- Imported scenes become editor objects: built without running anything, written in the scene format (built-in settings that differ from a new component's, every script field), then destroyed. Scene references become
{"ref": id}, project assets{"asset": "guid:fileID"}, resolved again on load. - The round trip is checked by conformance:
cargo xtask conformanceruns a second time with Unity scenes loaded through the editor form, andunity_importstill matches Unity's recording. - MCP
scene_openon a Unity project or scene opens it for editing (scene_query, scene_edit, undo) and plays the edited scene with the project's scripts, settings and assets; an e2e test edits Coin Dash's level into a one-coin race. - Next: saving back to
.unity(keeping prefab links), FBX meshes and sub-assets by file ID, ScriptableObjects,.asmdefassemblies, then hot reload.
Phase 4 · Slice 2 ·