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Captured via /sdlc capture regarding #266 (SF Building Template Pipeline).
What: A new iPad authoring capability to select a single face of a specific building and treat it as a 2D canvas — freehand draw on it and place images (decals/stickers/photos) onto that facade, like a 2D paint/layout surface.
Scope boundary (explicit): This is building-specific only — it applies to individual, hand-chosen buildings keyed to a real OSM building (per #266's Building-Specific design category). It is NOT part of the reusable template/procedural system: no template parts, no material roles, no neighborhood palettes, no procedural placement rules. The output decorates one building, not a style.
Open design questions for the sysdesign pass:
Face selection: how a building face is picked & identified (footprint edge → wall quad? UV space? keyed by OSM building ID + footprint hash like San Francisco Building Template Pipeline #266's building-specific overrides).
Canvas model: coordinate space (meters vs normalized 0–1), layer ordering, freehand strokes vs placed image layers.
Asset/storage format: how strokes + image placements serialize and round-trip through the Home PC Asset Server, and how Unity applies them to the generated building (decal projector? baked texture? quad overlay mesh?).
Captured via
/sdlc captureregarding #266 (SF Building Template Pipeline).What: A new iPad authoring capability to select a single face of a specific building and treat it as a 2D canvas — freehand draw on it and place images (decals/stickers/photos) onto that facade, like a 2D paint/layout surface.
Scope boundary (explicit): This is building-specific only — it applies to individual, hand-chosen buildings keyed to a real OSM building (per #266's Building-Specific design category). It is NOT part of the reusable template/procedural system: no template parts, no material roles, no neighborhood palettes, no procedural placement rules. The output decorates one building, not a style.
Open design questions for the sysdesign pass: