Quick Drop items
Quick Drop objects are the rails, ledges, ramps and props a player places in the world. Each is an item: an item
asset names a runtime prefab, the prefab names its mesh and physics, and the item master collection lists the item
so the game offers it. The structure below is read from the stock item own_bkrails_generic_flatrailroundlong_00001
and from community packs whose added objects are clones of it, which the game loads and offers. Observed
Parts of one item
Section titled “Parts of one item”| Part | Asset | Confidence |
|---|---|---|
| Item | DelMarBaseItemAsset, for example items/bkrails/own_bkskate3_<name>_00001, with Key, Name, HashedAssetKey, DisplayName, BuildKitPrefabName and BuildKitBundleName |
Observed |
| Prefab | EcsRuntimePrefabAsset | Observed |
| Render mesh | RigidMeshAsset and its MeshSet, for example under world/buildkit/quickdrop/rails/, with MeshMaterials |
Observed |
| Collision | Eight EcsPhysicsAsset slots, each naming a PhysicsResource and carrying VolumeMoments | Observed |
| Thumbnails | thumbnail/tool, a TextureAsset (authored at 512, cropped to 256), and thumbnail/cdn, a DingoCdnTexture |
Observed |
| Registration | An entry in items/itemmastercollection |
Observed |
The mesh of the stock rail item is placed in its four flatrailroundlong ECS bundles and in cas_main_sharedbundle.
An added item can keep its donor’s BuildKitBundleName, so the donor’s ECS bundle serves it, while its Key, Name,
HashedAssetKey, DisplayName and BuildKitPrefabName are its own. Observed
The items live in the items and buildkititems superbundles; a pack whose meshes use materials of their own also
replaces the globals shader database and streamable-texture-set lookup, as levels do with
shader state. Observed
A replaced stock Quick Drop mesh keeps its item: a pack that only swaps the MeshSets of existing objects (a broomstick, a spider-web rail, medium stairs, a crypt pad) needs no new item assets. Observed
The game loads a Quick Drop MeshSet whose vertex buffer is 65,400 bytes, not a multiple of 16, although every stock MeshSet pads its vertex buffer to 16 bytes. See MeshSets. Observed
ReSkate names and groups added objects from a reskate-objects.json (schema 1). Sourced · ReSkate
The clones change the fields listed above and keep the rest of the donor’s; which of them must be unique, and whether the eight physics slots are all required, is not established. Unknown