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Actors and assets ​

Read time 2 minutes

Definition, template, and live instance ​

Keep these identities separate when debugging: the logical asset path, the actor instance UID in the zone, and the runtime handle produced by a spawn. Renaming a label does not create a new runtime object or duplicate an asset's dependencies.

Editing instances ​

Select an actor in Scene or open Tools → Actors. Supported operations include renaming, changing the actor asset, and deleting the instance, with Undo/Redo and Save to Stage.

Asset replacement requires a compatible root type and size. Deletion and replacement support only the layouts the editor can safely author. Complex overrides, parent/stitch relationships, baked physics, actor groups, or streaming-table participation can prevent an operation. Inspect the editor's specific refusal instead of stripping unknown data to force the edit.

Custom assets ​

When building a custom actor from an existing definition, inventory its dependencies before renaming references. Models, animations, materials, textures, configuration, sounds, and other referenced assets may still be shared with the source character.

Classify each dependency as project-owned or intentionally shared. Copying every referenced asset is not automatically necessary, and renaming only the root .actor does not decouple its dependency graph.

Preserve container and runtime metadata when preparing an asset. A file that opens in an inspector is not sufficient evidence that the game loader can spawn it.

Identity and save checks ​

Zone actor identities must match their roots and remain unique. Model additions must agree with the reference tables used at save time. If an identity or reference-table check fails, preserve the working copy, capture the operation sequence, and inspect the pending edits before retrying.

Verify a custom actor ​

  1. Compare the new actor with a known-working source asset.
  2. Confirm the Stage contains the expected logical path and required project-owned dependencies.
  3. Confirm any shared references are intentional and available.
  4. Spawn it through a minimal setup with a valid template and live location.
  5. Check the live handle before adding boss logic, phases, UI, or cleanup.

Luna Tools Documentation