Netcode Bootstrap
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@@ -10,7 +10,11 @@ permalink: gamevault/06-roadmap/backlog
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Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when committed.
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- [ ] Decide whether to upgrade Unity 6.4 → 6.6 for newer Entities (6.6.x). Stack is forward-compatible; `NetCodeTestWorld` stays internal regardless — see [[DR-001_Netcode_Test_Harness]].
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- [ ] Define the core gameplay loop and the first predicted player ghost.
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- [x] Upgrade Unity 6.4 → 6.6 — done (now `6000.6.0a6`). Entities/Collections/Graphics → 6.5.0; **Netcode → 6.6.0 and Physics → 6.5.0 also renumbered into the editor line** (not independent 1.x as [[DR-001_Netcode_Test_Harness]] assumed). See [[2026-05-30_M1_Player_Slice]].
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- [x] Define the core gameplay loop and the first predicted player ghost — delivered as M1 ([[2026-05-30_M1_Player_Slice]]).
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- [ ] **Re-validate the M1 play-tick on a stable Unity 6.x** — live runtime blocked on the 6.6 alpha ([[DR-002_Unity66_Alpha_Netcode_Transport]]); optionally reproduce with the `networked-cube` sample to file a bug.
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- [ ] Replace template `SampleScene` with a dedicated bootstrap scene + gameplay subscene.
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- [ ] Optional template cleanup: remove `com.unity.visualscripting`, `Assets/TutorialInfo/`, `Assets/Readme.asset` (delete each asset **with** its `.meta`).
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- [ ] Optional template cleanup: remove `com.unity.visualscripting`, `Assets/TutorialInfo/`, `Assets/Readme.asset` (delete each asset **with** its `.meta`).
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- [ ] Decide **relay provider** (default Unity Relay) before M3.
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- [ ] Decide home-base **grid 2D vs 3D** before M5.
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- [ ] Decide **production replication** (predicted vs server-only) before M6.
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