# Custom assets — how the slots work Drop a `.glb` into a named slot and the game uses it. No code changes. With no manifest at all, the game builds exactly what it builds today. ## The one URL rule ```ts import.meta.env.BASE_URL + 'assets/manifest.json' ``` Never `/assets/...` (that drops the `/blobbo/` deploy prefix) and never a bare `assets/...` (that resolves against the *page* directory, which breaks on the demo pages one level down). `assetUrl()` in `src/assets/manifest.ts` does this for you. ## Where files live | What | Path | Ships? | |---|---|---| | The manifest | `public/assets/manifest.json` | yes → `dist/assets/manifest.json` | | A shipped asset pack | `public/assets/live/*.glb` | yes → `dist/assets/live/*.glb` | | Raw farm output | `assets/meshes/*.glb` | **no** — outside the build | `public/` is vite's default publicDir, so everything under it is copied into `dist/` verbatim with the base path already applied. Before this lane, nothing copied `assets/` into `dist/` at all — every asset URL would have 404'd live. The four farm GLBs are ~43 MB of raw output with embedded textures. Stage them for local work with `./scripts/stage-farm-assets.sh` (gitignored). Compress them offline before any of them goes into `public/assets/live/` — `deploy.sh` rsyncs and `docker cp`s the whole of `dist/` on every deploy. ## Manifest format ```json { "machine.boot": { "url": "assets/live/boot.glb", "offset": [0, 0.2, 0], "rotationDeg": [0, 90, 0], "scale": 1.5 } } ``` Keys starting with `_` (the editor writes `_readme` and `_generatedBy`) are metadata and are ignored silently. `idleClip` is accepted by the schema but currently ignored by the runtime — see "Rigged bodies are not supported" below. Everything except `url` is optional. A bad field is dropped with a warning and the rest of the entry still loads; a bad entry is dropped and the rest of the pack still loads; a file that isn't JSON at all falls back to `{}`. A GLB that fails to load leaves the built-in version in place and logs one warning. Load order, later wins: `public/assets/manifest.json`, then the editor's IndexedDB override (`blobbo-workshop`). An override url may be `idb:`, which resolves to a blob stored in the same database — that is what makes a custom asset testable on the live site with zero deploys. ## Slots | Slot id | Replaces | Stays procedural | |---|---|---| | `blob.body` | the paintable body | — | | `blob.face` | the googly eyes | — | | `ghost.body` | the ghost racer (defaults to `blob.body`) | — | | `cannon.base` | the cannon's stand | — | | `cannon.barrel` | the tube | the aiming pivot | | `machine.plate` | the plate frame | the pressed pad (it lights up) | | `machine.boot` | pad + coils | — | | `machine.bucket` | the shell | the paint fill (it is re-tinted) | | `machine.arch` | posts, bar, bubbles | — | | `machine.belt` | the belt slab | the scrolling chevrons | | `machine.fan` | the housing | the spinning blades | | `machine.seesaw` | the plank | the fulcrum | | `course.scenery.cereal` | the giant cereal box | — | | `course.scenery.block` | the purple block | — | | `course.finish` | the pink finish podium | — | | `course.tunnel` | the MINI tunnel roof slab | the warning bar and the posts | | `course.tramp` | the orange gap launcher pad | — | | `fx.puddle` | the puddle slab | — | Sub-parts that move every frame stay procedural on purpose: a custom model can't accidentally stop the belt scrolling, the fan spinning or the plate lighting up, and those motions are what make each machine readable. `course.tramp` is built in `src/game.ts`, which is frozen for the workshop lanes; the id and label exist so the editor can offer it, and integration wires the hook. Until it does, dropping a file on that slot changes nothing. ## One slot, many objects Most slots are instanced more than once — nine `fx.puddle` strips, six cannons, every machine of a given kind. **Each instance gets its own clone of the asset at its own pose, with its own materials.** That is the contract both the runtime and the editor follow: dropping one puddle model reskins all nine puddles, and tinting one of them (each puddle keeps its zone colour) cannot bleed into the others. Verified in `src/assets/harden.test.ts`. Single-instance slots — the ones the game builds exactly once — are listed in `SINGLE_INSTANCE_SLOTS` in `src/assets/slots.ts`: `blob.body`, `blob.face`, `ghost.body`, `course.finish`, `course.tunnel` and the two `course.scenery.