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https://github.com/merlinhu1/codex-game-studio.git
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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:
@@ -1,35 +1,26 @@
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reviewer: Open Game Studio seed review
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date: 2026-06-14
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date: 2026-06-17
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source-link: https://docs.unity3d.com/Manual/index.html
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engine: unity
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version-reviewed: 6000.0
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tags: unity,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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# Unity Version Reference
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version-applicability: Unity 2022 LTS and Unity 6 style 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 component-oriented scripts and keep serialized fields inspectable.
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- Treat ProjectSettings and package manifest changes as reviewable engine changes.
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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 edit Library or other generated Unity cache folders.
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- Do not assume package APIs without checking the manifest.
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## Validation
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## Pitfalls
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- Scene and prefab YAML changes can be noisy and order-sensitive.
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- Assembly definitions and packages can change compile boundaries.
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## Verification Notes
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- Run the configured Unity command or document an editor play-mode smoke check.
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- Report scenes, prefabs, scripts, packages, and settings touched.
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## Role Notes
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- Programmers should distinguish runtime script changes from editor or package changes.
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## Official Links
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- https://docs.unity3d.com/Manual/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.
|
||||
- Keep this reference selected by relevance; do not load every engine reference for one task.
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||||
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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.unity3d.com/Manual/index.html
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engine: unity
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version-reviewed: 6000.0
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tags: unity,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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# Unity 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.
|
||||
- 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 +1,27 @@
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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.unity3d.com/Manual/index.html
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engine: unity
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version-reviewed: 6000.0
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tags: unity,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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# Unity 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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||||
|
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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.unity3d.com/Manual/index.html
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engine: unity
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version-reviewed: 6000.0
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tags: unity,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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# Unity 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
|
||||
|
||||
- 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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||||
@@ -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.unity3d.com/Manual/CreatingAndUsingScripts.html
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date: 2026-06-17
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source-link: https://docs.unity3d.com/Manual/index.html
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engine: unity
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version-reviewed: 6000.0
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tags: unity,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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# Unity Gameplay Reference
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# Unity Gameplay Implementation Reference
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version-applicability: Unity gameplay scripts, scenes, prefabs, and play-mode checks.
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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 MonoBehaviour responsibilities small and visible through serialized fields.
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- Use prefabs and scenes as explicit context when code depends on hierarchy.
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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 hidden scene-object lookup chains when dependencies can be assigned.
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- Avoid editing generated project caches.
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## Validation
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## Pitfalls
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- Script execution order and physics timestep can affect gameplay behavior.
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- Prefab overrides may not be obvious from script diffs alone.
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## Verification Notes
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- Run available edit-mode or play-mode tests, or document a play-mode check.
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- Name the scene or prefab used for manual verification.
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## Role Notes
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- Gameplay programmers receive this reference by default for Unity projects.
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- Technical artists should cite material, shader, or prefab runtime impact.
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## Official Links
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||||
|
||||
- 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.
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||||
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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.unity3d.com/Manual/index.html
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engine: unity
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version-reviewed: 6000.0
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tags: unity,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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# Unity 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 Unity project files and validation commands.
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- Include performance, accessibility, and content-pipeline risks when they apply.
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||||
## 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
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||||
source-link: https://docs.unity3d.com/Manual/index.html
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||||
engine: unity
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version-reviewed: 6000.0
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tags: unity,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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# Unity 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 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
|
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version-reviewed: 6000.0
|
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tags: unity,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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|
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# Unity Input Module Reference
|
||||
|
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## Purpose
|
||||
|
||||
Input actions, rebinding, devices, accessibility, and control-scheme validation.
|
||||
|
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## 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
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||||
version-reviewed: 6000.0
|
||||
tags: unity,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
|
||||
|
||||
# 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.
|
||||
|
||||
Reference in New Issue
Block a user