VO, VP or VS that is already on HyperSkill back into Unity as editable files, for example to fix or update it when you no longer have the original project files.

1. Make sure you are logged in (see [VX Publisher](/hyperskill-studio-authoring/virtual-entities/vx-publisher.md)).
2. Open **Tools > VX Packager**.
3. Under **From HyperSkill**, enter the **Virtual Object Id** and click **Download & Import**.

   To import an asset bundle file you already have on your computer, click **Import Asset Bundle File...** instead.

![The From HyperSkill section of the VX Packager](https://2704613365-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxYaaXoZ4YGbVdAnAhdcE%2Fuploads%2FDO4NfUOGtbcloqXQQdTN%2Fvx-packager-import.jpg?alt=media)

The asset is rebuilt in `Assets/VO/<Name>`:

* a VO or VP becomes a prefab with its meshes, textures, materials, avatar and animations;
* a VS becomes a scene with its objects and lighting, including baked lightmaps, light probes, reflections and the skybox.

The folder keeps the virtual object ID, so **Package + Upload** updates the original virtual object.

## Good to know

* If the virtual object was uploaded together with its .unitypackage, that package is imported instead, which gives an exact copy of the original files.
* Asset bundles only contain compiled shaders. Materials that used a custom shader get an editable stand-in shader with the original properties and render settings, such as double-sided rendering and transparency. Check how these materials look.
* Materials made for another render pipeline are converted to shaders of the project's render pipeline.
* Importing a space briefly enters Play mode to read the scene, then returns to Edit mode.
* The target folder must not exist yet. Delete or rename an earlier import of the same asset first.
