Builtin Library
- ..
- .metadata17 B
- README.md1.7 KB
- entrypoint.luau3.4 KB
- scene.json2.7 KB
README.md
Baseline Visual
Validation harness scene for the player-camera-unification PR.
Purpose
Visual smoke target for Steps 4–9 of the §17 migration plan. Those steps
land before §17 step 10 (the generic camera_spawner / player_spawner
that auto-populate scenes with a viewport camera). Without this scene,
those intermediate commits have no working viewport to validate against
and the boot path produces a single bare Player entity that renders
nothing.
layers.load("@builtin::scenes.baseline_visual") brings in:
- A
Camera-bearing entity (baseline_camera) at a fixed third-person framing of the origin. Renders to viewport. - A static-collider ground plane (
baseline_ground) so the character controller has something to stand on. - The engine's default
Playerentity (spawned byensure_default_player) with the two canonical tagged bundles applied:@builtin::players.humanoid_visual— mesh + skeleton +Locomotion@builtin::players.standard_controller—MovementState+CharacterController
All spawned entities are temporary so layers.active:save() doesn't
bake them into a persisted .scene/ file.
Cleanup path
| Step that lands | What changes here |
|---|---|
§17 step 10 (camera_spawner / player_spawner) | The hardcoded camera spawn becomes redundant — drop it; the spawner takes over. Bundle application becomes a no-op smoke check. |
§17 step 3 (.player/ retirement) | No effect — this scene already references the new tagged bundles. |
| End of PR | Either kept as the canonical engine smoke target or deleted in Step 16's test-suite extensions. |