# Editor Architecture: Godot Editor Plugin vs. In-Game Editor > **Status:** Proposed > **Owner:** Platform team > **Related:** World chunk data format & persistence, server authority + client > prediction, content moderation & age verification, avatar component system > **Godot version:** 4.6.2 stable ## 1. Overview This document evaluates the two primary ways to build the **world/level authoring tool** for **agp-game**: - **(a) Godot editor plugin** — extend the Godot editor itself with custom panels, dock widgets, and tools that operate on the project's scenes and resources. - **(b) In-game editor** — a fully custom editor built as game UI (Godot `Control` nodes) that runs inside the running game, editing the game's own world data. The goal is to pick the approach that best fits the platform's constraints: a **server-authoritative** multiplayer game where the **world is stored as versioned chunks** (see `world.md`), content is **moderation-flagged** (see `content_moderation.md`), and the client is a **shipped binary** that players run (not a dev tool). This document is a **decision record**: it lays out the trade-offs, gives a clear recommendation, and defines the resulting architecture boundaries. --- ## 2. Context & Constraints Before comparing the two approaches, we must fix the constraints that drive the decision. These come from the existing architecture docs. ### 2.1 The World Is Data, Not Scenes `world.md` defines the world as **chunk data** (JSON for authoring, binary for runtime/network), persisted in SQLite on the server. A chunk is the atomic unit of load, save, and stream. The **server is the only writer** to the store; clients submit **deltas** against a `base_revision` and the server validates and applies them. **Implication:** The editor's output is **chunk payloads**, not `.tscn` scene files. Whatever editor we build must serialize to the chunk contract, not to Godot scene resources. ### 2.2 Server-Authoritative & Moderation-Aware - The server validates every edit (schema, bounds, moderation) before persisting (`world.md` §5.4). - Content carries **content flags** aggregated from referenced assets/scripts (`content_moderation.md` §3). Mature content is gated behind age verification. - The client receives a **content manifest** and never loads content not in it. **Implication:** An editor that runs on a **player's machine** cannot be the authority on what gets published. Editing must go through the server's validation pipeline, and the editor must surface moderation flags. ### 2.3 The Client Is a Shipped Binary The game is a multiplayer product. Players run a **release build**. The Godot editor is a **development tool** that players do not have. **Implication:** If authoring is a first-class *player* feature (user-generated content), the editor must ship inside the game binary. If authoring is a *developer/platform* feature, it can live in the editor. ### 2.4 Two Distinct Audiences The evaluation must separate two audiences, because they have opposite needs: | Audience | Who | Where they run | What they build | |----------|-----|----------------|-----------------| | **Platform/dev** | The team building the game | Godot editor (dev machines) | Base worlds, rooms, templates, test levels | | **Players (UGC)** | End users | The shipped game | Their own rooms/worlds, published to the server | The two approaches map cleanly onto these audiences, and the right answer is likely **both** — but with a clear primary recommendation. --- ## 3. Approach (a): Godot Editor Plugin ### 3.1 What It Is A Godot editor plugin is a set of scripts (and optionally scenes) that extend the editor via the `EditorPlugin` API. It can add: - **Dock panels** (`add_control_to_dock`) — e.g., a chunk/tile palette panel. - **Toolbar buttons** (`add_control_to_container`). - **Inspector plugins** (`EditorInspectorPlugin`) — custom property editors. - **Import plugins** (`EditorImportPlugin`) — custom asset importers. - **Scene/Node plugins** (`EditorNode3DGizmoPlugin`) — custom gizmos. - **Menu entries** (`add_tool_menu_item`). Plugins are enabled per-project via `project.godot` (`[editor_plugins]`). ### 3.2 Pros - **Full editor power for free:** You get the scene tree, inspector, viewport navigation, undo/redo, gizmos, and asset pipeline — all battle-tested. - **Native Godot editing:** Editing `.tscn` scenes, materials, and nodes is exactly what the editor is built for. Great for authoring **base content** (rooms, templates, avatar base bodies). - **Fast iteration for devs:** The platform team can build and test levels directly in the tool they already use. - **Undo/redo, selection, snapping** come from the editor's `EditorUndoRedoManager`. - **No runtime footprint:** Editor-only code is stripped from export builds (`@tool` scripts and editor plugins are not shipped to players). ### 3.3 Cons - **Not available to players.** Players don't run the Godot editor. Any player-facing UGC authoring cannot use this approach. - **Tied to the editor's UX.** You inherit the editor's look and interaction model; deep customization is limited by what the editor API exposes. - **Editor API churn.** `EditorPlugin` APIs change between Godot versions; plugins are more brittle across upgrades than game code. - **Scene-centric, not data-centric.** The editor is optimized for scenes and resources. Our world is **chunk data** (`world.md`). We'd have to build a translation layer (scene ↔ chunk) and keep it in sync — a real source of drift. - **Single-user, local.