3.6 KiB
3.6 KiB
Divya Week 4 — Visual Priority Recommendations
3 Quick Wins
1. Asset Pipeline Validation & Feedback
- Problem: Texture uploads larger than 5MB fail silently without informing the user.
- Why it matters: It creates "Invisible Walls" for professional designers, leading to wasted time troubleshooting missing assets.
- Recommendation: Implement a simple file-size check and "Error Toast" notification when an upload is rejected.
- Expected user impact: Immediate reduction in "Unreliable Asset" complaints and faster authoring loops.
- Confidence level: High (This is a standard frontend validation).
2. $Context Syntax Dropdown / Autocomplete
- Problem: Binding UI triggers to Mesh IDs requires memorizing proprietary
$contextsyntax. - Why it matters: It is the single biggest friction point during the "Logic Linking" phase of building a configurator.
- Recommendation: Add a simple "Logic Picker" dropdown in the Binding panel that pre-fills valid $context paths.
- Expected user impact: Drastic reduction in "Interaction Drift" and a much lower learning curve for new designers.
- Confidence level: High.
3. Configurator Default State Persistence
- Problem: Active selections (like a chosen planet texture) reset to default on browser refresh.
- Why it matters: Makes "Reviewing" or "Sharing" specific configurations impossible during the build process.
- Recommendation: Store the active variant indices in the local editor session or URL params.
- Expected user impact: Improves the "QA and Review" workflow for design teams.
- Confidence level: Medium.
2 Medium Features
1. The "Selection Manager" Logic Primitive
- Problem: Managing mutual exclusivity (Single-Select) across 10+ parts is currently manual and fragile (State Explosion).
- Why it matters: This is the #1 requirement for complex retail configurators (e.g., choosing 1 wheel out of 20 options).
- Recommendation: Build a "Selection Group" node. Any mesh added to this group follows a "Radio Button" rule automagically.
- Scope estimate: 1–1.5 weeks.
- Risk: Low product risk; high engineering leverage.
2. Material Variant Block (Atomic UI)
- Problem: Creating a color switcher requires building individual buttons and linking manual visibility logic.
- Why it matters: It’s the most common task but also the most repetitive.
- Recommendation: A dedicated UI component that automatically generates buttons for every Variant defined on a Material.
- Scope estimate: 2 weeks.
- Risk: Requires a tight bridge between the Material Schema and the UI Engine.
1 Deeper Architecture Concern
- Problem: Absence of Native 3D Raycasting (Interaction Engine).
- Why it matters: Without the ability to click 3D objects directly, Thob is a "UI Overlay" tool rather than a truly immersive 3D experience. Interaction remains shallow and limited to 2D buttons.
- Why it is deeper than a quick fix: This requires integrating a robust Pointer/Event system into the core Three.js render loop and exposing it through the Editor's Node system.
- What kind of spike or investigation is needed: A technical spike on "Pointer Event Propogation" in the Thob Fiber layer to see how to expose onClick and onPointerOver triggers to the user.
Final Recommendation
- If only 1 visual/product-facing thing should be built first, it is the Selection Manager Logic Primitive. Direct interaction is the ultimate goal, but a "Selection Manager" would immediately unlock the ability to build massive, professional configurators that are currently too "Fragile" to maintain.