# ADR 0006: Scene Schema Versioning ## Status Accepted ## Context Levels under `assets/levels/` need forward-compatible migrations as authoring components evolve (M5). ## Decision - Track `schema_version` in scene files (wrapper or sidecar during transition). - Provide `scene_schema` module with `migrate_scene_text` and `validate_level_file`. - Route editor save/load through `scene::document::SceneDocument`, an internal Bevy-free seam that preserves DynamicScene RON while exposing stable actor/component document identities and patch operations for tools. - CI / `xtask validate-levels` loads all committed levels and recursively validates every committed prefab graph, failing on unknown versions or invalid links/override payloads. - Keep `scene` Bevy-free. A narrow loader adapter in `game` validates and migrates `.scn.ron` assets through `scene`, strips the schema envelope in memory, and then invokes Bevy's `WorldDeserializer`. The packaged game and editor therefore hydrate the same versioned prefab files that authoring and CI validate. ## Consequences - Breaking component changes require a migration step and version bump. - Editor saves wrap levels and prefabs with the schema header; the runtime adapter removes only the envelope before Bevy deserialization. - The current storage format remains DynamicScene RON; `SceneDocument` is not a BSN/JSN migration.