** The editor edits local files. It does not natively talk to our server-authoritative chunk store or the moderation pipeline. - **Headless/CI friction.** Validating plugin behavior in CI requires running the editor headless, which is heavier than testing game code. ### 3.4 Fit for Our Constraints - **Platform/dev authoring:** Excellent. This is the natural home for building base worlds, rooms, and templates. - **Player UGC:** Not applicable. Players cannot run the editor. - **Server-authoritative chunk store:** Poor fit natively. The editor edits local scenes; we'd bolt on a chunk export/import and a server sync layer. --- ## 4. Approach (b): In-Game Editor ### 4.1 What It Is A fully custom editor built as **game UI** — Godot `Control` nodes (panels, buttons, toolbars) that run inside the running game. It edits the game's own world data model (chunks) and submits edits through the normal server pipeline. ### 4.2 Pros - **Ships to players.** The editor is part of the game binary, so **player UGC authoring is possible** — the core requirement for a user-generated-content platform. - **Data-native.** The editor operates directly on the **chunk model** (`world.md`), so there is no scene↔chunk translation layer and no drift. - **Server-authoritative by construction.** Edits go through the same `request_chunk_edit` RPCs as gameplay, so validation, revisioning, and moderation apply uniformly. The editor cannot bypass the server. - **Moderation-aware.** Because edits flow through the server, content flags are computed and enforced at the boundary (`content_moderation.md` §4). The editor can surface flags and gate mature content. - **One codebase, one UX.** The editor uses the same UI toolkit and art style as the game; no separate editor theme to maintain. - **Testable in CI.** The editor is ordinary game code; it can be exercised headlessly and unit-tested like any other system. ### 4.3 Cons - **We build everything.** No free scene tree, inspector, gizmos, or undo/redo. We must implement selection, snapping, undo/redo, viewport navigation, and property editing ourselves. - **Runtime footprint.** Editor UI ships in the binary (though it can be gated behind a feature flag / separate scene that is only instantiated on demand). - **More upfront work.** A usable in-game editor is a large feature; it needs its own architecture (tool modes, gizmos, palette, inspector). - **Not ideal for deep asset authoring.** Modeling a mesh or authoring a material is better done in the Godot editor / DCC tools. The in-game editor should focus on **world composition** (placing tiles and objects), not asset creation. ### 4.4 Fit for Our Constraints - **Platform/dev authoring:** Workable but not ideal for deep asset work. - **Player UGC:** The **only** viable approach. Players can only author through the shipped game. - **Server-authoritative chunk store:** Excellent fit. The editor is a client that submits validated deltas. --- ## 5. Comparison Matrix | Criterion | (a) Editor plugin | (b) In-game editor | |-----------|-------------------|--------------------| | Ships to players | ❌ No | ✅ Yes | | Player UGC authoring | ❌ Impossible | ✅ Core capability | | World data model fit | ⚠️ Scene-centric; needs translation layer | ✅ Chunk-native | | Server-authoritative edits | ⚠️ Bolted on | ✅ Native (same RPCs) | | Moderation enforcement | ⚠️ Manual | ✅ At the boundary | | Free editor features (undo, gizmos, inspector) | ✅ Rich | ❌ Build ourselves | | Runtime footprint | ✅ None (stripped from export) | ⚠️ Ships in binary (gated) | | Dev iteration speed | ✅ Fast | ⚠️ Slower to build | | Deep asset authoring (mesh/material) | ✅ Native | ❌ Out of scope | | CI testability | ⚠️ Heavier (headless editor) | ✅ Ordinary game code | | Editor API churn risk | ⚠️ Higher | ✅ None (game code) | --- ## 6. Recommendation **Primary recommendation: build the in-game editor (b) as the platform's authoring surface, and use a lightweight Godot editor plugin (a) only as an internal dev convenience.** ### 6.1 Rationale 1. **Player UGC is the deciding factor.** The platform's value proposition is user-generated content (rooms, worlds, avatars). Players cannot run the Godot editor, so **only an in-game editor can deliver player authoring**. This is a hard requirement that the editor-plugin approach cannot meet. 2. **The world is data, and the in-game editor is data-native.** `world.md` defines chunks as the atomic unit. An in-game editor edits chunks directly and submits them through the server pipeline. An editor plugin would force a scene↔chunk translation layer that is a constant source of drift and bugs. 3. **Server authority and moderation fall out naturally.** Because in-game edits use the same `request_chunk_edit` RPCs as gameplay, validation, revisioning, optimistic concurrency, and content-flag enforcement (`content_moderation.md`) apply uniformly. The editor cannot bypass the server — which is exactly what a moderation-aware UGC platform needs. 4. **The editor-plugin's strengths are not what we need.