Vixen
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Editor · guide

What a play session runs

How a module adds systems to the frame the editor's Play button steps — the `IPlaySystems` contribution, the `PlaySession` that owns their lifetime, and the physics world the editor now stands up on Play and takes away on Stop.

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  • Editor modes — What the viewport's input means right now, and how a mode claims keys that already mean something else.
  • Writing an editor plugin — What a plugin can contribute to the editor, how it registers, and how everything it added is taken back out when it unloads.
  • Sculpt and paint mode — The viewport mode the terrain tools live in — two categories sharing the digits, one drag as one undo entry, and the panel as settings objects rather than dialog code.
  • Collision under the sculpt brush — The adapter that joins the sculpt tools' `ITerrainColliders` seam to `TerrainColliderSystem`, so a stroke rebuilds the Jolt height field it moved — and the one number that says the wiring is wrong.
  • Terrain collision — One Jolt height-field shape per tile, kept in step with the ground, in its own assembly so neither the kernel nor the renderer links the other's dependency.
  • Declaring a project's frame — How a project says which systems its frame is made of — the `[GameSystem]` attribute a generator collects, the constructor that names the services a system needs, and what happens to a declared system nobody can supply.