Kingdom Engine Asset System Plan
Product outcome
A person arriving from Unreal, Unity, or Godot should be able to answer these questions without documentation:
- Where are my project assets?
- What level am I editing?
- What is selected and where do I change it?
- How do I create, import, reimport, preview, instance, and find an asset?
- Which changes are editor-only, which are synchronized to play, and which require a rebuild?
The target workspace is intentionally familiar:
| Familiar concept | Tech Connector home |
|---|---|
| Unreal Content Browser / Unity Project / Godot FileSystem | Assets |
| World Outliner / Hierarchy / Scene tree | Scene |
| Scene view / 3D view | Garden |
| Game view / PIE | Kingdom |
| Details / Inspector | Inspector |
| Import settings / Import dock | Import |
| Output Log / Console / Debugger | Diagnostics |
Garden is the authoritative asset and level authoring surface. Kingdom consumes the same saved level and presents runtime state. A renderer limitation may keep the runtime in a separate process, but it must not create a second asset model.
Current audit (2026-10-01)
This section is the authoritative implementation snapshot. The detailed tables
below remain the capability-depth backlog: an older row marked Missing means
the complete editor/runtime workflow described by that row is still missing,
not necessarily that no registry descriptor or partial service exists.
Registry and workspace snapshot
- The built-in registry contains 64 asset types: 22 runtime-ready, 32 authoring-preview, and 10 experimental.
The 2026-10-17 UI Document authoring slice raises the registry to 65 types: 22 runtime-ready, 33 authoring-preview, and 10 experimental. It adds a validated widget hierarchy, anchor layout preview, asset reference checks, dedicated editor controls, Python operations, and a cooked preview artifact. Packaged player UI rendering and full UI/2D parity remain open.
- The engine workspace now has a project Content Browser, World Outliner, actor/component Details, prefab apply/revert, Sequence Editor, world-production tools, console, profiler, launch-readiness, and build/deploy panels.
- The first playable-project tranche is implemented through the public Python API and the same New Game dialog: a lit/collidable Level, active camera, skinned starter mannequin, editable skeleton and skin binding, IK/Control Rig, locomotion controller, input map, physics scene, player prefab, Ruleset, and Build Profile are created and validated as one dependency-closed operation.
- Starter variants currently include playable sandbox, third-person exploration and combat, first-person shooter, side-scroller, fighting, top-down action, and an 8-bit pixel platformer. Only variants backed by qualification evidence may be promoted from Preview to Production.
- Six explicit, Python-callable quality profiles cover cinematic 4K, high 1440p, balanced 1080p, performance 900p, low-spec 720p, and pixel-perfect 320 × 180. Visual style, project scalability, and renderer upscaling quality remain separate contracts.
- Play-state UX distinguishes Edit, Simulate, Paused, and standalone Play; Pause/Step are enabled only where supported, and Stop, Eject, and Reset have separate commands. Unsupported controls are not presented as functional.
- The viewport/selection tranche now supports Ctrl/Shift multi-selection in the viewport and outliner, multi-highlight, group focus/transform/duplicate/delete, cycle-safe parenting, folders, hide/isolate/show-all, persistent actor locks, ordered component stacks, camera piloting, nine persistent camera bookmarks, and selection-preserving level undo/redo. Workspace Undo/Redo routes to the focused level or dedicated asset/graph editor; Content Browser operations keep their recoverable operation history. The saved-Level Python API exposes the same actor query, transform, visibility, isolation, lock, duplicate/delete, folder, parenting, component-order, and camera-bookmark operations without requiring widget automation.
- The Content Browser lifecycle baseline now distinguishes source files, imported assets, authored assets, level-local instances, and current cooked artifacts. It includes persistent static/dynamic collections, structured and negated search, a recoverable cancel/retry import queue, thumbnail state badges, asset revision history, opt-in Perforce status/history/changelists and confirmed edit/add/revert/sync actions, project-wide redirect and legacy- reference repair, and matching headless Python operations. Imports copy in cancellable chunks on a worker and atomically publish only complete files.
- Content Browser scale qualification now emits a repeatable receipt for a deterministic 50,000-document inventory, compiled advanced-query latency, database inventory latency, throughput, and lifecycle capability evidence.
- The first high-value asset-editor depth pass replaces guidance-only pages with saveable and validated controls for material parameters/static switches, static and skeletal mesh geometry/material slots, animation-controller parameters/transitions, and effect timelines/scalability. These use the same serialized properties and import settings exposed to Python and cooking.
