Assets and animation

Load application content, author graphics manifests, and keep animation or tile selection in game-owned state. The Assets system introduces the public types. First Game’s sprite walkthrough covers loading, placement and submission; Play sprite animation adds a per-actor playback cursor. For a background PNG without a sprite definition, use the whole-image path.

For uploads during play, use the ownership transfers in Threads and Data Flow. Font selection and shaped labels have a separate Text path.