Presets¶
Purpose¶
Owns persistence and management of Static Sprite Animation preset data.
This territory provides save, load, restore, and serialization workflows for reusable Static Sprite Animation configurations.
Presets allow users to quickly reuse common export settings without manually reconfiguring each workflow.
Owns¶
- Preset data models
- Preset serialization
- Preset deserialization
- Preset save workflows
- Preset load workflows
- Preset deletion workflows
- Preset restoration workflows
- Preset file discovery
Does NOT Own¶
- Export execution
- Capture workflows
- Preview scene ownership
- UI rendering
- Panel layout
- Animation generation
- Sprite sheet generation
- Export implementation
Allowed Dependencies¶
Presets may depend on:
- Unity serialization systems
- Editor file APIs
- Infrastructure logging systems
- Shared preset helpers
Presets should avoid depending directly on:
- Preview systems
- Capture systems
- Export systems
- Rendering systems
- Workflow controllers
Notes¶
Preset systems exist solely to persist and restore user configuration.
Preset ownership includes:
- frame counts
- yaw ranges
- export dimensions
- export formats
- sprite sheet settings
- export paths
Preset systems should remain data-focused and avoid accumulating workflow or export logic.
Controllers and panels consume preset data.
Presets simply store and restore it.
Future Candidates¶
- Preset categories
- Built-in starter presets
- Import/export preset sharing
- Preset version migration support
- User preset metadata
- Preset thumbnails