Assignment Keys

Understand assignment metadata and supported-field writes without assuming universal gameplay wiring everywhere.

v0.9.5Godot 4.6–4.74.7.1 recommendedReference
This page summarizes the current v0.9.5 workflow and keeps Early Access boundaries clear.

v0.9.5 assignment versus Runtime Bound state

Dreamcatcher v0.9.5 deliberately keeps the existing Assign/Apply workflow separate from the new Bind to Runtime… action. Assign/Apply can continue to write supported fields and traceable assignment metadata. It does not by itself mean that an asset is active runtime behavior.

For supported v0.9.5 cases, Bind to Runtime… promotes a generated asset into project-owned binding resources. Runtime Bound is written only after the target resource is saved, reloaded, and validated successfully. Conflicts use explicit keep, variant, or replace choices where supported rather than silent replacement.

Compatibility contract: updating from v0.9.4 does not convert old assignment metadata into active runtime bindings automatically. Existing project behavior remains authoritative until you explicitly review and promote a supported binding.
Reference page: this page is public-facing. It explains what the inventory means for users instead of expecting plugin-development knowledge.

Assignment-key reference for generated assets

Assignment familyExamplesv0.9.4 expectation
UI soundsconfirm, cancel, click, errorMetadata or supported resource assignment; test runtime.
Interaction soundschest open, door open, item pickupMetadata or supported resource assignment; test interaction.
Quest/battle soundsquest start/complete, battle start/victory/defeatMetadata or supported assignment; validate references.
Character visualsactor portrait, battle sprite, overworld spriteSupported resource fields where available.
Enemy visualsenemy portrait, battle spriteSupported resource fields where available.
UI/theme assetsUI scene, theme palette, title/dialogue backgroundMetadata or supported assignments.
Data helpersloot table, name table, database reference, damage formulaStored resource/data references.

Assignment-key groups

GroupKeysSafe expectation
UI soundsui_confirm, ui_cancel, ui_click, ui_errorAssign only where supported; validator should catch missing references or unsupported use.
Interaction soundschest_open, door_open, item_pickupAssign only where supported; validator should catch missing references or unsupported use.
Quest/battle soundsquest_start, quest_complete, battle_start, battle_victory, battle_defeatAssign only where supported; validator should catch missing references or unsupported use.
Combat feedbackenemy_hit, enemy_death, player_hit, player_death, skill_cast, spell_impactAssign only where supported; validator should catch missing references or unsupported use.
Music and ambiencemap_bgm, battle_bgm, region_bgm, weather_ambienceAssign only where supported; validator should catch missing references or unsupported use.
Iconsitem_icon, skill_icon, quest_icon, currency_iconAssign only where supported; validator should catch missing references or unsupported use.
Actors/enemies/portraitsactor_portrait, actor_battle_sprite, actor_overworld_sprite, enemy_portrait, enemy_battle_spriteAssign only where supported; validator should catch missing references or unsupported use.
Backgrounds and UIdialogue_background, title_background, ui_theme_palette, ui_sceneAssign only where supported; validator should catch missing references or unsupported use.
Data/formulaloot_table, name_table, damage_formula, database_referenceAssign only where supported; validator should catch missing references or unsupported use.