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feat: expand Open Game Studio Codex depth
Add OpenSpec-backed catch-up passes for role coverage, workflow catalog, engine references, production templates, role prompt depth, behavioral validation, and project-local customization. Ship expanded Codex-native scaffolding, role/workflow/template registries, engine reference assets, deterministic validation scenarios, customization pack support, routed Truthmark docs, OpenSpec artifacts, and regression coverage.
This commit is contained in:
@@ -1,36 +1,26 @@
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reviewer: Open Game Studio seed review
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date: 2026-06-14
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source-link: https://docs.godotengine.org/
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date: 2026-06-17
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source-link: https://docs.godotengine.org/en/stable/
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engine: godot
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version-reviewed: 4.4
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tags: godot,VERSION
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roles: gameplay-programmer,engine-programmer,tools-programmer,technical-artist
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workflows: prototype,bugfix,architecture-review,qa-plan
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# Godot Version Reference
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version-applicability: Godot 4.x projects unless project files state otherwise.
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## Purpose
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## Prefer
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Use this file to confirm the reviewed engine version, official documentation root, and version-sensitive assumptions before making implementation claims.
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- Use scene composition, typed GDScript where present, and signal-based communication for gameplay events.
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- Keep engine-specific checks tied to the active project version.
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## Guidance
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## Avoid
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- Match generated project engine version against this reviewed baseline.
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- Prefer official docs for version-specific APIs.
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- Record any project-local engine version drift in the handoff.
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- Do not assume Godot 3.x APIs when the project targets Godot 4.x.
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- Do not rewrite imported assets or generated import metadata without an explicit task reason.
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## Validation
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## Pitfalls
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- Node paths, autoload names, and signal signatures are easy to drift during refactors.
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- Physics behavior can depend on project settings as much as script code.
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## Verification Notes
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- Run the configured Godot command or a documented editor smoke check.
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- Report scene paths, script paths, and any ProjectSettings changes.
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## Role Notes
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- Gameplay programmers should cite the scene/script touched.
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- Tools and engine programmers should name editor plugin or export changes.
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## Official Links
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- https://docs.godotengine.org/
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- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
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- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
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- Keep this reference selected by relevance; do not load every engine reference for one task.
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@@ -0,0 +1,26 @@
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reviewer: Open Game Studio seed review
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date: 2026-06-17
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source-link: https://docs.godotengine.org/en/stable/
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engine: godot
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version-reviewed: 4.4
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tags: godot,breaking,changes
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roles: gameplay-programmer,engine-programmer,qa-playtester,release-manager
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workflows: prototype,bugfix,architecture-review,qa-plan
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# Godot Breaking Changes
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## Purpose
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Surface version upgrade and compatibility risks before relying on engine behavior.
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## Guidance
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- Call out migration-sensitive APIs, package versions, serialization formats, and build settings.
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- Separate confirmed breaking changes from speculative compatibility risks.
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- Include rollback or compatibility notes for risky changes.
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## Validation
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- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
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- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
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- Keep this reference selected by relevance; do not load every engine reference for one task.
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@@ -0,0 +1,27 @@
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reviewer: Open Game Studio seed review
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date: 2026-06-17
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source-link: https://docs.godotengine.org/en/stable/
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engine: godot
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version-reviewed: 4.4
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tags: godot,current,best,practices
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roles: gameplay-programmer,engine-programmer,tools-programmer,technical-artist
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workflows: prototype,bugfix,architecture-review,qa-plan
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# Godot Current Best Practices
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## Purpose
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Apply current engine-native defaults without turning the task into broad process ceremony.
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## Guidance
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- Prefer engine-native composition and asset workflows.
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- Keep edits scoped to the requested role/task.
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- Mention scene, prefab, resource, project-setting, or asset-import changes explicitly.
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- Use local validation evidence before claiming readiness.
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## Validation
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- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
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- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
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- Keep this reference selected by relevance; do not load every engine reference for one task.
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@@ -0,0 +1,26 @@
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reviewer: Open Game Studio seed review
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date: 2026-06-17
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source-link: https://docs.godotengine.org/en/stable/
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engine: godot
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version-reviewed: 4.4
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tags: godot,deprecated,apis
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roles: gameplay-programmer,engine-programmer,qa-playtester,performance-analyst
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workflows: prototype,bugfix,architecture-review,qa-plan
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# Godot Deprecated APIs
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## Purpose
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Avoid stale APIs and migration traps when editing or reviewing engine code.
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## Guidance
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- Check version-specific deprecations before copying older snippets.
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- Prefer supported APIs and document unavoidable legacy use.
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- Treat deprecated APIs as warnings unless the task is a migration or compatibility fix.
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## Validation
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- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
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- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
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- Keep this reference selected by relevance; do not load every engine reference for one task.
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@@ -1,36 +1,26 @@
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reviewer: Open Game Studio seed review
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date: 2026-06-14
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source-link: https://docs.godotengine.org/en/stable/tutorials/scripting/index.html
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date: 2026-06-17
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source-link: https://docs.godotengine.org/en/stable/
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engine: godot
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version-reviewed: 4.4
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tags: godot,gameplay
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roles: gameplay-programmer,engine-programmer,tools-programmer,technical-artist
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workflows: prototype,bugfix,architecture-review,qa-plan
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# Godot Gameplay Reference
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# Godot Gameplay Implementation Reference
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version-applicability: Godot 4.x gameplay scripts and scenes.
