# Component System Refactor Plan - 2026-06-05

## Goal

Align the actor inspector and static mesh authoring model with
`docs/editor/Bevy_Editor_Component_System_Spec.md`.

## Implemented Scope

- Stable actor and component item IDs: `ActorId`, `ActorName`, `ComponentInstanceId`.
- Editor-visible component registry powering Add Component metadata.
- `StaticMeshRenderer` slots using imported `EditorAssetRef` mesh/material refs instead of source model paths.
- Static mesh artifact part IDs and resolver fallback for older generated artifacts.
- Separate `RigidBodyDesc` and `ColliderDesc`, including static mesh collider sources.
- Shader-aware `MaterialDesc`, shader schema assets, and per-actor `MaterialOverride`.
- Actor inspector footer and component cards updated for static mesh slots, collider, rigid body, and shader controls.
- Docs/ADR updates for the architecture and workflow changes.

## Follow-Up

- Content-browser material asset inspector should become the shared-material editing surface.
- Custom WGSL material rendering should be promoted from schema/data support to a dedicated runtime material pipeline.
- Multi-selection mixed-value editing and prefab override indicators should use the new stable component/slot IDs.
