# Loading Assets Almost everything you put in a scene comes from an asset file loaded through a **morph**: the object that pairs an entity's geometry with its initial pose and scale, and that you pass as the first argument to `scene.add_entity(...)`. This section covers getting external geometry into Genesis World correctly, from the supported file formats to the mesh preparation that makes a model simulate well. Start with the general loading workflow, which applies to every format. ```{toctree} :hidden: :maxdepth: 1 loading_assets usd_import mesh_processing ```