- The second depth pass adds texture channel transforms, mip policy and per-platform compression overrides; separates input actions, contexts and bindings with a non-destructive live value probe; and adds physical-animation drive and solver-profile authoring to Physics Assets. Invalid authored values block save, while the Python input API audits a candidate transaction before it is persisted.
- The character-production depth pass adds complete Animation Clip pages for tracks, curves, events, sync markers, root motion, additive setup and compression; Skeleton hierarchy, socket and retarget-pose authoring; and Skin Binding deformer stacks, transfer policy and export policy. Skeletons now have cycle-safe validation and a dedicated runtime cooker. Cross-page validation runs before save, and equivalent transactional Python operations reject bad hierarchy or binding changes before touching the asset.
Strong foundations already present
AssetDatabasestores source records, dependencies, derived artifacts, invalidation events, and file watching..tcsceneis a versioned scene archive and already supports live changed-chunk publication to a connected playtest..tcimgand.tcskinprovide specialized image-project and skin-transfer persistence.- Runtime compilation already discovers mesh, material, texture, collision, audio, and rig-blob dependencies.
- Static/skinned geometry, PBR and procedural materials, media textures, effects, physics, animation, rigging, simulation, procedural generation, and player packaging have meaningful implementation behind them.
Current launch gaps
- Core editor interactions still need end-to-end qualification: multi-selection, grouped transforms, component reordering, camera piloting/bookmarks, isolate/ hide/lock, cross-editor transactions, saved layouts, recent assets, and command search must all behave consistently on real projects.
- Content Browser qualification still needs physical representative-project UI evidence for thumbnail decode, incremental refresh, redirected depots, and multi-user Perforce failure/conflict paths. Synthetic 50k-query evidence is a repeatable regression gate, not a substitute for hardware/project testing.
- Cooperative mid-file cancellation is implemented for the built-in file-copy importer. Future decoding/transcoding importers must call the same cancellation checkpoints inside their own expensive phases before they qualify.
- The 32 authoring-preview and 10 experimental asset types need type-specific editor/runtime qualification; registry presence and a visible editor page are not parity evidence.
- Cooking/building still needs resumable orchestration, cancellation, exact asset-linked failure reporting, size/cost reports, and broader platform proof.
- UI/2D, localization, accessibility, media-playlist, geometry/VDB cache, addressable/DLC, replay/benchmark, and automation-test workflows need broader first-class coverage.
- Native runtime launch gates remain open for broad GPU backends, shader/pipeline caches, streaming stress, job scheduling, network prediction, save migration, and golden scenes across supported hardware.
Execution order
- Implemented; qualification continues: default playable project, template, quality, and explicit runtime-state UX.
- Implemented baseline; qualification continues: viewport selection, hierarchy, component ordering, camera navigation, and transaction routing.
- Implemented baseline; qualification continues: Content Browser lifecycle, reference safety, collections, search, import queue, revision/VCS views, and explicit content/cook states.
- In progress: deepen the highest-value asset editors; the first mesh, material, animation-controller, and effect-system authoring controls are now joined by texture, input-map, Physics Asset, Animation Clip, Skeleton, and Skin Binding controls. They are saveable, validated, undoable, cook-backed, and Python-backed. Viewport manipulation, richer bulk editing, and measured per-platform proof remain.
- Make cook/package/build guided, resumable, and diagnostically precise.
- Add the missing first-class asset workflows.
- Close native runtime and hardware qualification gates.
Canonical model
Four kinds of project content
- Source — externally authored truth such as FBX, USD, glTF, PNG, EXR, WAV, OGG, VDB, Alembic, fonts, video, and source code.
- Authored asset — an engine-editable resource with a persistent UUID, schema, properties, references, import provenance, and editor routing.
- Instance — a level-local placement or component that references assets; it is not a duplicate asset.
- Derived artifact — platform/quality-specific cooked data. It is disposable, reproducible, read-only, and never the authoring truth.
