Fighting Game · Guides & deep dives

Isis Cosmetic Variant Pipeline

V2 uses @v2/isis-cosmetic-pipeline to build cosmetic variants for

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Scope#

V2 uses @v2/isis-cosmetic-pipeline to build cosmetic variants for V2Mode_Cosmetic content. The pipeline is limited to generated launch/live-ops cosmetic assets and does not feed rollback simulation.

Package Chain#

Every rigged cosmetic variant is planned in this order:

  1. @isis/3d-generation creates the base mesh as a high-quality GLB.
  2. @isis/ai-texturing generates PBR texture sets and material metadata.
  3. @isis/universal-rigging binds riggable slots to the V2 fighter skeleton.
  4. @bellona/unreal receives bellona.cook.enqueue for Unreal cook.

Static slots such as decals, palettes, weapon skins, and vehicle skins can skip the rigging stage, but the package remains part of the registered V2 Isis cosmetic capability for slots that need skeleton binding.

Content Contract#

The pipeline targets:

  • mode id: V2Mode_Cosmetic
  • source content root: V2/ue/Content/Generated/Isis/Cosmetics/V2Mode_Cosmetic
  • Bellona target root: Content/Generated/Isis
  • Bellona path prefix: Cosmetics/V2Mode_Cosmetic
  • generated-event tag: v2.cosmetic.*
  • cook profile: v2.cosmetic

The isis.asset.generated payload includes Isis asset id, job id, source URI, SHA-256 content hash, format, tags, and metadata describing the mode, fighter, fighter skeleton, content root, and package chain. @v2/oshun-adapter then routes those tagged assets into the existing Bellona cook path.

Rollback Boundary#

Cosmetic generation is content-build work only. @v2/isis-cosmetic-pipeline emits plans with deterministicGameplay: false and rollbackPolicy: "content-build-only". The Bellona handoff is rollbackSafe: true because gameplay can only consume the cooked, content-addressed asset after the cook and provenance gates finish.