> For the complete documentation index, see [llms.txt](https://umber.gitbook.io/umber/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://umber.gitbook.io/umber/concepts/virtual-assets.md).

# Virtual Assets

A **Virtual Asset** manages a digital asset — an image, video, audio file, document, and more. See the full list in [Asset Types](/umber/concepts/asset-types.md).

## The problem it solves

Say you're building a website with a logo, a hero image, banners, and videos. The typical approach is to store these files in your project folder or a cloud bucket and reference them directly in code. That creates two recurring problems:

* **Duplication** — every new environment needs its own copy of every asset.
* **Reference churn** — a new version of an asset either needs a new filename (so your code has to change to pick it up) or overwrites the old file (so there's no history or safe rollback).

## How Umber structures it

A Virtual Asset has two parts:

* **Definition** (also called the container in the API reference) — the asset's identity and metadata (its Asset ID, type, and other attributes).
* **Versions** — the actual uploaded files, each tied back to that one definition.

Because the definition is created once, you never re-enter basic asset info when uploading a new version — you just add a version to the existing asset.

Umber also supports **empty virtual assets** — you can create the definition before the actual file exists, which is useful early in a project when you know what an asset will be but the final file isn't ready yet.

## Examples

* A website/app/game logo
* A hero image
* A video
* An FAQ section stored as JSON
* A 3D model
* A game asset

Umber places no restriction on file format at the platform level — in principle, any file type can be stored as a virtual asset. In practice, each version you upload is checked against the parent asset's [Asset Type](/umber/concepts/asset-types.md), which constrains the accepted file types for that specific asset.


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