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.
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MerlinH
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reviewer: Open Game Studio seed review
date: 2026-06-14
source-link: https://docs.godotengine.org/
date: 2026-06-17
source-link: https://docs.godotengine.org/en/stable/
engine: godot
version-reviewed: 4.4
tags: godot,VERSION
roles: gameplay-programmer,engine-programmer,tools-programmer,technical-artist
workflows: prototype,bugfix,architecture-review,qa-plan
# Godot Version Reference
version-applicability: Godot 4.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.
- Use scene composition, typed GDScript where present, and signal-based communication for gameplay events.
- Keep engine-specific checks tied to the active project version.
## 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 assume Godot 3.x APIs when the project targets Godot 4.x.
- Do not rewrite imported assets or generated import metadata without an explicit task reason.
## Validation
## Pitfalls
- Node paths, autoload names, and signal signatures are easy to drift during refactors.
- Physics behavior can depend on project settings as much as script code.
## Verification Notes
- Run the configured Godot command or a documented editor smoke check.
- Report scene paths, script paths, and any ProjectSettings changes.
## Role Notes
- Gameplay programmers should cite the scene/script touched.
- Tools and engine programmers should name editor plugin or export changes.
## Official Links
- https://docs.godotengine.org/
- 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,breaking,changes
roles: gameplay-programmer,engine-programmer,qa-playtester,release-manager
workflows: prototype,bugfix,architecture-review,qa-plan
# Godot 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.godotengine.org/en/stable/
engine: godot
version-reviewed: 4.4
tags: godot,current,best,practices
roles: gameplay-programmer,engine-programmer,tools-programmer,technical-artist
workflows: prototype,bugfix,architecture-review,qa-plan
# Godot 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.
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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,deprecated,apis
roles: gameplay-programmer,engine-programmer,qa-playtester,performance-analyst
workflows: prototype,bugfix,architecture-review,qa-plan
# Godot 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.
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reviewer: Open Game Studio seed review
date: 2026-06-14
source-link: https://docs.godotengine.org/en/stable/tutorials/scripting/index.html
date: 2026-06-17
source-link: https://docs.godotengine.org/en/stable/
engine: godot
version-reviewed: 4.4
tags: godot,gameplay
roles: gameplay-programmer,engine-programmer,tools-programmer,technical-artist
workflows: prototype,bugfix,architecture-review,qa-plan
# Godot Gameplay Reference
# Godot Gameplay Implementation Reference
version-applicability: Godot 4.x gameplay scripts and scenes.
## Purpose
## Prefer
Guide gameplay code with engine-native runtime patterns and verification evidence.
- Keep behavior near the scene nodes that own it.
- Use exported properties for tunables that designers should inspect.
## 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 broad singleton state for feature-local behavior.
- Avoid hard-coded node paths when a typed exported reference is clearer.
## Validation
## Pitfalls
- `_process` and `_physics_process` serve different timing needs.
- InputMap entries must exist before gameplay code can rely on them.
## Verification Notes
- Exercise the scene that owns the changed script.
- Include manual input and physics checks when no automated test exists.
## Role Notes
- Gameplay programmers receive this reference by default for Godot projects.
- Technical artists should use it when visual scripts or scene materials affect runtime behavior.
## Official Links
- https://docs.godotengine.org/en/stable/tutorials/scripting/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.godotengine.org/en/stable/
engine: godot
version-reviewed: 4.4
tags: godot,animation,state-machine,blend,timeline
roles: gameplay-programmer,technical-artist,senior-game-artist,game-feel-designer
workflows: prototype,bugfix,architecture-review,qa-plan
# Godot 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 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.
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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,audio,sound,music,sfx
roles: audio-director,sound-designer,gameplay-programmer
workflows: prototype,bugfix,architecture-review,qa-plan
# Godot 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 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.
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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,input,controls,accessibility,remap
roles: gameplay-programmer,ui-programmer,accessibility-specialist,game-feel-designer
workflows: prototype,bugfix,architecture-review,qa-plan
# Godot 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 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,navigation,navmesh,pathfinding,ai
roles: ai-programmer,gameplay-programmer,level-designer
workflows: prototype,bugfix,architecture-review,qa-plan
# Godot 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 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,networking,multiplayer,replication,rollback
roles: network-programmer,gameplay-programmer,qa-playtester
workflows: prototype,bugfix,architecture-review,qa-plan
# Godot 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 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.
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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,physics,collision,simulation,game-feel
roles: gameplay-programmer,game-feel-designer,qa-playtester
workflows: prototype,bugfix,architecture-review,qa-plan
# Godot 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 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,rendering,materials,lighting,performance
roles: technical-artist,engine-programmer,performance-analyst
workflows: prototype,bugfix,architecture-review,qa-plan
# Godot 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 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.
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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
# Godot 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 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.
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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
# 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.
- Document any editor restart or enablement step.
## 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.
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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.
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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.
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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.
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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.
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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.
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@@ -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.
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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.
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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.
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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.
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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.
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@@ -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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.