Prefetch nearby scene assets in the background
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@@ -78,6 +78,14 @@ objects are selected by that distance; avatar attachments are rigged through
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their linkset hierarchy and included only when the camera is focused on the
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avatar, after world-object capacity is reserved.
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Raw mesh, texture, and material assets are treated as immutable by UUID and persist in the
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platform MetaCrate cache. `vision.asset_cache_max_bytes` bounds that cache with a 2 GiB default;
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successful reads refresh its LRU order and pruning removes the least recently used assets first.
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While logged in, the live scene source continuously runs its normal distance-bounded collection,
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asset fetch, texture decode, material parse, and mesh reconstruction path in the background. A
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snapshot therefore reuses the warm persistent, decoded, geometry, material, and GPU caches instead
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of beginning asset discovery when the model asks to look.
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`behavior_camera_set` gives an authorized model a bounded position, target, and
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vertical field of view; `behavior_camera_reset` restores the avatar-facing
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view. Full avatar body/attachment mesh fidelity and baking remain separately
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@@ -55,7 +55,11 @@ deployments should use absolute paths.
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Downloaded grid assets use the platform cache directory: `$XDG_CACHE_HOME/metacrate`
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or `$HOME/.cache/metacrate` on Linux, `$HOME/Library/Caches/metacrate` on macOS,
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and `%LOCALAPPDATA%\metacrate\cache` on Windows.
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and `%LOCALAPPDATA%\metacrate\cache` on Windows. The cache treats UUID-addressed assets as
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immutable, defaults to a 2 GiB LRU limit, and is configurable with
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`vision.asset_cache_max_bytes`. The live scene source continuously prefetches and prepares assets
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inside the configured view radius while the avatar is logged in; prefetching is stopped before
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logout and shutdown.
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## Endpoint, grid identity, and authority
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