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## Purpose
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## Prefer
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Guide gameplay code with engine-native runtime patterns and verification evidence.
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- Keep behavior near the scene nodes that own it.
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- Use exported properties for tunables that designers should inspect.
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## Guidance
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## Avoid
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- Keep gameplay state deterministic where practical.
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- Separate authored content from generated/runtime data.
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- Prefer small feature slices with direct playtest or automated validation.
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- Avoid broad singleton state for feature-local behavior.
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- Avoid hard-coded node paths when a typed exported reference is clearer.
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## Validation
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## Pitfalls
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- `_process` and `_physics_process` serve different timing needs.
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- InputMap entries must exist before gameplay code can rely on them.
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## Verification Notes
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- Exercise the scene that owns the changed script.
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- Include manual input and physics checks when no automated test exists.
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## Role Notes
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- Gameplay programmers receive this reference by default for Godot projects.
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- Technical artists should use it when visual scripts or scene materials affect runtime behavior.
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## Official Links
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- https://docs.godotengine.org/en/stable/tutorials/scripting/index.html
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- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
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- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
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- Keep this reference selected by relevance; do not load every engine reference for one task.
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@@ -0,0 +1,26 @@
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reviewer: Open Game Studio seed review
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date: 2026-06-17
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source-link: https://docs.godotengine.org/en/stable/
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engine: godot
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version-reviewed: 4.4
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tags: godot,animation,state-machine,blend,timeline
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roles: gameplay-programmer,technical-artist,senior-game-artist,game-feel-designer
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workflows: prototype,bugfix,architecture-review,qa-plan
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# Godot Animation Module Reference
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## Purpose
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Animation graphs, timelines, clips, blending, events, and animation-state debugging.
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## Guidance
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- Select this file only for animation-related tasks.
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- Keep implementation guidance scoped to Godot project files and validation commands.
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- Include performance, accessibility, and content-pipeline risks when they apply.
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## Validation
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- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
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- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
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- Keep this reference selected by relevance; do not load every engine reference for one task.
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@@ -0,0 +1,26 @@
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reviewer: Open Game Studio seed review
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date: 2026-06-17
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source-link: https://docs.godotengine.org/en/stable/
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engine: godot
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version-reviewed: 4.4
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tags: godot,audio,sound,music,sfx
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roles: audio-director,sound-designer,gameplay-programmer
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workflows: prototype,bugfix,architecture-review,qa-plan
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# Godot Audio Module Reference
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## Purpose
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Music, SFX, voice, routing, mixers, spatial audio, and subtitle/accessibility coordination.
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## Guidance
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- Select this file only for audio-related tasks.
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- Keep implementation guidance scoped to Godot project files and validation commands.
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- Include performance, accessibility, and content-pipeline risks when they apply.
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## Validation
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- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
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- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
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@@ -0,0 +1,26 @@
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reviewer: Open Game Studio seed review
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date: 2026-06-17
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source-link: https://docs.godotengine.org/en/stable/
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engine: godot
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version-reviewed: 4.4
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tags: godot,input,controls,accessibility,remap
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roles: gameplay-programmer,ui-programmer,accessibility-specialist,game-feel-designer
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workflows: prototype,bugfix,architecture-review,qa-plan
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# Godot Input Module Reference
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## Purpose
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Input actions, rebinding, devices, accessibility, and control-scheme validation.
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## Guidance
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- Select this file only for input-related tasks.
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- Keep implementation guidance scoped to Godot project files and validation commands.
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- Include performance, accessibility, and content-pipeline risks when they apply.
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## Validation
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||||
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- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
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||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
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||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
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@@ -0,0 +1,26 @@
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reviewer: Open Game Studio seed review
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date: 2026-06-17
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source-link: https://docs.godotengine.org/en/stable/
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engine: godot
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version-reviewed: 4.4
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tags: godot,navigation,navmesh,pathfinding,ai
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roles: ai-programmer,gameplay-programmer,level-designer
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workflows: prototype,bugfix,architecture-review,qa-plan
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# Godot Navigation Module Reference
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## Purpose
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Navigation meshes, pathfinding, AI agents, steering, and level-authoring constraints.
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## Guidance
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- Select this file only for navigation-related tasks.
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- Keep implementation guidance scoped to Godot project files and validation commands.
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- Include performance, accessibility, and content-pipeline risks when they apply.
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## Validation
|
||||
|
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- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
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@@ -0,0 +1,26 @@
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reviewer: Open Game Studio seed review
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date: 2026-06-17
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source-link: https://docs.godotengine.org/en/stable/
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engine: godot
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version-reviewed: 4.4
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tags: godot,networking,multiplayer,replication,rollback
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roles: network-programmer,gameplay-programmer,qa-playtester
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workflows: prototype,bugfix,architecture-review,qa-plan
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# Godot Networking Module Reference
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## Purpose
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Replication, rollback, authority, synchronization, server/client boundaries, and multiplayer test risk.
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## Guidance
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- Select this file only for networking-related tasks.
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- Keep implementation guidance scoped to Godot project files and validation commands.
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- Include performance, accessibility, and content-pipeline risks when they apply.
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|
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## Validation
|
||||
|
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- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
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@@ -0,0 +1,26 @@
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reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
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source-link: https://docs.godotengine.org/en/stable/
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engine: godot
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version-reviewed: 4.4
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tags: godot,physics,collision,simulation,game-feel
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roles: gameplay-programmer,game-feel-designer,qa-playtester
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workflows: prototype,bugfix,architecture-review,qa-plan
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# Godot Physics Module Reference
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## Purpose
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Collision, rigid bodies, physics queries, deterministic simulation risks, and game-feel tuning.
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## Guidance
|
||||
|
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- Select this file only for physics-related tasks.
|
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- Keep implementation guidance scoped to Godot project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
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reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.godotengine.org/en/stable/
|
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engine: godot
|
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version-reviewed: 4.4
|
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tags: godot,rendering,materials,lighting,performance
|
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roles: technical-artist,engine-programmer,performance-analyst
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workflows: prototype,bugfix,architecture-review,qa-plan
|
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|
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# Godot Rendering Module Reference
|
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## Purpose
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Materials, lighting, render pipelines, shaders, post-processing, and performance evidence.
|
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|
||||
## Guidance
|
||||
|
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- Select this file only for rendering-related tasks.
|
||||
- Keep implementation guidance scoped to Godot project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.godotengine.org/en/stable/
|
||||
engine: godot
|
||||
version-reviewed: 4.4
|
||||
tags: godot,ui,ux,hud,accessibility
|
||||
roles: ui-programmer,ui-ux-designer,accessibility-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
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# Godot UI Module Reference
|
||||
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## Purpose
|
||||
|
||||
HUDs, menus, widgets, focus, navigation, accessibility, and platform UI constraints.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for ui-related tasks.
|
||||
- Keep implementation guidance scoped to Godot project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -1,35 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-14
|
||||
source-link: https://docs.godotengine.org/en/stable/tutorials/plugins/editor/index.html
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.godotengine.org/en/stable/
|
||||
engine: godot
|
||||
version-reviewed: 4.4
|
||||
tags: godot,plugins
|
||||
roles: tools-programmer,engine-programmer,godot-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Godot Plugin Reference
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||||
# Godot Plugin And Package Reference
|
||||
|
||||
version-applicability: Godot 4.x editor plugins and export tooling.
|
||||
## Purpose
|
||||
|
||||
## Prefer
|
||||
Guide plugin/package use without adding hidden runtime dependencies.
|
||||
|
||||
- Keep editor plugins isolated under addon-style folders.
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||||
- Document any editor restart or enablement step.
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||||
## Guidance
|
||||
|
||||
## Avoid
|
||||
- Prefer package-manager or marketplace sources that are reviewable in the project.
|
||||
- Record plugin version, install surface, and rollback risk.
|
||||
- Avoid requiring plugins for lightweight prototypes unless explicitly justified.
|
||||
|
||||
- Avoid plugin side effects outside the active project.
|
||||
- Avoid relying on local editor-only absolute paths.
|
||||
## Validation
|
||||
|
||||
## Pitfalls
|
||||
|
||||
- Plugin activation state can differ between machines.
|
||||
- Export presets may hide missing resources until build time.
|
||||
|
||||
## Verification Notes
|
||||
|
||||
- Open the editor or run a documented export check after plugin changes.
|
||||
- Record plugin enablement and export preset changes.
|
||||
|
||||
## Role Notes
|
||||
|
||||
- Tools programmers and engine programmers receive this when relevant.
|
||||
|
||||
## Official Links
|
||||
|
||||
- https://docs.godotengine.org/en/stable/tutorials/plugins/editor/index.html
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
|
||||
@@ -1,33 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-14
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.godotengine.org/en/stable/
|
||||
engine: godot
|
||||
version-reviewed: 4.4
|
||||
tags: godot,specialist
|
||||
roles: godot-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Godot Specialist Reference
|
||||
# Godot Engine Specialist Reference
|
||||
|
||||
version-applicability: Godot 4.x specialist review and implementation.
|
||||
## Purpose
|
||||
|
||||
## Prefer
|
||||
Guide the active engine specialist role with bounded, engine-specific review context.
|
||||
|
||||
- Anchor advice in scenes, nodes, resources, signals, and ProjectSettings.
|
||||
- Keep generated guidance compact and task-specific.
|
||||
## Guidance
|
||||
|
||||
## Avoid
|
||||
- Review engine idioms, project layout, version risks, plugins/packages, and validation commands.
|
||||
- Do not load references for other engines.
|
||||
- Escalate engine-version uncertainty instead of guessing.
|
||||
|
||||
- Avoid Unity or Unreal terminology unless comparing a migration decision.
|
||||
- Avoid broad engine tutorials in prompts.
|
||||
## Validation
|
||||
|
||||
## Pitfalls
|
||||
|
||||
- Scene ownership, resource reuse, and autoload state can interact in subtle ways.
