Environment¶
Purpose¶
Owns Environment asset capture workflows inside Snap Studio Pro.
This feature area provides the systems required to export static environment prefabs such as buildings, trees, rocks, foliage, props, modular pieces, and other non-animated scene assets as 2D sprites.
Environment focuses on asset generation workflows rather than sprite animation workflows.
Owns¶
- Environment asset export workflows
- Environment batch export orchestration
- Environment export requests
- Environment path generation (delegated to Logic's
EnvironmentPathBuilder) - Environment framing and sizing helpers
- Environment-specific export configuration
- Environment asset capture coordination
Does NOT Own¶
- Sprite animation workflows
- Turntable animation workflows
- Directional animation generation
- Preview scene lifecycle management
- Rendering implementation
- Export encoding implementation
- Pipeline-specific rendering systems
Allowed Dependencies¶
Environment systems may depend on:
- SpriteCapture utilities
- Preview facades
- Export infrastructure
- Shared models and enums
- Lightweight utility systems
- Unity primitives and editor APIs
Environment systems should avoid depending directly on:
- animation workflow systems
- panel orchestration systems
- rendering implementations
- pipeline-specific rendering internals
Notes¶
Environment workflows are intended for exporting static assets such as:
- buildings
- trees
- rocks
- props
- modular environment pieces
- foliage
- scenery assets
Orthographic capture is the recommended workflow for consistent environment asset generation.
Perspective capture is supported for stylized or showcase-oriented exports but may introduce stronger framing and depth variation between assets.
Environment systems coordinate export intent and asset generation workflows.
Capture execution, rendering, and texture generation remain delegated to specialized feature and rendering systems.
Folder Overview¶
- Requests → Environment export request models
- Future helpers → Environment-specific sizing, framing, and asset generation support
Future Candidates¶
- Scale variation workflows
- Randomized environment asset generation
- Environment variant generation
- Foliage-specific export workflows
- Environment export presets
- Asset-category-aware framing helpers