Custom GLBs drop into 14 named slots without code changes; an empty manifest
produces today's game by construction (the fallback builders are the original
code moved into a closure, and an empty registry returns the caller's own
object by identity).
- src/assets/{slots,manifest,idb,registry,blobBody}.ts — schema + validation,
GLTF cache with per-instance material cloning, fit nodes, IndexedDB override
layer, paintability report.
- Slot hooks in createBlob, parts, cannon, greybox, puddles, ghost. Mesh-only:
no collider, physics or logic line is touched. Animated sub-parts (plate cap,
belt chevrons, fan blades, cannon pivot) stay procedural so a custom model
cannot stop them moving.
- public/assets/ — the build had NO asset copy step at all, so every asset URL
would have 404'd in production. public/ is vite's default publicDir, so this
needs no vite.config change.
- Tests: 63 headless checks + a farm-GLB audit that fires PaintSkin's own
raycast against the fitted body.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
128 lines
5.3 KiB
Markdown
128 lines
5.3 KiB
Markdown
# Custom assets — how the slots work
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Drop a `.glb` into a named slot and the game uses it. No code changes.
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With no manifest at all, the game builds exactly what it builds today.
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## The one URL rule
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```ts
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import.meta.env.BASE_URL + 'assets/manifest.json'
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```
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Never `/assets/...` (that drops the `/blobbo/` deploy prefix) and never a bare
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`assets/...` (that resolves against the *page* directory, which breaks on the
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demo pages one level down). `assetUrl()` in `src/assets/manifest.ts` does this
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for you.
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## Where files live
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| What | Path | Ships? |
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|---|---|---|
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| The manifest | `public/assets/manifest.json` | yes → `dist/assets/manifest.json` |
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| A shipped asset pack | `public/assets/live/*.glb` | yes → `dist/assets/live/*.glb` |
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| Raw farm output | `assets/meshes/*.glb` | **no** — outside the build |
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`public/` is vite's default publicDir, so everything under it is copied into
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`dist/` verbatim with the base path already applied. Before this lane, nothing
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copied `assets/` into `dist/` at all — every asset URL would have 404'd live.
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The four farm GLBs are ~43 MB of raw output with embedded textures. Stage them
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for local work with `./scripts/stage-farm-assets.sh` (gitignored). Compress them
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offline before any of them goes into `public/assets/live/` — `deploy.sh` rsyncs
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and `docker cp`s the whole of `dist/` on every deploy.
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## Manifest format
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```json
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{
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"machine.boot": {
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"url": "assets/live/boot.glb",
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"offset": [0, 0.2, 0],
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"rotationDeg": [0, 90, 0],
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"scale": 1.5,
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"idleClip": "idle"
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}
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}
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```
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Everything except `url` is optional. A bad field is dropped with a warning and
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the rest of the entry still loads; a bad entry is dropped and the rest of the
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pack still loads; a file that isn't JSON at all falls back to `{}`. A GLB that
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fails to load leaves the built-in version in place and logs one warning.
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Load order, later wins: `public/assets/manifest.json`, then the editor's
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IndexedDB override (`blobbo-workshop`). An override url may be `idb:<key>`,
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which resolves to a blob stored in the same database — that is what makes a
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custom asset testable on the live site with zero deploys.
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## Slots
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| Slot id | Replaces | Stays procedural |
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|---|---|---|
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| `blob.body` | the paintable body | — |
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| `blob.face` | the googly eyes | — |
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| `ghost.body` | the ghost racer (defaults to `blob.body`) | — |
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| `cannon.barrel` | cannon base + tube | the aiming pivot |
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| `machine.plate` | the plate frame | the pressed pad (it lights up) |
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| `machine.boot` | pad + coils | — |
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| `machine.bucket` | the shell | the paint fill (it is re-tinted) |
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| `machine.arch` | posts, bar, bubbles | — |
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| `machine.belt` | the belt slab | the scrolling chevrons |
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| `machine.fan` | the housing | the spinning blades |
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| `machine.seesaw` | the plank | the fulcrum |
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| `course.scenery.cereal` | the giant cereal box | — |
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| `course.scenery.block` | the purple block | — |
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| `fx.puddle` | the puddle slab | — |
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Sub-parts that move every frame stay procedural on purpose: a custom model can't
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accidentally stop the belt scrolling, the fan spinning or the plate lighting up,
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and those motions are what make each machine readable.
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## Modelling conventions
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Y-up, metres, one material, embedded textures ≤ 2048².
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- **`blob.body`** is the only slot that is not purely cosmetic. It must be a
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single mesh with a single material and one UV island inside 0..1 — the paint
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is stamped through those UVs. It is automatically re-centred and re-scaled to
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the 1.0u body, because `boundingRadius` is a gameplay number (the puddles
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compute belly contact from it). `scale` is ignored for this slot; `offset` and
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`rotationDeg` are baked into the geometry before the refit. If the mesh fails
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the paint checks the built-in blob is kept and the reason is logged — paint
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never breaks silently.
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- **`machine.bucket`** — origin at the tipping edge, pours toward +X.
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- **`machine.boot`** — origin at the base; it shakes about its own origin.
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- **`machine.fan`** — faces +Z.
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- **`machine.seesaw`** — plank only, long axis along X, origin at the centre.
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- **Course boxes** keep their collider whatever you drop in, so a custom prop
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can never open a hole in the course or grow an invisible wall. Fill the volume.
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- Materials are converted to `MeshStandardMaterial` on load if they aren't one
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already: the machine danger-flash only drives standard materials, so a Basic
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or Phong export would silently kill the telegraph.
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## Wiring (integration)
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`src/main.ts` needs one line before `installGame(world)`:
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```ts
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await initAssets()
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```
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Without it the registry stays empty and every slot falls back — which is safe,
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but nothing ever swaps. It must be awaited: the frozen `game.ts` captures
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`blob.mesh` by reference the moment `createBlob` returns, so the body asset has
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to be in the cache before the game is built.
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## Checking your work
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```
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npm run build
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node --import ./scripts/ts-resolve.mjs --experimental-strip-types src/assets/manifest.test.ts
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node --import ./scripts/ts-resolve.mjs --experimental-strip-types src/assets/registry.test.ts
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node --import ./scripts/ts-resolve.mjs --experimental-strip-types scripts/farm-assets.check.ts
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```
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The last one parses the real farm GLBs, runs the paintability check on each and
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fires PaintSkin's own outside-in raycast against the fitted blob body, so you can
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confirm a splat would land without opening a browser.
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