|
||||
|
||||
## Verification Notes
|
||||
|
||||
- Name the exact Godot editor/runtime command or manual check used.
|
||||
|
||||
## Role Notes
|
||||
|
||||
- `godot-specialist` should use this as the role-specific seed reference.
|
||||
|
||||
## Official Links
|
||||
|
||||
- https://docs.godotengine.org/en/stable/
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
|
||||
@@ -1,35 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-14
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,VERSION
|
||||
roles: gameplay-programmer,engine-programmer,tools-programmer,technical-artist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Version Reference
|
||||
|
||||
version-applicability: Unity 2022 LTS and Unity 6 style projects unless project files state otherwise.
|
||||
## Purpose
|
||||
|
||||
## Prefer
|
||||
Use this file to confirm the reviewed engine version, official documentation root, and version-sensitive assumptions before making implementation claims.
|
||||
|
||||
- Use component-oriented scripts and keep serialized fields inspectable.
|
||||
- Treat ProjectSettings and package manifest changes as reviewable engine changes.
|
||||
## Guidance
|
||||
|
||||
## Avoid
|
||||
- Match generated project engine version against this reviewed baseline.
|
||||
- Prefer official docs for version-specific APIs.
|
||||
- Record any project-local engine version drift in the handoff.
|
||||
|
||||
- Do not edit Library or other generated Unity cache folders.
|
||||
- Do not assume package APIs without checking the manifest.
|
||||
## Validation
|
||||
|
||||
## Pitfalls
|
||||
|
||||
- Scene and prefab YAML changes can be noisy and order-sensitive.
|
||||
- Assembly definitions and packages can change compile boundaries.
|
||||
|
||||
## Verification Notes
|
||||
|
||||
- Run the configured Unity command or document an editor play-mode smoke check.
|
||||
- Report scenes, prefabs, scripts, packages, and settings touched.
|
||||
|
||||
## Role Notes
|
||||
|
||||
- Programmers should distinguish runtime script changes from editor or package changes.
|
||||
|
||||
## Official Links
|
||||
|
||||
- https://docs.unity3d.com/Manual/index.html
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,breaking,changes
|
||||
roles: gameplay-programmer,engine-programmer,qa-playtester,release-manager
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Breaking Changes
|
||||
|
||||
## Purpose
|
||||
|
||||
Surface version upgrade and compatibility risks before relying on engine behavior.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Call out migration-sensitive APIs, package versions, serialization formats, and build settings.
|
||||
- Separate confirmed breaking changes from speculative compatibility risks.
|
||||
- Include rollback or compatibility notes for risky changes.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,27 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,current,best,practices
|
||||
roles: gameplay-programmer,engine-programmer,tools-programmer,technical-artist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Current Best Practices
|
||||
|
||||
## Purpose
|
||||
|
||||
Apply current engine-native defaults without turning the task into broad process ceremony.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Prefer engine-native composition and asset workflows.
|
||||
- Keep edits scoped to the requested role/task.
|
||||
- Mention scene, prefab, resource, project-setting, or asset-import changes explicitly.
|
||||
- Use local validation evidence before claiming readiness.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,deprecated,apis
|
||||
roles: gameplay-programmer,engine-programmer,qa-playtester,performance-analyst
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Deprecated APIs
|
||||
|
||||
## Purpose
|
||||
|
||||
Avoid stale APIs and migration traps when editing or reviewing engine code.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Check version-specific deprecations before copying older snippets.
|
||||
- Prefer supported APIs and document unavoidable legacy use.
|
||||
- Treat deprecated APIs as warnings unless the task is a migration or compatibility fix.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -1,36 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-14
|
||||
source-link: https://docs.unity3d.com/Manual/CreatingAndUsingScripts.html
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,gameplay
|
||||
roles: gameplay-programmer,engine-programmer,tools-programmer,technical-artist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Gameplay Reference
|
||||
# Unity Gameplay Implementation Reference
|
||||
|
||||
version-applicability: Unity gameplay scripts, scenes, prefabs, and play-mode checks.
|
||||
## Purpose
|
||||
|
||||
## Prefer
|
||||
Guide gameplay code with engine-native runtime patterns and verification evidence.
|
||||
|
||||
- Keep MonoBehaviour responsibilities small and visible through serialized fields.
|
||||
- Use prefabs and scenes as explicit context when code depends on hierarchy.
|
||||
## Guidance
|
||||
|
||||
## Avoid
|
||||
- Keep gameplay state deterministic where practical.
|
||||
- Separate authored content from generated/runtime data.
|
||||
- Prefer small feature slices with direct playtest or automated validation.
|
||||
|
||||
- Avoid hidden scene-object lookup chains when dependencies can be assigned.
|
||||
- Avoid editing generated project caches.
|
||||
## Validation
|
||||
|
||||
## Pitfalls
|
||||
|
||||
- Script execution order and physics timestep can affect gameplay behavior.
|
||||
- Prefab overrides may not be obvious from script diffs alone.
|
||||
|
||||
## Verification Notes
|
||||
|
||||
- Run available edit-mode or play-mode tests, or document a play-mode check.
|
||||
- Name the scene or prefab used for manual verification.
