# ADR 0017: Normalized Static Mesh Assets ## Status Accepted ## Context glTF/GLB and FBX previously entered the editor as imported scenes through `ModelRef`, with runtime hydration loading a format-specific `SceneRoot`. That path is still useful for full scene playback, but it makes ordinary static mesh placement depend on source format behavior and prevents the inspector from exposing a stable renderer component. The editor needs model drag/drop to create editable static mesh actors by default, while retaining an explicit scene-instance path for animation, skinning, cameras, and other full-scene data. ## Decision Model imports now generate deterministic project artifacts under `assets/meshes/generated/*.static_mesh.ron`. The artifact records stable part IDs, source path, format, source fingerprint, import settings, mesh/material subasset labels, source node/material metadata, dependency paths, and warnings for metadata that is not played by the static mesh path. The saved scene authoring component is `StaticMeshRenderer`. Its slots reference imported mesh/material assets by `EditorAssetRef` (`asset_id` + `sub_asset_id`) rather than source file paths. Hydration resolves those refs through the generated artifact, spawns runtime child `Mesh3d` parts, and strips/regenerates them like other hydrated ECS. Built-in primitives remain `Primitive`, and explicit full-scene placement remains `ImportedModel + ModelRef`. Asset import settings choose the default placement mode: - `StaticAsset` creates `ActorKind::StaticMesh + StaticMeshRenderer`; when collider generation is enabled it also creates `RigidBodyDesc + ColliderDesc::StaticMesh`. - `SceneInstance` creates the legacy `ActorKind::ImportedModel + ModelRef`. Hierarchy mode is also stored per asset. `SingleActor` places all mesh parts into one renderer. `SourceHierarchy` creates an authored root with child static mesh actors. ## Consequences - glTF/GLB and FBX placement consume the same renderer contract after processing. - Scene files store renderer intent, not runtime Bevy mesh/material handles. - Static mesh actors can expose renderer slots, source labels, shadows, collider policy, and material overrides in the inspector. - Animated/skinned playback remains on the scene-instance path until a future animation authoring component exists. - Generated artifacts are project files but are hidden from the Asset Browser catalog to avoid treating them as levels/prefabs.