** Its free features (scene tree, inspector, gizmos) are for editing Godot scenes and resources. Our authoring is world composition against a chunk contract, not scene editing. The plugin's main win — deep asset authoring — is better served by DCC tools and the Godot editor for the *platform team*, not by a plugin we must maintain. ### 6.2 The Role of the Editor Plugin (Dev Convenience Only) We still recommend a **small, optional** editor plugin for the **platform team** to author **base content** (base rooms, templates, avatar base bodies, test levels) directly in the Godot editor. This is a dev-time convenience, not a product feature: - It can export a scene/resource as a **chunk** (reusing the same encoder as the in-game editor) so dev-authored content flows into the same pipeline. - It is **not shipped** to players and is **not** the authoring surface for UGC. - It should be kept thin to minimize editor-API churn risk. ### 6.3 Scope Boundary To keep the in-game editor tractable, define its scope clearly: - **In scope (world composition):** placing tiles, placing static/dynamic objects, setting transforms, editing object properties, saving/loading chunks, submitting edits to the server, showing moderation flags. - **Out of scope (asset creation):** modeling meshes, authoring materials, rigging avatars. These are done in DCC tools / the Godot editor and imported as catalog assets (see `avatar.md` §7). The in-game editor **references** catalog assets by id; it does not create them. --- ## 7. Resulting Architecture ### 7.1 Shared Editor Core Both the in-game editor and the (optional) dev plugin should share a single **editor core** that operates on the chunk model. This avoids two divergent implementations. ``` EditorCore (shared, data-native) ├── ChunkEditorModel # in-memory chunk being edited (tiles, objects, flags) ├── ChunkEncoder # JSON/binary encode/decode (world.md §3) ├── EditSession # base_revision tracking, delta generation ├── EditSubmitter # request_chunk_edit RPC wrapper + conflict handling ├── UndoRedoStack # command pattern over chunk mutations ├── SelectionManager # selected tiles/objects ├── ToolRegistry # brush, object-place, select, erase, etc. └── ModerationView # surfaces content flags; gates mature content ``` ### 7.2 In-Game Editor (Primary) ``` InGameEditor (Control-based UI, shipped in binary, gated by feature flag) ├── EditorViewport # custom 2D/3D viewport with camera navigation ├── Toolbar # tool mode switcher ├── PalettePanel # tile/object palette (from catalog) ├── InspectorPanel # property editor for selected object ├── ChunkBrowser # load/save chunks, list rooms └── EditorCore # shared core (above) ``` - Instantiated only when the player enters "build mode" (a separate scene / feature flag), so the runtime footprint is negligible during normal play. - Submits edits via `request_chunk_edit`; handles `chunk_edit_result` conflicts by re-fetching and re-applying (`world.md` §5.4). ### 7.3 Dev Editor Plugin (Optional, Thin) ``` DevChunkPlugin (EditorPlugin, dev-only, not shipped) ├── Dock panel: "Chunk Export" ├── Reads the current scene / selected nodes ├── Maps scene content → chunk model (via EditorCore.ChunkEncoder) └── Exports a .chunk.json / submits to a dev server ``` Kept thin to minimize editor-API churn. Its only job is to let the platform team author base content in the editor and push it into the same chunk pipeline. ### 7.4 Data Flow ``` [In-game editor] --request_chunk_edit(delta, base_revision)--> [Server] ^ | validate | | apply +--chunk_edit_result(ok/new_revision | conflict)-----------| persist v SQLite (world.db) [Dev plugin] --export chunk JSON--> [EditorCore.ChunkEncoder] --> [Server] ``` Both paths converge on the **same server validation pipeline**, so moderation and revisioning are uniform regardless of authoring surface. --- ## 8. Risks & Mitigations | Risk | Mitigation | |------|------------| | In-game editor is a large build | Scope it to world composition (§6.3); reuse EditorCore; ship behind a feature flag | | Custom viewport/gizmos are hard | Start with a 2D tile editor (matches `CHUNK_SIZE_Z=1` default); add 3D later | | Undo/redo complexity | Use a command pattern over chunk mutations; test headlessly | | Editor-plugin API churn | Keep the plugin thin; treat it as dev-only convenience, not a product surface | | Drift between dev plugin and in-game editor | Both use the same `EditorCore`/`ChunkEncoder` | | Players bypass moderation | Impossible by construction: edits go through server validation | --- ## 9. Open Questions / Future Work - **3D editing:** The default world is flat (`CHUNK_SIZE_Z=1`). A 3D in-game editor (volumetric chunks) is future work (`world.md` §8). - **Collaborative editing:** Multiple players editing the same chunk concurrently — the optimistic-concurrency model already supports it, but the UX (live cursors, conflict resolution) is unspecified. - **Template library:** A curated set of room templates players can start from. - **Publish/review flow:** How a player's authored room enters the moderation review queue (`content_moderation.md` §6) and becomes publicly joinable. --- ## 10. Summary | Concern | Decision | |---------|----------| | Primary authoring surface | **In-game editor** (ships to players, enables UGC) | | Dev authoring convenience | Thin, optional **editor plugin** (not shipped) | | World data model | Both operate on the **chunk model** via a shared `EditorCore` | | Server authority | Edits go through `request_chunk_edit`; server validates | | Moderation | Enforced at the server boundary for both paths | | In-game editor scope | World composition only; asset creation is out of scope | | Runtime footprint | Editor gated behind a feature flag / separate scene |