|
||||
|
||||
## Role Notes
|
||||
|
||||
- Gameplay programmers receive this reference by default for Unity projects.
|
||||
- Technical artists should cite material, shader, or prefab runtime impact.
|
||||
|
||||
## Official Links
|
||||
|
||||
- https://docs.unity3d.com/Manual/CreatingAndUsingScripts.html
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,animation,state-machine,blend,timeline
|
||||
roles: gameplay-programmer,technical-artist,senior-game-artist,game-feel-designer
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Animation Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Animation graphs, timelines, clips, blending, events, and animation-state debugging.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for animation-related tasks.
|
||||
- Keep implementation guidance scoped to Unity project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,audio,sound,music,sfx
|
||||
roles: audio-director,sound-designer,gameplay-programmer
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Audio Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Music, SFX, voice, routing, mixers, spatial audio, and subtitle/accessibility coordination.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for audio-related tasks.
|
||||
- Keep implementation guidance scoped to Unity project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,input,controls,accessibility,remap
|
||||
roles: gameplay-programmer,ui-programmer,accessibility-specialist,game-feel-designer
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Input Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Input actions, rebinding, devices, accessibility, and control-scheme validation.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for input-related tasks.
|
||||
- Keep implementation guidance scoped to Unity project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,navigation,navmesh,pathfinding,ai
|
||||
roles: ai-programmer,gameplay-programmer,level-designer
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Navigation Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Navigation meshes, pathfinding, AI agents, steering, and level-authoring constraints.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for navigation-related tasks.
|
||||
- Keep implementation guidance scoped to Unity project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,networking,multiplayer,replication,rollback
|
||||
roles: network-programmer,gameplay-programmer,qa-playtester
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Networking Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Replication, rollback, authority, synchronization, server/client boundaries, and multiplayer test risk.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for networking-related tasks.
|
||||
- Keep implementation guidance scoped to Unity project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,physics,collision,simulation,game-feel
|
||||
roles: gameplay-programmer,game-feel-designer,qa-playtester
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Physics Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Collision, rigid bodies, physics queries, deterministic simulation risks, and game-feel tuning.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for physics-related tasks.
|
||||
- Keep implementation guidance scoped to Unity project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,rendering,materials,lighting,performance
|
||||
roles: technical-artist,engine-programmer,performance-analyst
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Rendering Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Materials, lighting, render pipelines, shaders, post-processing, and performance evidence.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for rendering-related tasks.
|
||||
- Keep implementation guidance scoped to Unity project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,ui,ux,hud,accessibility
|
||||
roles: ui-programmer,ui-ux-designer,accessibility-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity UI Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
HUDs, menus, widgets, focus, navigation, accessibility, and platform UI constraints.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for ui-related tasks.
|
||||
- Keep implementation guidance scoped to Unity project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -1,34 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-14
|
||||
source-link: https://docs.unity3d.com/Manual/Packages.html
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,plugins
|
||||
roles: tools-programmer,engine-programmer,unity-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Package And Plugin Reference
|
||||
# Unity Plugin And Package Reference
|
||||
|
||||
version-applicability: Unity package manifest, editor tooling, and plugin integrations.
|
||||
## Purpose
|
||||
|
||||
## Prefer
|
||||
Guide plugin/package use without adding hidden runtime dependencies.
|
||||
|
||||
- Keep package changes explicit in `Packages/manifest.json`.
|
||||
- Separate editor-only code from runtime assemblies.
|
||||
## Guidance
|
||||
|
||||
## Avoid
|
||||
- Prefer package-manager or marketplace sources that are reviewable in the project.
|
||||
- Record plugin version, install surface, and rollback risk.
|
||||
- Avoid requiring plugins for lightweight prototypes unless explicitly justified.
|
||||
|
||||
- Avoid machine-local package paths unless the task explicitly requires them.
|
||||
- Avoid broad editor automation that mutates unrelated assets.
|
||||
## Validation
|
||||
|
||||
## Pitfalls
|
||||
|
||||
- Package resolution can differ across Unity versions.
|
||||
- Editor scripts can run during import and produce unexpected asset changes.
|
||||
|
||||
## Verification Notes
|
||||
|
||||
- Report package manifest diffs and any editor menu or importer smoke check.
|
||||
|
||||
## Role Notes
|
||||
|
||||
- Tools programmers and engine programmers receive this when package or editor work is relevant.
|
||||
|
||||
## Official Links
|
||||
|
||||
- https://docs.unity3d.com/Manual/Packages.html
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,addressables,assets,content
|
||||
roles: tools-programmer,engine-programmer,technical-artist,unity-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Unity Addressables Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Addressables asset loading, groups, labels, profiles, content updates, and runtime memory risk.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this reference only when the task names or clearly implies Addressables.
|
||||
- Identify package/plugin version, project files changed, and validation evidence.
|
||||
- Avoid making this plugin mandatory for unrelated lightweight prototype work.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,cinemachine,camera,game-feel
|
||||
roles: gameplay-programmer,technical-artist,game-feel-designer,unity-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Unity Cinemachine Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Camera rigs, follow/look-at targets, confiners, camera blending, and game-feel validation.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this reference only when the task names or clearly implies Cinemachine.
