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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

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.