Required asset descriptor
Every first-class type registers one AssetTypeDescriptor:
type_id, display_name, family, icon, color, schema_version
extensions, creatable, importers, factory
editor_id, previewer_id, inspector_schema, thumbnailer_id
dependency_extractor, validator, cooker, runtime_loader
hot_reload_class, export_adapters, migration_chain
Every authored asset carries:
asset_id (UUID, never path-derived)
type_id and schema_version
display_name and project-relative virtual path
source provenance and importer settings
hard, soft, editor-only, and build-only references
tags, collections, owner, revision, content hash
platform/quality overrides
Use a common .tcasset envelope for new engine-native resources and .tcmeta
sidecars for imported sources. Existing .tcscene, .tcimg, and .tcskin files
remain supported specialized containers and gain the same UUID/reference header.
Moves create temporary redirects; validation can later fix references and remove
the redirect.
Complete asset taxonomy
Status meanings:
- First-class — independently persisted and broadly usable today.
- Embedded/partial — meaningful implementation exists but lacks the complete asset lifecycle.
- Missing — needs a new contract and/or substantial tool/runtime work.
Project, world, and composition
| Asset types | Current | Required editor or workflow | Priority |
|---|---|---|---|
| Project manifest, project settings | First-class settings asset with guided defaults and platform overrides | Add settings search, asset picker widgets and per-section reset | P1 |
Level / world (.tcscene) |
First-class | Garden + Kingdom, level thumbnail, dependency summary | P0 |
| Sublevel, streaming cell, data layer | Missing | World partition/streaming panel and viewport bounds | P1 |
| Prefab / packed scene / actor archetype | Partial scene proxies | Isolated prefab mode, nested instances, override/revert/apply UI | P0 |
| Component archetype | First-class hierarchy, inheritance, replication and exposed-property asset | Add live component viewport and registered custom-component factories | P1 |
| World/environment profile | Embedded | Sky, exposure, fog, lighting and post-process preview | P1 |
| Camera, lens, camera rig | Embedded | Camera preview, pilot, bookmarks, shot handoff | P1 |
| Level sequence / cinematic | Partial animation timeline | Sequencer with tracks, cameras, audio, events and render settings | P1 |
| Level snapshot / variant set | Partial undo/snapshots | Compare, restore, variant activation and diff | P2 |
Geometry and environment
| Asset types | Current | Required editor or workflow | Priority |
|---|---|---|---|
| Static mesh | Partial FBX/native mesh | Mesh editor: LODs, UVs, normals, materials, collision, metrics | P0 |
| Skeletal mesh | Embedded/partial | Skeletal mesh editor with skin, morphs, LOD and bounds | P0 |
| Skeleton / rig | First-class hierarchy, sockets, retarget pose, validation and runtime cook | Add viewport bone/socket gizmos and compatibility diff | P0 |
| Skin binding / deformer stack | First-class weights, deformers, transfer/export policy and compact GPU cook | Add viewport heat-map painting and executed package exporters | P0 |
| Morph target / pose | Partial | Pose/morph library, sculpt/import, animation curves | P1 |
| Collision geometry | Partial cooker | Collision editor, auto-generation, complexity and debug preview | P0 |
| Terrain / landscape / height field | Partial procedural heightfield | Sculpt/paint, layers, holes, LOD, collision and streaming | P1 |
| Foliage / scatter set | Partial procedural generation | Brush/scatter rules, density, culling, variation | P1 |
| Spline / path | Partial curves | Path editor used by roads, rails, cameras and AI | P1 |
| Geometry cache / Alembic | Missing | Cache preview, frame range, interpolation and cook settings | P2 |
| Point cloud / surfel / volume mesh | Partial .tcsurfels/.tcvmesh |
Specialized preview, decimation and runtime policy | P2 |
| Groom / hair | Missing | Groom groups, guides, material, LOD and simulation binding | P2 |
Rendering, materials, and images
| Asset types | Current | Required editor or workflow | Priority |
|---|---|---|---|
| Texture 2D | First depth pass: import, channels, mip policy and platform compression overrides | Add decoded mip/channel comparison and measured platform memory | P0 |
| Cube, array, 3D/volume texture | Partial GPU support | Slice/face preview and platform format settings | P1 |
| Sprite, sprite atlas, flipbook | Missing | Slice/pack editor, pivots, borders and animation preview | P1 |
| Render target | Runtime concept only | Size/format/lifetime editor and live preview | P1 |
| Material | Partial PBR contract | Material graph, live mesh preview, stats and validation | P0 |