|
||||
- Identify package/plugin version, project files changed, and validation evidence.
|
||||
- Avoid making this plugin mandatory for unrelated lightweight prototype work.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,dots,ecs,performance
|
||||
roles: engine-programmer,performance-analyst,unity-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Unity DOTS Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Entities, Jobs, Burst, data-oriented design, and profiling gates for ECS-style work.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this reference only when the task names or clearly implies DOTS.
|
||||
- Identify package/plugin version, project files changed, and validation evidence.
|
||||
- Avoid making this plugin mandatory for unrelated lightweight prototype work.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -1,33 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-14
|
||||
date: 2026-06-17
|
||||
source-link: https://docs.unity3d.com/Manual/index.html
|
||||
engine: unity
|
||||
version-reviewed: 6000.0
|
||||
tags: unity,specialist
|
||||
roles: unity-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unity Specialist Reference
|
||||
# Unity Engine Specialist Reference
|
||||
|
||||
version-applicability: Unity specialist review and implementation across runtime and editor surfaces.
|
||||
## Purpose
|
||||
|
||||
## Prefer
|
||||
Guide the active engine specialist role with bounded, engine-specific review context.
|
||||
|
||||
- Anchor advice in scenes, prefabs, packages, assembly definitions, and ProjectSettings.
|
||||
- Keep recommendations aligned with the active Unity version.
|
||||
## Guidance
|
||||
|
||||
## Avoid
|
||||
- Review engine idioms, project layout, version risks, plugins/packages, and validation commands.
|
||||
- Do not load references for other engines.
|
||||
- Escalate engine-version uncertainty instead of guessing.
|
||||
|
||||
- Avoid Unreal or Godot concepts unless the task is migration-oriented.
|
||||
- Avoid loading all engine docs into general gameplay prompts.
|
||||
## Validation
|
||||
|
||||
## Pitfalls
|
||||
|
||||
- YAML asset diffs can hide meaningful prefab or scene overrides.
|
||||
|
||||
## Verification Notes
|
||||
|
||||
- Name editor, play-mode, package, or build validation used.
|
||||
|
||||
## Role Notes
|
||||
|
||||
- `unity-specialist` should use this as the role-specific seed reference.
|
||||
|
||||
## Official Links
|
||||
|
||||
- https://docs.unity3d.com/Manual/index.html
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
|
||||
@@ -1,35 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-14
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,VERSION
|
||||
roles: gameplay-programmer,engine-programmer,tools-programmer,technical-artist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Version Reference
|
||||
|
||||
version-applicability: Unreal Engine 5.x projects unless project files state otherwise.
|
||||
## Purpose
|
||||
|
||||
## Prefer
|
||||
Use this file to confirm the reviewed engine version, official documentation root, and version-sensitive assumptions before making implementation claims.
|
||||
|
||||
- Keep C++, Blueprint, module, and plugin changes explicit in handoff notes.
|
||||
- Treat `.uproject`, `.uplugin`, and build file edits as engine-level changes.
|
||||
## Guidance
|
||||
|
||||
## Avoid
|
||||
- Match generated project engine version against this reviewed baseline.
|
||||
- Prefer official docs for version-specific APIs.
|
||||
- Record any project-local engine version drift in the handoff.
|
||||
|
||||
- Do not edit DerivedDataCache, Intermediate, or Saved outputs.
|
||||
- Do not assume Blueprint behavior from C++ diffs alone.
|
||||
## Validation
|
||||
|
||||
## Pitfalls
|
||||
|
||||
- Reflection macros, module dependencies, and asset references can fail late.
|
||||
- Blueprint assets may need editor validation even after C++ compiles.
|
||||
|
||||
## Verification Notes
|
||||
|
||||
- Run the configured Unreal build/test command or document an editor smoke check.
|
||||
- Report maps, Blueprints, modules, plugins, and config files touched.
|
||||
|
||||
## Role Notes
|
||||
|
||||
- Programmers should identify whether changes affect runtime, editor, or build tooling.
|
||||
|
||||
## Official Links
|
||||
|
||||
- https://dev.epicgames.com/documentation/en-us/unreal-engine
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,breaking,changes
|
||||
roles: gameplay-programmer,engine-programmer,qa-playtester,release-manager
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Breaking Changes
|
||||
|
||||
## Purpose
|
||||
|
||||
Surface version upgrade and compatibility risks before relying on engine behavior.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Call out migration-sensitive APIs, package versions, serialization formats, and build settings.
|
||||
- Separate confirmed breaking changes from speculative compatibility risks.
|
||||
- Include rollback or compatibility notes for risky changes.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,27 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,current,best,practices
|
||||
roles: gameplay-programmer,engine-programmer,tools-programmer,technical-artist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Current Best Practices
|
||||
|
||||
## Purpose
|
||||
|
||||
Apply current engine-native defaults without turning the task into broad process ceremony.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Prefer engine-native composition and asset workflows.
|
||||
- Keep edits scoped to the requested role/task.
|
||||
- Mention scene, prefab, resource, project-setting, or asset-import changes explicitly.
