# 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.