Scene Text Format
.slscene is a human-readable serialized scene format. You normally edit scenes through the Vespera Editor; this page exists so tools and advanced users can understand what is on disk.
Header
A current scene begins with:
sectorline_scene 15
The number is the scene schema version, not a release-history lesson. Loaders use it to parse the file correctly.
What a scene stores
Scene Text can contain:
- scene/world and sector data;
- stable entity IDs;
- entity names, enabled state, tags, layers, and parent relationships;
- Transform data;
- built-in component blocks;
- prefab source references;
- C# script attachments and exposed-field overrides;
- scene-owned sprite clip resources;
- stable asset references plus fallback paths where applicable.
Stable IDs
Scene entity IDs are stable within authored scene state. Runtime-created entities get their own IDs. Prefabs intentionally do not force a scene ID onto an instance; instantiation allocates a fresh one.
Asset references
Vespera serialized references generally prefer a stable asset ID with a project-relative fallback path. Do not strip the ID simply because the path looks readable—the ID is what allows a controlled move to preserve identity.
Transactional loading
Scene loading validates the parsed content before replacing the live scene. Invalid cross-references or malformed structure should fail the load rather than partially replacing good live state.
Should I edit .slscene by hand?
Usually, no. The editor provides validation, undo/redo, stable-reference repair, prefab workflows, and component-aware authoring.
Hand editing is appropriate when:
- building your own tooling against the documented format;
- investigating a minimal parser problem;
- repairing a copy after you understand the exact invalid record.
Keep a backup before doing it.