|
||||
- Use local validation evidence before claiming readiness.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,deprecated,apis
|
||||
roles: gameplay-programmer,engine-programmer,qa-playtester,performance-analyst
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Deprecated APIs
|
||||
|
||||
## Purpose
|
||||
|
||||
Avoid stale APIs and migration traps when editing or reviewing engine code.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Check version-specific deprecations before copying older snippets.
|
||||
- Prefer supported APIs and document unavoidable legacy use.
|
||||
- Treat deprecated APIs as warnings unless the task is a migration or compatibility fix.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -1,36 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-14
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/programming-with-cplusplus-in-unreal-engine
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,gameplay
|
||||
roles: gameplay-programmer,engine-programmer,tools-programmer,technical-artist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Gameplay Reference
|
||||
# Unreal Gameplay Implementation Reference
|
||||
|
||||
version-applicability: Unreal Engine 5.x gameplay C++, Blueprints, maps, and input setup.
|
||||
## Purpose
|
||||
|
||||
## Prefer
|
||||
Guide gameplay code with engine-native runtime patterns and verification evidence.
|
||||
|
||||
- Keep gameplay state ownership clear across Actors, Components, Pawns, and GameMode.
|
||||
- Mention Blueprint dependencies when C++ behavior expects asset wiring.
|
||||
## Guidance
|
||||
|
||||
## Avoid
|
||||
- Keep gameplay state deterministic where practical.
|
||||
- Separate authored content from generated/runtime data.
|
||||
- Prefer small feature slices with direct playtest or automated validation.
|
||||
|
||||
- Avoid unreviewed changes to generated project files or caches.
|
||||
- Avoid broad asset edits without naming the map or Blueprint.
|
||||
## Validation
|
||||
|
||||
## Pitfalls
|
||||
|
||||
- UPROPERTY and UFUNCTION metadata affects editor and Blueprint behavior.
|
||||
- Enhanced Input setup may live in assets as well as code.
|
||||
|
||||
## Verification Notes
|
||||
|
||||
- Run available automation or document PIE/editor smoke checks.
|
||||
- Include compile, map load, and input checks where relevant.
|
||||
|
||||
## Role Notes
|
||||
|
||||
- Gameplay programmers receive this reference by default for Unreal projects.
|
||||
- Technical artists should cite material, Blueprint, or asset pipeline effects.
|
||||
|
||||
## Official Links
|
||||
|
||||
- https://dev.epicgames.com/documentation/en-us/unreal-engine/programming-with-cplusplus-in-unreal-engine
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,animation,state-machine,blend,timeline
|
||||
roles: gameplay-programmer,technical-artist,senior-game-artist,game-feel-designer
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Animation Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Animation graphs, timelines, clips, blending, events, and animation-state debugging.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for animation-related tasks.
|
||||
- Keep implementation guidance scoped to Unreal project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,audio,sound,music,sfx
|
||||
roles: audio-director,sound-designer,gameplay-programmer
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Audio Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Music, SFX, voice, routing, mixers, spatial audio, and subtitle/accessibility coordination.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for audio-related tasks.
|
||||
- Keep implementation guidance scoped to Unreal project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,input,controls,accessibility,remap
|
||||
roles: gameplay-programmer,ui-programmer,accessibility-specialist,game-feel-designer
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Input Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Input actions, rebinding, devices, accessibility, and control-scheme validation.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for input-related tasks.
|
||||
- Keep implementation guidance scoped to Unreal project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,navigation,navmesh,pathfinding,ai
|
||||
roles: ai-programmer,gameplay-programmer,level-designer
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Navigation Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Navigation meshes, pathfinding, AI agents, steering, and level-authoring constraints.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for navigation-related tasks.
|
||||
- Keep implementation guidance scoped to Unreal project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,networking,multiplayer,replication,rollback
|
||||
roles: network-programmer,gameplay-programmer,qa-playtester
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Networking Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Replication, rollback, authority, synchronization, server/client boundaries, and multiplayer test risk.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for networking-related tasks.
|
||||
- Keep implementation guidance scoped to Unreal project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,physics,collision,simulation,game-feel
|
||||
roles: gameplay-programmer,game-feel-designer,qa-playtester
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Physics Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Collision, rigid bodies, physics queries, deterministic simulation risks, and game-feel tuning.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for physics-related tasks.
|
||||
- Keep implementation guidance scoped to Unreal project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,rendering,materials,lighting,performance
|
||||
roles: technical-artist,engine-programmer,performance-analyst
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Rendering Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Materials, lighting, render pipelines, shaders, post-processing, and performance evidence.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for rendering-related tasks.
|
||||
- Keep implementation guidance scoped to Unreal project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,ui,ux,hud,accessibility
|
||||
roles: ui-programmer,ui-ux-designer,accessibility-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal UI Module Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
HUDs, menus, widgets, focus, navigation, accessibility, and platform UI constraints.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this file only for ui-related tasks.
|
||||
- Keep implementation guidance scoped to Unreal project files and validation commands.
|
||||
- Include performance, accessibility, and content-pipeline risks when they apply.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -1,34 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-14
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/plugins-in-unreal-engine
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,plugins
|
||||
roles: tools-programmer,engine-programmer,unreal-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Plugin Reference
|
||||
# Unreal Plugin And Package Reference
|
||||
|
||||
version-applicability: Unreal Engine 5.x plugins, modules, and editor tooling.
