Editor¶
Everything that does not ship into a player build: the packaging workflow, the project settings, and the LMS validator. One assembly, RevGaming.RevLearning.Editor.
| Folder | What lives here |
|---|---|
Build/ | Manifest generation, post-build packaging, and the page helper injected into index.html |
Settings/ | The Project Settings page, and the sync into the runtime config asset |
Validator/ | A window for checking a package before you upload it |
Menu¶
Everything is under Tools → RevGaming → RevLearning:
| Item | Does |
|---|---|
| Build WebGL + SCORM Zip | Builds the player and packages it for upload |
| Open Last SCORM Build Folder | Reveals the build output |
| Open Last SCORM Zip | Reveals the package |
| Validator | Opens the LMS validator window |
Settings are at Project Settings → RevGaming → RevLearning.
Why packaging is editor code at all¶
A SCORM package is a WebGL build plus an imsmanifest.xml plus a specific zip layout, and getting any of the three wrong produces an upload the LMS rejects with a message about XML rather than about what is actually missing. Doing it by hand is a recipe anyone can follow and nobody follows identically twice.
The parts that decide what goes in the package are internal rather than private — ScormPostBuild.Package, CompressionIsLmsSafe — so the test suite drives the shipped code path rather than a reimplementation of it. ScormBuildSmokeTests builds real packages and Tests~/tools/validate-package.py checks them, in CI, on every push.