What is this page for?
It answers three simple questions: which file is the real one, who may use it, and whether the current game is using the approved version.
WINGORIA-OWNED PRODUCT DATA
One canonical catalog for the images, models, Spine rigs, audio, VFX and UI assets used by Wingoria. Files are stored once; this page explains ownership, provenance and the revision currently integrated into the game.
It answers three simple questions: which file is the real one, who may use it, and whether the current game is using the approved version.
The binary lives once in Wingoria-controlled storage. The catalog keeps its stable key, owner, visibility, license, checksum and runtime links. Bytelaris does not keep a second asset list.
Before handoff or completion, a task records the title, timestamp, provenance, permissions, license, hashes or revisions, and its task and evidence references. The catalog intentionally starts empty.
CANONICAL RECORDS
Official production assets and account-scoped generated assets share one contract, while visibility and permissions remain enforced by Wingoria.
No production record blocks this clean reset, and the page will not
invent assets. Connect
Wingoria.Assets.Catalog and
Wingoria.Server.Storage before publishing records.
| Asset | Type | Owner / visibility | Master | Runtime | Status |
|---|
Stable asset identity, timestamp, provenance, permissions, license, owner, visibility, storage key, checksum, revisions, task and evidence references.
Upload, download, signed access, checksums and object lifecycle. Storage never decides gameplay ownership or entitlements.
Unity, Web, AI generation, GM Media Studio and account-scoped experiences consume authorized catalog projections.
Builds, source code, secrets and raw chat transcripts are not Asset Library records. Bytelaris may inspect project evidence but owns no asset registry or asset copy.