|
||||
## Purpose
|
||||
|
||||
## Prefer
|
||||
Guide plugin/package use without adding hidden runtime dependencies.
|
||||
|
||||
- Keep plugin descriptors, module rules, and dependencies explicit.
|
||||
- Separate editor modules from runtime modules.
|
||||
## Guidance
|
||||
|
||||
## Avoid
|
||||
- Prefer package-manager or marketplace sources that are reviewable in the project.
|
||||
- Record plugin version, install surface, and rollback risk.
|
||||
- Avoid requiring plugins for lightweight prototypes unless explicitly justified.
|
||||
|
||||
- Avoid plugin changes that require global engine installation edits.
|
||||
- Avoid generated binary or intermediate outputs.
|
||||
## Validation
|
||||
|
||||
## Pitfalls
|
||||
|
||||
- Module loading phases and dependency lists can break packaged builds.
|
||||
- Editor-only APIs can leak into runtime modules.
|
||||
|
||||
## Verification Notes
|
||||
|
||||
- Report build target, editor startup, and plugin enablement checks.
|
||||
|
||||
## Role Notes
|
||||
|
||||
- Tools programmers and engine programmers receive this when plugin or module work is relevant.
|
||||
|
||||
## Official Links
|
||||
|
||||
- https://dev.epicgames.com/documentation/en-us/unreal-engine/plugins-in-unreal-engine
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,common-ui,ui,input
|
||||
roles: ui-programmer,ui-ux-designer,accessibility-specialist,unreal-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Unreal Common UI Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Common UI activatable widgets, input routing, platform prompts, and menu-stack behavior.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this reference only when the task names or clearly implies Common.
|
||||
- Identify package/plugin version, project files changed, and validation evidence.
|
||||
- Avoid making this plugin mandatory for unrelated lightweight prototype work.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,gas,abilities,networking
|
||||
roles: gameplay-programmer,systems-designer,network-programmer,unreal-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Unreal GAS Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Gameplay Ability System abilities, attributes, effects, tags, prediction, and replication risk.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this reference only when the task names or clearly implies GAS.
|
||||
- Identify package/plugin version, project files changed, and validation evidence.
|
||||
- Avoid making this plugin mandatory for unrelated lightweight prototype work.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -0,0 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,pcg,procedural,level-design
|
||||
roles: level-designer,technical-artist,tools-programmer,unreal-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Unreal PCG Reference
|
||||
|
||||
## Purpose
|
||||
|
||||
Procedural Content Generation graphs, volumes, data flow, generation bounds, and artist review.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Select this reference only when the task names or clearly implies PCG.
|
||||
- Identify package/plugin version, project files changed, and validation evidence.
|
||||
- Avoid making this plugin mandatory for unrelated lightweight prototype work.
|
||||
|
||||
## Validation
|
||||
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
@@ -1,33 +1,26 @@
|
||||
reviewer: Open Game Studio seed review
|
||||
date: 2026-06-14
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine
|
||||
date: 2026-06-17
|
||||
source-link: https://dev.epicgames.com/documentation/en-us/unreal-engine/
|
||||
engine: unreal
|
||||
version-reviewed: 5.5
|
||||
tags: unreal,specialist
|
||||
roles: unreal-specialist
|
||||
workflows: prototype,bugfix,architecture-review,qa-plan
|
||||
|
||||
# Unreal Specialist Reference
|
||||
# Unreal Engine Specialist Reference
|
||||
|
||||
version-applicability: Unreal Engine 5.x specialist review and implementation.
|
||||
## Purpose
|
||||
|
||||
## Prefer
|
||||
Guide the active engine specialist role with bounded, engine-specific review context.
|
||||
|
||||
- Anchor advice in modules, Actors, Components, Blueprints, maps, plugins, and config.
|
||||
- Keep guidance tied to the active project and role.
|
||||
## Guidance
|
||||
|
||||
## Avoid
|
||||
- Review engine idioms, project layout, version risks, plugins/packages, and validation commands.
|
||||
- Do not load references for other engines.
|
||||
- Escalate engine-version uncertainty instead of guessing.
|
||||
|
||||
- Avoid Godot or Unity terminology unless the task is migration-oriented.
|
||||
- Avoid including Unreal-only docs in non-Unreal prompts by default.
|
||||
## Validation
|
||||
|
||||
## Pitfalls
|
||||
|
||||
- Blueprint/editor state can make code-only review incomplete.
|
||||
|
||||
## Verification Notes
|
||||
|
||||
- Name build, automation, PIE, map-load, or packaging checks used.
|
||||
|
||||
## Role Notes
|
||||
|
||||
- `unreal-specialist` should use this as the role-specific seed reference.
|
||||
|
||||
## Official Links
|
||||
|
||||
- https://dev.epicgames.com/documentation/en-us/unreal-engine
|
||||
- Prefer project-local engine commands and Open Game Studio project validation before readiness claims.
|
||||
- Record unknown version-specific behavior as a risk instead of presenting it as confirmed.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
|
||||
|
||||
Reference in New Issue
Block a user