*`. ## What gets rejected, and what only gets a warning | Asset | Outcome | |---|---| | GLB fails to load / 404s | slot keeps its built-in version, one warning | | GLB takes longer than 10 s | boot continues on the built-in version, one warning | | GLB contains no mesh (armature/empty/camera only) | slot keeps its built-in version — the primitive is **never** hidden for a replacement that isn't there | | `blob.body` with a skeleton/armature | **rejected**, built-in blob kept (see below) | | `blob.body` with no UVs, UVs outside 0..1, or >1 material | rejected, built-in blob kept | | `blob.body` whose UVs are an auto-atlas | **accepted with a warning** — it paints, just messily | ### Rigged bodies are not supported A `blob.body` that is a `SkinnedMesh` is rejected and the built-in blob is kept. This is a real limitation, not a missing check: `createBlob` re-parents the body mesh alone into its own group, so the GLB's bones are left outside the scene graph and never get a `matrixWorld` update — the pose would never advance. And the body's geometry is re-centred and re-scaled to the collider radius, which invalidates the skeleton's bind matrices, so any deformation that did resolve would be offset. `idleClip` is ignored for the same reason and no animation mixer is created — animating an invisible skeleton in the fixed step would cost CPU for nothing. Export the body with the armature applied. ### The atlas warning `blob.body` reports `uvCharts` (connected UV islands) and `seamRatio`. UVs inside 0..1 with one material is **not** enough: the farm's own `blobbo-base.glb` passes both and still paints wrong, because its unwrap is a 1140-island auto-atlas (29% of its vertices sit on a seam) and a splat disc in UV space therefore speckles a thousand unrelated triangles. Above 24 islands the report says so. For reference, three's `SphereGeometry` is 3 islands and a `BoxGeometry` is 6 — a hand unwrap is nowhere near the threshold. ## Modelling conventions Y-up, metres, one material, embedded textures ≤ 2048². - **`blob.body`** is the only slot that is not purely cosmetic. It must be a single mesh with a single material and one UV island inside 0..1 — the paint is stamped through those UVs. It is automatically re-centred and re-scaled to the 1.0u body, because `boundingRadius` is a gameplay number (the puddles compute belly contact from it). `scale` is ignored for this slot; `offset` and `rotationDeg` are baked into the geometry before the refit. If the mesh fails the paint checks the built-in blob is kept and the reason is logged — paint never breaks silently. - **`machine.bucket`** — origin at the tipping edge, pours toward +X. - **`machine.boot`** — origin at the base; it shakes about its own origin. - **`machine.fan`** — faces +Z. - **`machine.seesaw`** — plank only, long axis along X, origin at the centre. - **`ghost.body`** — if you leave it empty the ghost borrows `blob.body` and is put through the exact same fit, so it always matches the blob's size. Fill it only when you want the ghost to look like something else; then its own `offset`/`rotation`/`scale` apply normally. - **`course.tunnel`** — roof slab only. Model its underside FLAT at the bottom of the model: the clearance a MINI blob squeezes through is the collider's and never changes, so a model that hangs lower than the collider will look like it blocks a gap it does not. - **Course boxes** keep their collider whatever you drop in, so a custom prop can never open a hole in the course or grow an invisible wall. Fill the volume. - Materials are converted to `MeshStandardMaterial` on load if they aren't one already: the machine danger-flash only drives standard materials, so a Basic or Phong export would silently kill the telegraph. ## Wiring (integration) `src/main.ts` needs one line before `installGame(world)`: ```ts await initAssets() ``` Without it the registry stays empty and every slot falls back — which is safe, but nothing ever swaps. It must be awaited: the frozen `game.ts` captures `blob.mesh` by reference the moment `createBlob` returns, so the body asset has to be in the cache before the game is built. `initAssets()` cannot hang the boot: every url in the manifest is raced against a 10 s deadline and settled independently, so a stalled host costs one warning and the built-in prop rather than a game that never starts. `course.tramp` still needs one line in `game.ts`, next to where the trampoline pad mesh is built: ```ts assets().attachSlot('course.tramp', trampMesh, { onSwap: () => { (trampMesh.material as THREE.Material).visible = false }, }) ``` ## Checking your work ``` npm run build node --import ./scripts/ts-resolve.mjs --experimental-strip-types src/assets/manifest.test.ts node --import ./scripts/ts-resolve.mjs --experimental-strip-types src/assets/registry.test.ts node --import ./scripts/ts-resolve.mjs --experimental-strip-types src/assets/harden.test.ts node --import ./scripts/ts-resolve.mjs --experimental-strip-types scripts/farm-assets.check.ts ``` `harden.test.ts` is the regression net for the failure modes that used to be silent: a mesh-less GLB blanking a slot, a throw escaping the swap path, a stalled url hanging the boot, an oversized ghost, a rigged body being accepted, and one dropped asset serving nine puddles. The sacred property — empty manifest builds today's game — has its own check: ``` ./node_modules/.bin/esbuild scripts/sacred-parity.check.ts --bundle \ --platform=node --format=esm --outfile=/tmp/sacred.mjs && node /tmp/sacred.mjs ``` It fingerprints every node of the scene the course, zones, blob and a cannon build with an empty registry. The number must not move. The farm check parses the real farm GLBs, runs the paintability check on each and fires PaintSkin's own outside-in raycast against the fitted blob body, so you can confirm a splat would land without opening a browser.