| Material instance | Missing as asset | Parent/override UI with reset and permutation cost | P0 |
| Shader, shader graph, include/function | Partial procedural shaders | Graph/code views, compile targets, errors and generated code | P0 |
| Gradient, curve, palette | Embedded values | Reusable editors and drag/drop property references | P1 |
| Decal material | Missing | Projection preview and blend/channel controls | P1 |
| Post-process profile | Embedded rendering | Stack editor, volume blending and before/after preview | P1 |
| Environment/HDRI, sky, IES profile | Partial texture/lighting | Dedicated import and lighting previews | P1 |
| Lightmap, reflection probe, GI bake data | Partial runtime | Bake monitor, diagnostics, invalidation and size reports | P2 |
| Color-management / OCIO profile | Missing | Display/view transform and validation settings | P2 |
Image project (.tcimg) |
First-class | Register with Assets and texture round-trip actions | P1 |
Animation and character
| Asset types | Current | Required editor or workflow | Priority |
|---|---|---|---|
| Animation clip / sequence | First-class timeline, tracks, curves, events, markers, root motion, additive setup and compression | Add skeletal viewport playback, key manipulation and measured compression comparison | P0 |
| Animation controller / state machine | Missing as asset | Graph, transition preview, parameters and debugger | P0 |
| Blend tree / blend space | Partial runtime concepts | 1D/2D interactive blend editor | P1 |
| Montage / animation layers | Partial | Sections, slots, sync markers and additive setup | P1 |
| Animation mask | Partial deformation maps | Skeleton tree weight editor | P1 |
| Pose library | Partial | Thumbnail grid, capture/apply/blend | P1 |
| IK rig / retarget profile | Partial rig services | Source/target mapping and live comparison | P1 |
| Control rig / procedural rig graph | Embedded | Dedicated graph + viewport + hierarchy editor | P1 |
| Physics asset / ragdoll | Bodies, constraints, collision, physical-animation drives and solver profiles | Add interactive ragdoll simulate mode and per-body viewport gizmos | P1 |
| Character definition | Embedded character world | Mesh, skeleton, controller, abilities, camera and AI bundle | P1 |
| Facial rig / phoneme set | Partial blendshape support | Pose mapping, curves, audio/lipsync preview | P2 |
FX, simulation, and physics
| Asset types | Current | Required editor or workflow | Priority |
|---|---|---|---|
| Effect system | Embedded/partial | System timeline, emitter stack, viewport and scalability | P0 |
| Effect emitter/module/function | Embedded/partial | Reusable emitter assets and module library | P1 |
| Simulation graph/profile | Embedded/partial | Solver graph, domains, fields, cache controls and profiler | P0 |
| Simulation cache | Partial runtime bake | Timeline preview, invalidation, size and platform cook | P1 |
| Physical material | Missing as asset | Friction, restitution, density and surface response | P0 |
| Force field / wind / gravity volume | Embedded | Field gizmos, falloff preview and stacking | P1 |
| Cloth | Partial solver | Paint constraints, pinning, collision, LOD and cache | P1 |
| Soft body / flesh / jiggle | Partial deformers | Material regions, collision, diagnostics and bake/export | P1 |
| Destruction / fracture collection | Partial simulation concepts | Fracture editor, clustering, damage and cache | P1 |
| Fluid / smoke / fire / goop domain | Partial multiphysics | Domain/source editor, meshing, shading and cache | P1 |
| VDB/volume cache | Missing | Volume preview, channels, transform and streaming | P2 |
| Ragdoll / constraint profile | Partial | Constraint templates and animation blending | P1 |
| Physics scene/profile | Embedded | Global gravity, timestep, solver and layer matrix | P0 |
Audio and media
| Asset types | Current | Required editor or workflow | Priority |
|---|---|---|---|
| Audio clip / stream | Authored import settings, waveform transport, immutable-source cook | Add platform codec audition and loudness analysis | P1 |
| Sound cue / audio graph | Typed graph, concurrency, spatial and source-effect authoring | Add live voice profiler and parameter automation lanes | P1 |
| Audio mixer / bus layout | Hierarchical submix console, DSP chains, sends and snapshots | Add live meters, snapshot blending and device capture | P1 |
| Attenuation / spatial audio profile | Distance curve, spatial blend, occlusion, focus and reverb sends | Add draggable listener/source preview and plugin audition | P1 |
| Reverb / audio effect preset | Algorithmic presets and convolution reference contract | Add impulse-response browser and A/B frequency view | P2 |
