jgengine-editor
JGengine editor
Ownership
This skill owns scene-document authoring: objects, spawns, markers, terrain, paths, zones, foliage, materials, and asset placement. editor.scene.json is the source of truth consumed by runtime and gameplay. Use jgengine-world for rendering and querying authored data.
Never replace authorable scene content with hardcoded meshes, coordinate arrays, or game-specific placement code. If the document or editor lacks a required kind, file a [FEATURE] issue before a code fallback and record the gap in the PR.
Scene ownership boundary
Every editor-visible object has an explicit provenance — authored, generated, runtime, or transient — and a single verdict from classifyOwnership (@jgengine/core/scene/sceneOwnership): expose (authorable), bake (offer import to the document when the provider can emit schema-valid data), or reject (read-only runtime content). Runtime/transient content with neither a bake capability nor a declared reason is a boundary violation — content bypassing the document with no authored home. Genuinely runtime-only or geometry-free content is declared with a serializable SceneOwnershipManifest (scene-ownership.json), which check content-gate validates — the replacement for game-name exemptions.
Headless fast path
Inspect, mutate, and persist a game's scene in single commands — no GUI session and no reference reading needed for basic authoring (monorepo):