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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 Player entity (spawned by ensure_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 landsWhat 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 PREither kept as the canonical engine smoke target or deleted in Step 16's test-suite extensions.