Assets
The proposed Spell game.import_asset_bundle@2 admits exact VisualAssetBundle@1,
MusicAssetBundle@1, and optional TimedLanguageAssetBundle@1 inputs against the project target,
semantic roles, formats, rights posture, and spatial or temporal limits. Foundry may transform them
into engine-native imports, but it cannot rewrite the producer's source lineage. Sound authored
specifically for game events, spaces, interaction, and runtime behavior remains Foundry application
truth unless an independently owned reusable sound package is admitted.
| Record | Custody |
|---|---|
| source bundle manifests | Voidlight, Riffmaw, Language Edition, or another exact producer, admitted by digest |
| engine-native imports and caches | Foundry |
AssetImportReceipt@1 |
exact source, importer, target, transformations, outputs, and checks |
AssetFindingSet@1 |
attributable correction evidence returned to the producing Composition |
A rejected import returns findings; it does not silently repair or replace source assets. A Suite may retain bundle handoff and Run correlation, but never merges databases, Sigils, secrets, provider sessions, approval, budget judgment, or release authority.
Spatial admission names the exact facet set and target-engine profile. A glTF/GLB container may combine mesh, PBR appearance, skeleton, skinning, and animation facets; Foundry admits the exact combination rather than treating "PBR" and "rigged" as mutually exclusive formats. Point cloud, Gaussian form, radiance checkpoint, neutral voxel grid, game-specific block grid, and portable scene assembly remain distinct import forms. An unsupported form fails or returns an attributed finding. Prism Form owns any admitted source-form conversion and returns its derivative and declared loss; Foundry owns only target-engine import derivatives. The importer never silently meshes, rigs, voxelizes, or bakes a source form.
AssetImportReceipt@1 additionally pins source units, axes, origin and scale; applied coordinate
transforms; material and texture mapping; skeleton and animation mapping; generated collision,
LOD, and engine-native derivatives; importer and engine revisions; warnings; and validation and
performance results. Creative approval remains with Voidlight even when Foundry returns a
technical correction finding.
One asset's importer-level collider, LOD, skeleton map, material conversion, or animation mapping belongs here. World-wide collision layers and masks, navigation joins, spawn, streaming, interaction roles, actor binding, and animation-controller use belong to the World bake. Reusing the asset derivative neither rewrites its source receipt nor grants the world compiler authority to repair the producer's asset silently.
For motion, Foundry consumes an exact accepted animation revision, target Form rig digest when the
clip is rig-bound, and its Prism Kinesis
MotionAssetSet@1 and retarget receipt when those technical derivatives participated. Kinesis
owns portable curves, mapping, root/contact semantics, and technical validation; Foundry owns
engine-native import, clip compression, controller or state-machine mapping, blending, gameplay
root-motion use, and playtest. Import success cannot retroactively prove the source rig, clip, or
creative choice correct.
A Sponge .schem or exact block grid may be admitted as a project or map asset. That import says
nothing about a live server. Placement into an inhabited world is a separately admitted
Blockworld mission and remains subject to its world epoch, region lease,
inventory, Sentinel, and effect receipts.
Continue with Project for project custody or Build for the candidate that uses the admitted assets.