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Edit Mode and Play Mode

Understand what changes are authored, what is temporary, how recovery works, and why Filmstrip keeps project editing separate from runtime testing.

Edit Mode owns project content. Play Mode builds a disposable runtime from serialized scene, Game State, Party, inventory, Quest, combat, input, theme, and project settings. This boundary lets you test complete gameplay without allowing ordinary runtime changes to rewrite authored files.

Edit Mode owns

  • Scenes, Game Objects, Components, tilemaps, dialogues, templates, tags, project settings, input bindings, themes, audio definitions, RPG definitions, and new-game starting state.
  • Shared authoring history, dirty-state reporting, asset operations, validation, and packaging controls.
  • Recovery snapshots for eligible unsaved scene work.

Play Mode owns

  • Temporary player position, runtime Game State, Party Resources, inventory, equipment, Currency balances, Quest progress, and battle state.
  • Player-facing menus, notifications, named save slots, Save Point checkpoints, scene changes, audio playback, and encounter outcomes.
  • A runtime clone that is discarded when Play Mode stops unless a supported player save or Save Point is written.

Typical test cycle

  1. Save or resolve the active scene’s dirty state.
  2. Press F1 to enter Play Mode.
  3. Test exploration, dialogue, interactions, triggers, menus, combat, scene transitions, Save Points, or named saves.
  4. Press F1 again to stop Play Mode and return to the authored project.
  5. Use authoring controls—not runtime mutations—to make permanent project changes.