Environment¶
Purpose¶
Owns editor UI panels for Environment asset capture workflows inside Snap Studio Pro.
This territory provides user-facing controls for exporting static environment prefabs such as buildings, rocks, trees, props, modular pieces, and other non-animated scene assets as 2D sprites.
Owns¶
- Environment asset export UI
- Environment camera orientation controls
- Environment framing controls
- Environment batch export request construction
- Environment style/export settings
- Multi-angle environment prefab export options
- User-facing environment capture workflows
Does NOT Own¶
- Generic sprite animation workflows
- Turntable sprite animation panels
- Capture execution internals
- Rendering implementation
- Preview scene lifecycle ownership
- Export encoding implementation
- Thumbnail generation
- Rendering pipeline implementation
Allowed Dependencies¶
Environment panels may depend on:
- Environment feature systems
- Sprite capture utilities
- Preview facades
- Shared panel helpers
- Capture/export request models
- Background/style/overlay systems
- Unity Editor IMGUI APIs
Environment panels should avoid depending directly on:
- sprite animation panels
- WIP turntable workflows
- rendering implementation systems
- export encoding internals
- pipeline-specific rendering internals
Notes¶
Environment panels coordinate user-facing workflows for:
- building exports
- tree and foliage exports
- rock and prop exports
- modular environment asset exports
- static multi-angle environment captures
Orthographic capture is the recommended default for consistent environment asset output. Perspective capture may be used for stylized or showcase exports, but can produce stronger framing and depth variation.
Capture execution and rendering remain delegated to Features, SpriteCapture, Preview, and Rendering systems.
Future Candidates¶
- Add scale variation workflows for environment prefabs.
- Add random rotation/variant generation for trees, rocks, and props.
- Continue separating Environment UI from capture implementation.
- Keep Environment capture isolated from Static Sprite Animation workflows.
- Avoid leaking implementation terms like StaticSprite into user-facing Environment UI.