Assembly¶
Purpose¶
Owns output asset assembly workflows such as spritesheet generation and GIF creation.
This territory is responsible for combining exported frames into final assembled output formats without owning export orchestration or capture execution.
Owns¶
- GIF assembly
- Spritesheet assembly
- Frame combination workflows
- Output asset generation
- Sprite slicing workflows
- Output texture layout generation
Does NOT Own¶
- Export orchestration
- Capture execution
- Rendering implementation
- Preview lifecycle ownership
- Panel UI
- Batch export planning
Allowed Dependencies¶
Assembly may depend on:
- Infrastructure file systems
- Texture processing utilities
- Unity editor asset APIs
- Lightweight export contracts
Assembly should avoid depending on:
- panel systems
- preview orchestration systems
- export planning systems
Notes¶
Assembly systems are implementation-focused output builders.
They own: - how frames become GIFs - how frames become spritesheets - how assembled output assets are generated
Export owns: - when assembly occurs - which outputs should be assembled - broader workflow coordination
This distinction keeps output generation reusable and isolated from export workflow complexity.
Future Candidates¶
- Continue isolating output assembly from export orchestration.
- Maintain focused output-builder responsibilities.
- Avoid expanding assembly systems into broader export workflow managers.