| Dialogue / voice / subtitle | Missing | Speaker, localization, subtitle and lipsync references | P2 |
| Video/media source | Partial media textures | Playback, decode, color, proxy and packaging inspector | P1 |
| Media player / playlist | Missing | Timeline, looping, events and target texture | P2 |
Gameplay, scripting, AI, and data
| Asset types | Current | Required editor or workflow | Priority |
|---|---|---|---|
| Behavior script/component | Partial Python/graph runtime | Code/graph editor, exposed properties and hot reload | P0 |
| Gameplay graph / Blueprint-like class | Embedded programs | Class/prefab editor, components, variables, events and debug | P0 |
| Data asset / custom resource | First-class schema-driven resource with inheritance, validation, cook and bundles | Add generated form controls and bulk multi-edit | P1 |
| Struct, enum, data table | First-class typed assets with inherited schemas and row validation | Add CSV round-trip UI and reference-safe field migration wizard | P1 |
| Curve/table asset | Embedded values | Curve editor and CSV import/export | P1 |
| Input action / input map | First-class actions, contexts, bindings, conflict audit and local value probe | Connect live probe to runtime device events and user rebinding persistence | P0 |
| Game mode / ruleset / character definition | First-class ruleset and character definition with guided project assignment | Add controller/state/session asset split and live possession debugger | P1 |
| Ability, effect, attribute set | Partial gameplay concepts | Data/graph editors and network prediction flags | P2 |
| AI behavior tree / state tree | Partial intelligence services | Graph debugger, breakpoints and live agent selection | P1 |
| AI blackboard / shared memory schema | Embedded | Typed key editor and usage search | P1 |
| Navigation mesh / agent profile / query | Missing as asset | Bake preview, agents, areas, links and path debug | P1 |
| Dialogue graph / quest graph | Missing | Domain graph with localization and save-state validation | P2 |
| Save-game schema | Missing | Versioned data contract and migration testing | P2 |
| Replication profile | Partial network physics | Ownership, frequency, prediction and bandwidth inspector | P2 |
UI, 2D, localization, and accessibility
| Asset types | Current | Required editor or workflow | Priority |
|---|---|---|---|
| UI document / widget prefab | Authoring preview; player rendering missing | Canvas, hierarchy, anchors, responsive preview and events | P1 |
| UI theme / style sheet | Missing | Token/theme editor with state preview | P1 |
| Font / font family | Missing | Glyph coverage, fallback, shaping and atlas settings | P1 |
| Tile set / tile map | Missing | Tile rules, terrain painting, collision and navigation | P2 |
| Localization table | Missing | Key/table editor, import/export and missing-string reports | P1 |
| Accessibility profile | Missing | Contrast, captions, input alternatives and test preview | P2 |
Build, delivery, and diagnostics
| Asset types | Current | Required editor or workflow | Priority |
|---|---|---|---|
| Build profile / platform profile | Partial packaging | Target, configuration, scenes, signing and validation | P0 |
| Quality/scalability profile | Partial FX/runtime settings | Per-platform groups and cost preview | P1 |
| Addressable group / content bundle / DLC | Missing | Labels, dependencies, memory and remote delivery | P2 |
| Plugin/module descriptor | Partial native manifests | Dependencies, platforms and restart boundary | P2 |
| Test scene / automation specification | Partial stress scenes | Discoverable test asset and run/history UI | P2 |
| Replay / capture / benchmark | Partial physics replay | Record, inspect, compare and regression thresholds | P2 |
| Import preset | Missing | Reusable per-type/project defaults | P1 |
Per-type definition of done
An asset type is not complete because a runtime struct exists. It is complete only when all applicable gates pass:
- Registered descriptor and versioned serialization.
- Create/import/reimport path with presets and clear errors.
- Stable UUID, dependency extraction, reference fixing, move/rename safety.
- Thumbnail and compact hover summary.
- Inspector schema with defaults, reset, multi-edit, undo/redo, tooltips and basic/advanced grouping.
- Dedicated editor or truthful preview, including an empty state and next step.
- Drag/drop semantics into a level or compatible property.
- Validation, source-control state, dirty state, and save behavior.
- Derived-data cooker plus platform and quality overrides.
- Runtime loader, memory accounting, hot-reload class and failure fallback.
- Export/interchange policy and loss report where applicable.
