apps/docs/content/sdk-features/assets.mdx
Assets are external resources like images, videos, and bookmarks that shapes display on the canvas. They're stored as separate records in the store and referenced by ID from shapes. This lets you reuse the same image across multiple shapes without duplicating data, and swap out storage backends without touching your shapes.
The SDK includes three asset types: image, video, and bookmark. Each asset record holds metadata (dimensions, MIME type, source URL) while the actual file lives wherever you want to put it. You provide upload and resolve handlers that tell tldraw how to store files and fetch them for rendering.
Assets live in the store alongside shapes and pages. Each asset record contains metadata (dimensions, MIME type, name) but not the actual file bytes—those live in your storage backend.
When someone drops an image onto the canvas, tldraw creates two records: an asset record with dimensions and metadata, and a shape record with position and size. The shape references the asset through its assetId property. Multiple shapes can reference the same asset. Deleting a shape never deletes its asset: call Editor#deleteAssets yourself when you know an asset is no longer referenced.
Asset records have a props object for type-specific properties and a meta object for your custom data. The src property in props holds the URL returned by your upload handler. This can be an HTTP URL, a data URL, or any string your resolve handler understands.
The SDK defines three built-in asset types.
Image assets store raster images like PNG, JPEG, or GIF. They track width, height, MIME type, animation status, file size, and an optional pixelRatio for @2x images. The isAnimated flag is true for animated GIF, WebP, AVIF, and APNG files.
const imageAsset: TLImageAsset = {
id: 'asset:image123' as TLAssetId,
typeName: 'asset',
type: 'image',
props: {
w: 1920,
h: 1080,
name: 'photo.jpg',
isAnimated: false,
mimeType: 'image/jpeg', // can be null if unknown
src: 'https://storage.example.com/uploads/photo.jpg', // can be null before upload
fileSize: 245000, // optional
pixelRatio: 2, // optional
},
meta: {},
}
Video assets store video files like MP4 or WebM. They have the same structure as image assets: dimensions, MIME type, source URL, and isAnimated (which is typically true for videos).
const videoAsset: TLVideoAsset = {
id: 'asset:video456' as TLAssetId,
typeName: 'asset',
type: 'video',
props: {
w: 1920,
h: 1080,
name: 'clip.mp4',
isAnimated: true,
mimeType: 'video/mp4',
src: 'https://storage.example.com/uploads/clip.mp4',
fileSize: 5242880,
},
meta: {},
}
Bookmark assets store web page previews. When someone pastes a URL, tldraw fetches metadata from the page and creates a bookmark that renders as a preview card.
const bookmarkAsset: TLBookmarkAsset = {
id: 'asset:bookmark1' as TLAssetId,
typeName: 'asset',
type: 'bookmark',
props: {
title: 'Example Website',
description: 'A great example of web design',
image: 'https://example.com/preview.jpg',
favicon: 'https://example.com/favicon.ico',
src: 'https://example.com',
},
meta: {},
}
TLAssetStore defines how tldraw talks to your storage backend. You provide an implementation when creating the editor, and tldraw calls your handlers whenever someone adds or accesses assets.
The default behavior depends on your store setup. With an in-memory store (the default), inlineBase64AssetStore converts every uploaded file to a data URL: quick for prototyping, but nothing persists across sessions. With a persistenceKey, assets are stored in the browser's IndexedDB alongside the document. With a sync server, implement TLAssetStore yourself to upload files to S3, Google Cloud Storage, or your own API.
The interface has three methods:
| Method | Purpose |
|---|---|
upload | Store a file and return its URL |
resolve | Return the URL to use when rendering an asset (optional, defaults to props.src) |
remove | Clean up files when assets are deleted (optional) |
The upload method receives an asset record (with metadata already populated) and the File to store. Return an object with src (the URL) and optionally meta (custom metadata to merge into the asset record). You also get an AbortSignal for cancellation.
async upload(asset: TLAsset, file: File, abortSignal?: AbortSignal): Promise<{ src: string; meta?: JsonObject }>
The resolve method receives an asset and a TLAssetContext describing how the asset is being displayed. It can be sync or async. Return the URL to use for rendering, or null if the asset is unavailable (shapes then render a broken-asset placeholder). This is where you can get clever: return optimized thumbnails when zoomed out, high-resolution images for export, or add authentication tokens.
resolve(asset: TLAsset, ctx: TLAssetContext): Promise<string | null> | string | null
The remove method receives asset IDs that are no longer needed. Clean up the stored files to free space. This method is optional.
async remove(assetIds: TLAssetId[]): Promise<void>
Here's a minimal implementation that converts files to data URLs (good for prototyping, not so great for production):
import { Tldraw, TLAssetStore } from 'tldraw'
import 'tldraw/tldraw.css'
const assetStore: TLAssetStore = {
async upload(asset, file) {
const dataUrl = await new Promise<string>((resolve) => {
const reader = new FileReader()
reader.onload = () => resolve(reader.result as string)
reader.readAsDataURL(file)
})
return { src: dataUrl }
},
resolve(asset, ctx) {
return asset.props.src
},
}
export default function App() {
return (
<div style={{ position: 'fixed', inset: 0 }}>
<Tldraw assets={assetStore} />
</div>
)
}
When resolving assets, tldraw gives you a TLAssetContext with information about the current render environment. Use this to optimize asset delivery.
| Property | Type | Description |
|---|---|---|
screenScale | number | How much the asset is scaled relative to native dimensions. A 1000px image rendered at 500px has screenScale 0.5. |
steppedScreenScale | number | screenScale rounded up to the next power of 2, useful for tiered caching. |
dpr | number | Device pixel ratio. Retina displays are 2 or 3. |
networkEffectiveType | string | null | Browser's connection type: 'slow-2g', '2g', '3g', or '4g'. |
shouldResolveToOriginal | boolean | True for copy/paste and for SVG exports without an explicit pixelRatio. Return full quality. |
Here's a resolve handler that serves optimized images based on network conditions and zoom level:
resolve(asset, ctx) {
const baseUrl = asset.props.src
if (!baseUrl) return null
// For exports, always return original
if (ctx.shouldResolveToOriginal) {
return baseUrl
}
// On slow connections, serve lower quality
if (ctx.networkEffectiveType === 'slow-2g' || ctx.networkEffectiveType === '2g') {
return `${baseUrl}?quality=low`
}
// Serve resolution appropriate for current zoom
const targetWidth = Math.ceil(asset.props.w * ctx.steppedScreenScale * ctx.dpr)
return `${baseUrl}?w=${targetWidth}`
}
The Editor class provides methods for managing assets:
| Method | Description |
|---|---|
| Editor#createAssets | Add asset records to the store |
| Editor#updateAssets | Update existing assets |
| Editor#deleteAssets | Remove assets and call the remove handler |
| Editor#getAsset | Get an asset by ID |
| Editor#getAssets | Get all assets in the store |
| Editor#resolveAssetUrl | Resolve an asset ID to a renderable URL |
Asset operations happen outside the undo/redo history since they're typically part of larger operations like pasting images. You don't want "undo" to magically un-upload a file.
// Create an asset
editor.createAssets([imageAsset])
// Update an asset. updateAssets shallow-merges the record, so spread the existing props
editor.updateAssets([
{
...imageAsset,
props: { ...imageAsset.props, name: 'new-name.jpg' },
},
])
// Get an asset with type safety
const asset = editor.getAsset<TLImageAsset>(imageAsset.id)
// Resolve to a URL for rendering
const url = await editor.resolveAssetUrl(imageAsset.id, { screenScale: 0.5 })
// Delete assets
editor.deleteAssets([imageAsset.id])
Shapes reference assets through an assetId property in their props. Image shapes, video shapes, and bookmark shapes all follow this pattern. The shape stores position, size, rotation, and crop settings while the asset stores the media metadata and source URL.
This separation pays off:
src and every shape referencing it updates immediatelyWhen you delete an asset, shapes referencing it render a broken-asset placeholder.
Implement TLAssetStore to integrate with any storage backend. For local development, convert files to data URLs. For production, upload to S3, Google Cloud Storage, or your own API.
Here's an example that uploads to a custom API:
const assetStore: TLAssetStore = {
async upload(asset, file, abortSignal) {
const formData = new FormData()
formData.append('file', file)
formData.append('assetId', asset.id)
const response = await fetch('/api/upload', {
method: 'POST',
body: formData,
signal: abortSignal,
})
const { url, uploadedAt } = await response.json()
return {
src: url,
meta: { uploadedAt }, // Custom metadata gets merged into the asset
}
},
resolve(asset, ctx) {
// Add auth token for private content
const token = getAuthToken()
return `${asset.props.src}?token=${token}`
},
async remove(assetIds) {
await fetch('/api/assets', {
method: 'DELETE',
body: JSON.stringify({ ids: assetIds }),
})
},
}
AssetUtil is the asset-side counterpart to ShapeUtil. Each asset type has one, and it defines which MIME types the type accepts, how to derive an asset record from a dropped file, and what default props new instances start with. The built-in ImageAssetUtil, VideoAssetUtil, and BookmarkAssetUtil live in defaultAssetUtils.
To add your own type, register its props on TLGlobalAssetPropsMap via TypeScript module augmentation, then implement an AssetUtil for it. Set static props so the store validates and migrates your records:
import { AssetUtil, T, TLAsset, TLAssetId } from 'tldraw'
const AUDIO_TYPE = 'audio'
declare module 'tldraw' {
export interface TLGlobalAssetPropsMap {
[AUDIO_TYPE]: {
src: string | null
mimeType: string | null
name: string
}
}
}
type TLAudioAsset = TLAsset<typeof AUDIO_TYPE>
class AudioAssetUtil extends AssetUtil<TLAudioAsset> {
static override type = AUDIO_TYPE
static override props = {
src: T.string.nullable(),
mimeType: T.string.nullable(),
name: T.string,
}
override getDefaultProps(): TLAudioAsset['props'] {
return { src: null, mimeType: null, name: '' }
}
override getSupportedMimeTypes() {
return ['audio/mpeg', 'audio/wav', 'audio/ogg']
}
override async getAssetFromFile(file: File, assetId: TLAssetId): Promise<TLAudioAsset | null> {
return {
id: assetId,
typeName: 'asset',
type: AUDIO_TYPE,
props: {
src: null, // populated by the asset store after upload
mimeType: file.type,
name: file.name,
},
meta: {},
}
}
}
Pass the util to the <Tldraw> component. The default asset utils are always included; a custom util with the same type replaces the built-in one:
import { Tldraw } from 'tldraw'
const assetUtils = [AudioAssetUtil]
export default function App() {
return <Tldraw assetUtils={assetUtils} />
}
When a file is dropped or pasted, the editor checks it against maxAssetSize, then finds the first registered util whose acceptsMimeType() returns true for the file's MIME type and calls its getAssetFromFile(). The returned asset record then flows through your TLAssetStore.upload handler, which assigns the final src. To place the asset on the canvas, a shape util must declare the asset type in static handledAssetTypes and implement createShapeForAsset(); that shape reads the resolved URL through editor.resolveAssetUrl() like the built-in shapes do. See the custom asset type example for the full pattern.
The simplest way to configure the built-in utils is through the <Tldraw> props maxAssetSize, maxImageDimension, acceptedImageMimeTypes, and acceptedVideoMimeTypes. For anything else, use AssetUtil#configure to tweak options on a built-in util without subclassing it. For example, lock image uploads down to PNG:
import { ImageAssetUtil, defaultAssetUtils, Tldraw } from 'tldraw'
const PngOnlyImageAssetUtil = ImageAssetUtil.configure({
supportedMimeTypes: ['image/png'],
})
const assetUtils = defaultAssetUtils.map((util) =>
util === ImageAssetUtil ? PngOnlyImageAssetUtil : util
)
<Tldraw assetUtils={assetUtils} />
ImageAssetUtil exposes maxDimension and supportedMimeTypes options. VideoAssetUtil exposes supportedMimeTypes. If you also pass the matching <Tldraw> props, those win.
Asset records use the migration system to evolve their schema. Each asset type has its own migration sequence that handles adding properties, renaming fields, and validating data. When you load a document with old asset records, migrations transform them to the current schema automatically.
Validators ensure asset data matches the expected structure at runtime. Setting static props on your AssetUtil is enough for the store to validate it. If you need a standalone validator, createAssetValidator builds one for a single asset type (id, typeName, type literal, props, and meta). Add migration sequences via static migrations to handle schema changes over time.
SVG files can contain scripts, event handlers, and external resource references that execute during rendering. tldraw automatically sanitizes all SVGs on paste and file drop using an allowlist-based sanitizer that:
<script>, <iframe>, <object>, <embed>, and other dangerous elementson* event handler attributes (onerror, onload, etc.)http:, https:, and mailto: links<image> and <feImage> hrefs to data: URIs only<use> hrefs to fragment references (#id) only@import, expression(), and external url() references<foreignObject> content (needed for text rendering) with a separate HTML allowlist<style> elements with data: font URLs (needed for embedded fonts)For stronger guarantees, we recommend DOMPurify, a widely used and audited sanitizer. We don't bundle it (it's a ~17KB dependency), but if your app already uses it you can wire it into your external content handlers. Note that DOMPurify's default SVG profile strips <foreignObject> and <style> elements, which tldraw uses for text rendering and embedded fonts. Configure it to preserve those so tldraw's SVG output round-trips correctly.
If you're implementing custom external content handlers, you can also import our built-in sanitizer directly:
import { sanitizeSvg } from 'tldraw'
const sanitized = sanitizeSvg(svgText)
if (!sanitized) {
// SVG contained no safe content
}
For defense in depth, we recommend deploying a Content Security Policy. This protects against attack vectors that sanitization alone cannot cover:
Content-Security-Policy:
default-src 'self';
script-src 'self';
style-src 'self' 'unsafe-inline';
img-src 'self' data: blob: https://your-asset-domain.com;
font-src 'self' data:;
connect-src 'self' https://your-api.com;
object-src 'none';
base-uri 'self';
script-src 'self' prevents inline scripts in SVGs from executingstyle-src 'self' 'unsafe-inline' allows tldraw's runtime inline styles while blocking external stylesheetsimg-src 'self' data: blob: allows data URLs for embedded images and blob URLs for asset previews, while blocking loads to arbitrary external originsobject-src 'none' blocks <object> and <embed> elements entirelybase-uri 'self' prevents <base> tag injection that could redirect relative URLsWe recommend serving user-uploaded assets from a completely separate domain (e.g. example-assets.com rather than a subdomain like assets.example.com). This provides an extra layer of protection: if a malicious file somehow bypasses sanitization, browser same-origin policies prevent it from accessing cookies, storage, or APIs on your main domain.