- Unit, round-trip, corrupt-input, migration, performance and golden-preview coverage.
Interaction rules familiar to engine users
- Double-click opens the correct contextual editor.
- Drag an asset into Garden to create an instance; drag it onto a compatible Inspector property to assign a reference.
- Right-click and
+ Addexpose the same searchable Create menu. - Selecting a source asset shows Import; selecting an authored asset or scene object shows Inspector.
Fframes selection,Ctrl+Pquick-opens any asset, and breadcrumbs support back/forward navigation.- Rename/move is reference-safe. Delete always lists referencers and offers replace, fix, or cancel.
- Hover shows type, path, dimensions/duration/polycount, import status, revision, dependencies, and platform warnings.
- Every editor uses the same Save, Locate in Assets, Find References, Reimport, Validate, and Play/Preview actions.
- Basic mode shows creative controls; Advanced mode reveals compiler, solver, memory, platform, and low-level settings.
Delivery phases
Phase 0 — Asset kernel and familiar shell
Build AssetTypeRegistry, UUID metadata, redirect/fix-up support, source versus
derived distinction, editor routing, and a dockable Assets browser. Add searchable
Create/Import, grid/list views, breadcrumbs, filters, favorites, collections,
thumbnails, Inspector/Import routing, drag/drop, reference search, and validation.
Acceptance: a user can import, locate, rename, move, reimport, inspect, preview, instance, find referencers, delete safely, and undo the relevant operation without opening a command console.
Phase 1 — Playable 3D vertical slice
First-class: Level, Prefab, Static Mesh, Skeletal Mesh, Skeleton, Skin Binding, Animation Clip, Material, Material Instance, Shader Graph, Texture, Collision, Physical Material, Behavior Script/Gameplay Graph, Data Asset, Input Map, Effect System, Simulation Profile, Audio Clip, Game Ruleset, Build Profile.
Acceptance: import a character/environment, construct a reusable prefab, add input/gameplay, play the current Garden level in Kingdom, edit a material/effect, see live sync, and package without manually entering a path.
Phase 2 — Specialized editors and world building
Animation state machine/blend space/retargeting, terrain, foliage, splines, navigation, AI trees/blackboards, audio graph/mixer, cinematics, environment, post process, render targets, sprites/atlases, UI documents, fonts, localization, import presets.
Phase 3 — Top-tier simulation and character assets
Cloth, soft body/flesh/jiggle, destruction, fluid/smoke/fire/goop domains, simulation caches, VDB/geometry caches, groom/hair, physics assets, Control Rig, facial/phoneme assets, replication profiles, replay and benchmark assets.
Phase 4 — Large-project production
World streaming/data layers, addressable groups/DLC, multi-user locks and ownership, source-control status, bulk operations, dependency-size analysis, asset audit dashboards, automated migrations, redirect cleanup, headless cooks, and qualified platform build profiles.
First executable slice
Implement Phase 0 in this order:
AssetTypeDescriptorandAssetTypeRegistrywith explicit built-in type IDs.- UUID identity and
.tcmetasidecars; preserve the current path-derived ID as a migration alias only. - Asset operations service for create/import/reimport/move/rename/delete/fix-up.
- Editor/preview/inspector routing registry.
- Assets browser integrated beside Scene in Garden and Kingdom.
- Register the Phase 1 types already backed by runtime systems before creating new specialized editors.
- Extract Material, Effect System, Simulation Profile, Gameplay Graph, Input Map, Data Asset, and Prefab from scene-only metadata into independently reusable resources while maintaining embedded-data migration.
The first demonstration should be deliberately small: import a mesh and texture, create a material instance and prefab, place it in Garden, move the asset safely, find its level referencer, press Play Current Level, edit one exposed value, and observe Kingdom update without a rebuild.
Benchmark rationale
- Unreal treats project content as assets managed through the Content Browser, including both imported content and engine-authored types such as Blueprints.
- Unity presents one asset workflow spanning import, authoring, build, delivery, and runtime loading; its Project/Hierarchy/Scene/Game/Inspector separation is immediately legible.
- Godot uses a broad serializable
Resourcebase and treats saved scenes as instantiablePackedSceneresources, while keeping import settings beside source files.
Tech Connector should borrow those learned interaction patterns while retaining its differentiator: one portable scene and asset graph spanning DCC authoring, live simulation, game runtime, and explicit interchange fallbacks.
Primary references: