diff --git a/.claude/settings.json b/.claude/settings.json
new file mode 100644
index 000000000..0eefc5599
--- /dev/null
+++ b/.claude/settings.json
@@ -0,0 +1,31 @@
+{
+ "permissions": {
+ "allow": [
+ "mcp__UnityMCP__read_console",
+ "mcp__UnityMCP__find_gameobjects",
+ "mcp__UnityMCP__find_in_file",
+ "mcp__UnityMCP__get_sha",
+ "mcp__UnityMCP__get_test_job",
+ "mcp__UnityMCP__unity_docs",
+ "mcp__UnityMCP__unity_reflect",
+ "mcp__UnityMCP__validate_script",
+ "mcp__UnityMCP__debug_request_context",
+ "mcp__UnityMCP__manage_script_capabilities",
+ "Bash(git status:*)",
+ "Bash(git diff:*)",
+ "Bash(git log:*)",
+ "Bash(git show:*)",
+ "Bash(git branch:*)",
+ "Bash(git add:*)",
+ "Bash(git commit:*)"
+ ],
+ "deny": [
+ "Bash(rm -rf:*)",
+ "Bash(rm -fr:*)",
+ "Bash(git reset --hard:*)",
+ "Bash(git push --force:*)",
+ "Bash(git push -f:*)",
+ "Bash(git clean -fd:*)"
+ ]
+ }
+}
diff --git a/.gitignore b/.gitignore
index e77622b95..89c074d80 100644
--- a/.gitignore
+++ b/.gitignore
@@ -105,3 +105,17 @@ InitTestScene*.unity*
# Auto-generated scenes by play mode tests
/[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity*
+
+# DOTS / Entities subscene baking cache (regenerated by the bake pipeline)
+/[Aa]ssets/SceneDependencyCache/
+/[Aa]ssets/SceneDependencyCache.meta
+
+# macOS
+.DS_Store
+
+# Claude Code — share settings.json, keep local overrides machine-local
+.claude/settings.local.json
+
+# Obsidian — share vault config, ignore per-machine UI/workspace state
+[Dd]ocs/[Vv]ault/.obsidian/workspace.json
+[Dd]ocs/[Vv]ault/.obsidian/workspace-mobile.json
diff --git a/.mcp.json b/.mcp.json
new file mode 100644
index 000000000..c6e08bcc6
--- /dev/null
+++ b/.mcp.json
@@ -0,0 +1,17 @@
+{
+ "mcpServers": {
+ "basic-memory": {
+ "command": "uvx",
+ "args": ["basic-memory", "mcp"]
+ },
+ "serena": {
+ "command": "uvx",
+ "args": [
+ "--from", "git+https://github.com/oraios/serena",
+ "serena", "start-mcp-server",
+ "--context", "ide-assistant",
+ "--project", "${CLAUDE_PROJECT_DIR}"
+ ]
+ }
+ }
+}
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new file mode 100644
index 000000000..47e72462a
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new file mode 100644
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new file mode 100644
index 000000000..4a1c0ed6a
--- /dev/null
+++ b/Assets/Plugins/Roslyn/Microsoft.CodeAnalysis.CSharp.dll
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new file mode 100644
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new file mode 100644
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--- /dev/null
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new file mode 100644
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--- /dev/null
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new file mode 100644
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--- /dev/null
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new file mode 100644
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diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity
index 1c63aa8de..482a87133 100644
--- a/Assets/Scenes/SampleScene.unity
+++ b/Assets/Scenes/SampleScene.unity
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@@ -248,14 +248,14 @@ MonoBehaviour:
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m_SpotAngle: 30
m_InnerSpotAngle: 21.80208
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@@ -334,8 +334,11 @@ Light:
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index 7ceffe7ad..4ccfb7082 100644
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diff --git a/Assets/_Project/Scripts/Server/ProjectM.Server.asmdef b/Assets/_Project/Scripts/Server/ProjectM.Server.asmdef
new file mode 100644
index 000000000..544fe647c
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/ProjectM.Server.asmdef
@@ -0,0 +1,21 @@
+{
+ "name": "ProjectM.Server",
+ "rootNamespace": "ProjectM.Server",
+ "references": [
+ "ProjectM.Simulation",
+ "Unity.Entities",
+ "Unity.Collections",
+ "Unity.Mathematics",
+ "Unity.Burst",
+ "Unity.NetCode"
+ ],
+ "includePlatforms": [],
+ "excludePlatforms": [],
+ "allowUnsafeCode": true,
+ "overrideReferences": false,
+ "precompiledReferences": [],
+ "autoReferenced": true,
+ "defineConstraints": [],
+ "versionDefines": [],
+ "noEngineReferences": false
+}
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new file mode 100644
index 000000000..46ad575a5
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@@ -0,0 +1,7 @@
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diff --git a/Assets/_Project/Scripts/Simulation.meta b/Assets/_Project/Scripts/Simulation.meta
new file mode 100644
index 000000000..336843617
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/_Project/Scripts/Simulation/GameBootstrap.cs b/Assets/_Project/Scripts/Simulation/GameBootstrap.cs
new file mode 100644
index 000000000..68196117c
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/GameBootstrap.cs
@@ -0,0 +1,24 @@
+using Unity.Entities;
+using Unity.NetCode;
+using UnityEngine.Scripting;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// Custom Netcode for Entities bootstrap. Subclassing
+ /// gives an explicit hook to customize world creation, tick rate, and auto-connect.
+ /// For now it reproduces the default behavior: create separate client and server worlds
+ /// based on the Multiplayer PlayMode Tools settings, without auto-connecting.
+ ///
+ [Preserve]
+ public class GameBootstrap : ClientServerBootstrap
+ {
+ public override bool Initialize(string defaultWorldName)
+ {
+ // 0 = do not auto-connect; worlds are still created. Set a port later to auto-connect.
+ AutoConnectPort = 0;
+ CreateDefaultClientServerWorlds();
+ return true;
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Simulation/GameBootstrap.cs.meta b/Assets/_Project/Scripts/Simulation/GameBootstrap.cs.meta
new file mode 100644
index 000000000..7d75012fe
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/GameBootstrap.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 9f727ee3d680248a8b0e2e55d234ab5f
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/Heartbeat.cs b/Assets/_Project/Scripts/Simulation/Heartbeat.cs
new file mode 100644
index 000000000..2d4d5f113
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/Heartbeat.cs
@@ -0,0 +1,13 @@
+using Unity.Entities;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// Trivial unmanaged component used by the setup smoke test to prove the ECS
+ /// compile + source-gen + tick path works. Safe to delete once real gameplay exists.
+ ///
+ public struct Heartbeat : IComponentData
+ {
+ public int Tick;
+ }
+}
diff --git a/Assets/_Project/Scripts/Simulation/Heartbeat.cs.meta b/Assets/_Project/Scripts/Simulation/Heartbeat.cs.meta
new file mode 100644
index 000000000..bf809efa1
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/Heartbeat.cs.meta
@@ -0,0 +1,2 @@
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diff --git a/Assets/_Project/Scripts/Simulation/HeartbeatSystem.cs b/Assets/_Project/Scripts/Simulation/HeartbeatSystem.cs
new file mode 100644
index 000000000..11bf4c9c1
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HeartbeatSystem.cs
@@ -0,0 +1,23 @@
+using Unity.Burst;
+using Unity.Entities;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// Smoke-test system: increments every once per tick.
+ /// Default (no [WorldSystemFilter]) so it runs in the SimulationSystemGroup of
+ /// every world. Burst-compiled and unmanaged () per DOTS convention.
+ ///
+ [BurstCompile]
+ public partial struct HeartbeatSystem : ISystem
+ {
+ [BurstCompile]
+ public void OnUpdate(ref SystemState state)
+ {
+ foreach (var heartbeat in SystemAPI.Query>())
+ {
+ heartbeat.ValueRW.Tick++;
+ }
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Simulation/HeartbeatSystem.cs.meta b/Assets/_Project/Scripts/Simulation/HeartbeatSystem.cs.meta
new file mode 100644
index 000000000..e742fdef4
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/HeartbeatSystem.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 78349f49733934f348acb488689fc9ec
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/ProjectM.Simulation.asmdef b/Assets/_Project/Scripts/Simulation/ProjectM.Simulation.asmdef
new file mode 100644
index 000000000..77795d0a7
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/ProjectM.Simulation.asmdef
@@ -0,0 +1,21 @@
+{
+ "name": "ProjectM.Simulation",
+ "rootNamespace": "ProjectM.Simulation",
+ "references": [
+ "Unity.Entities",
+ "Unity.Collections",
+ "Unity.Mathematics",
+ "Unity.Burst",
+ "Unity.Physics",
+ "Unity.NetCode"
+ ],
+ "includePlatforms": [],
+ "excludePlatforms": [],
+ "allowUnsafeCode": true,
+ "overrideReferences": false,
+ "precompiledReferences": [],
+ "autoReferenced": true,
+ "defineConstraints": [],
+ "versionDefines": [],
+ "noEngineReferences": false
+}
diff --git a/Assets/_Project/Scripts/Simulation/ProjectM.Simulation.asmdef.meta b/Assets/_Project/Scripts/Simulation/ProjectM.Simulation.asmdef.meta
new file mode 100644
index 000000000..ba06523a0
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@@ -0,0 +1,7 @@
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diff --git a/Assets/_Project/Subscenes.meta b/Assets/_Project/Subscenes.meta
new file mode 100644
index 000000000..ea8a270d3
--- /dev/null
+++ b/Assets/_Project/Subscenes.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/_Project/Subscenes/Gameplay.unity b/Assets/_Project/Subscenes/Gameplay.unity
new file mode 100644
index 000000000..b44c97096
--- /dev/null
+++ b/Assets/_Project/Subscenes/Gameplay.unity
@@ -0,0 +1,125 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!29 &1
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+ m_ObjectHideFlags: 0
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+--- !u!104 &2
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+ m_Sun: {fileID: 0}
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+--- !u!157 &3
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diff --git a/Assets/_Project/Subscenes/Gameplay.unity.meta b/Assets/_Project/Subscenes/Gameplay.unity.meta
new file mode 100644
index 000000000..9e79607cb
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diff --git a/Assets/_Project/Tests.meta b/Assets/_Project/Tests.meta
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diff --git a/Assets/_Project/Tests/EditMode.meta b/Assets/_Project/Tests/EditMode.meta
new file mode 100644
index 000000000..f9b57ad97
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/_Project/Tests/EditMode/HeartbeatSystemTests.cs b/Assets/_Project/Tests/EditMode/HeartbeatSystemTests.cs
new file mode 100644
index 000000000..e137c6dce
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/HeartbeatSystemTests.cs
@@ -0,0 +1,40 @@
+using NUnit.Framework;
+using Unity.Entities;
+using ProjectM.Simulation;
+
+namespace ProjectM.Tests
+{
+ ///
+ /// Setup smoke test: proves the DOTS toolchain compiles, source-generates, and ticks.
+ /// Boots a bare ECS world, registers in the
+ /// SimulationSystemGroup, and asserts the component advances once per group update.
+ /// (Netcode client/server world boot is covered separately by the §3 Play Mode check.)
+ ///
+ public class HeartbeatSystemTests
+ {
+ [Test]
+ public void Heartbeat_Advances_Once_Per_SimulationGroup_Tick()
+ {
+ using var world = new World("HeartbeatTestWorld");
+ var simulationGroup = world.GetOrCreateSystemManaged();
+ var heartbeatSystem = world.GetOrCreateSystem();
+ simulationGroup.AddSystemToUpdateList(heartbeatSystem);
+ simulationGroup.SortSystems();
+
+ var entityManager = world.EntityManager;
+ var entity = entityManager.CreateEntity(typeof(Heartbeat));
+
+ Assert.AreEqual(0, entityManager.GetComponentData(entity).Tick,
+ "Heartbeat should start at 0.");
+
+ const int ticks = 8;
+ for (int i = 0; i < ticks; i++)
+ {
+ simulationGroup.Update();
+ }
+
+ Assert.AreEqual(ticks, entityManager.GetComponentData(entity).Tick,
+ "Heartbeat.Tick should advance exactly once per SimulationSystemGroup update.");
+ }
+ }
+}
diff --git a/Assets/_Project/Tests/EditMode/HeartbeatSystemTests.cs.meta b/Assets/_Project/Tests/EditMode/HeartbeatSystemTests.cs.meta
new file mode 100644
index 000000000..65b0e599a
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/HeartbeatSystemTests.cs.meta
@@ -0,0 +1,2 @@
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diff --git a/Assets/_Project/Tests/EditMode/ProjectM.Tests.EditMode.asmdef b/Assets/_Project/Tests/EditMode/ProjectM.Tests.EditMode.asmdef
new file mode 100644
index 000000000..8b9ef0697
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/ProjectM.Tests.EditMode.asmdef
@@ -0,0 +1,27 @@
+{
+ "name": "ProjectM.Tests.EditMode",
+ "rootNamespace": "ProjectM.Tests",
+ "references": [
+ "ProjectM.Simulation",
+ "Unity.Entities",
+ "Unity.Collections",
+ "Unity.Mathematics",
+ "UnityEngine.TestRunner",
+ "UnityEditor.TestRunner"
+ ],
+ "includePlatforms": [
+ "Editor"
+ ],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false,
+ "overrideReferences": true,
+ "precompiledReferences": [
+ "nunit.framework.dll"
+ ],
+ "autoReferenced": false,
+ "defineConstraints": [
+ "UNITY_INCLUDE_TESTS"
+ ],
+ "versionDefines": [],
+ "noEngineReferences": false
+}
diff --git a/Assets/_Project/Tests/EditMode/ProjectM.Tests.EditMode.asmdef.meta b/Assets/_Project/Tests/EditMode/ProjectM.Tests.EditMode.asmdef.meta
new file mode 100644
index 000000000..56efb7671
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@@ -0,0 +1,7 @@
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diff --git a/CLAUDE.md b/CLAUDE.md
new file mode 100644
index 000000000..8ffeb9e8a
--- /dev/null
+++ b/CLAUDE.md
@@ -0,0 +1,82 @@
+# Project M — CLAUDE.md
+
+Multiplayer game on **Unity DOTS (Entities) + Netcode for Entities** — server-authoritative, input-only clients, client prediction. This file is committed and is the authoritative, cross-machine source of conventions. The `/dots-dev` skill drives feature work; the one-time stack setup lives in `Docs/dots-setup-task.md`.
+
+## Stack (installed versions — Unity 6.4.7 / `6000.4.7f1`)
+
+| Package | Version | Notes |
+|---|---|---|
+| `com.unity.entities` | **6.4.0** | Entities/Collections/Graphics now track the **Editor** version (6.x), not the old 1.x line. |
+| `com.unity.entities.graphics` | **6.4.0** | Renders entities under URP 17.4. |
+| `com.unity.collections` | 6.4.0 | (transitive) |
+| `com.unity.netcode` | **1.13.2** | Netcode **for Entities** (ECS). NOT `com.unity.netcode.gameobjects`. Independent 1.x versioning. |
+| `com.unity.physics` | **1.4.6** | Unity Physics (DOTS). Independent 1.x. |
+| `com.unity.transport` | 2.7.2 | (transitive) |
+| `com.unity.burst` | 1.8.29 | (transitive) |
+| `com.unity.mathematics` | 1.3.3 | (transitive) |
+
+> **Upgrading Unity 6.4 → 6.6:** Entities/Collections/Graphics would renumber to 6.6.x; Netcode/Physics stay independent 1.x (slated to become Core packages later in 2026). The setup here (asmdefs, bootstrap, subscene, smoke test) is forward-compatible — just let packages re-resolve. The `NetCodeTestWorld` access constraint below is **unchanged** by the upgrade.
+
+## Namespaces & assembly split
+
+Root namespace: **`ProjectM`**. Code lives under `Assets/_Project/Scripts/` in four asmdefs (never create/edit `.csproj`/`.sln`; only `.asmdef`):
+
+| Assembly | Namespace | Runs in | References |
+|---|---|---|---|
+| `ProjectM.Simulation` | `ProjectM.Simulation` | **client + server** worlds | Entities, Collections, Mathematics, Burst, Unity.Physics, Unity.NetCode |
+| `ProjectM.Client` | `ProjectM.Client` | client world only | + Simulation, Unity.Entities.Graphics |
+| `ProjectM.Server` | `ProjectM.Server` | server world only | + Simulation, Unity.NetCode |
+| `ProjectM.Authoring` | `ProjectM.Authoring` | bake time (+ scene runtime) | Simulation, Entities, Mathematics, Unity.NetCode |
+
+- **Simulation** = components + systems shared by both worlds (most gameplay). **Client/Server** = world-specific. **Authoring** = `…Authoring` MonoBehaviours + `Baker`.
+- Other folders: `Assets/_Project/Subscenes/` (baked entity subscenes), `Assets/_Project/Prefabs/`, `Assets/_Project/Tests/EditMode/`.
+
+## Bootstrap & worlds
+
+- `ProjectM.Simulation.GameBootstrap : ClientServerBootstrap` → overrides `Initialize`, sets `AutoConnectPort = 0` (no auto-connect), calls `CreateDefaultClientServerWorlds()`. Entering Play Mode creates separate `ServerWorld` (`WorldFlags.GameServer`) and `ClientWorld` (`WorldFlags.GameClient`) — verified.
+- `Assets/_Project/Subscenes/Gameplay.unity` is wired into `SampleScene` (GameObject `GameplaySubScene`) as a baking target. Replace `SampleScene` with a dedicated bootstrap scene when building for real.
+
+## DOTS / ECS conventions (authoritative summary)
+
+Full rules: `~/.claude/skills/dots-dev/references/dots-conventions.md` (Windows: `%USERPROFILE%\.claude\skills\dots-dev\references\`). These **replace** classic MonoBehaviour/GameObject patterns.
+
+- **`struct : IComponentData`** is the default (unmanaged, Burst/job-friendly). `class : IComponentData` only for genuine managed refs (main-thread, no Burst). `IBufferElementData` for per-entity arrays. `IEnableableComponent` to toggle state without a structural change.
+- **Systems:** `ISystem` (struct) + `[BurstCompile]` is the **default**; `SystemBase` only when touching managed objects. `SystemAPI.Query<…>()` to iterate. **Aspects (`IAspect`) are DEPRECATED (Entities 1.4+) — do not author new ones.** `Entities.ForEach` is legacy.
+- **Jobs:** `IJobEntity` / `IJobChunk`; thread `JobHandle` through `state.Dependency`; mark inputs `[ReadOnly]`. Allocators: `Temp` (frame), `TempJob` (one job), `Persistent` (must dispose). Burst breaks on managed types/exceptions/reflection/strings.
+- **Structural changes** (add/remove component, create/destroy entity) invalidate handles + cause sync points → batch via **`EntityCommandBuffer`** (Begin/End`Simulation`EntityCommandBufferSystem; `.AsParallelWriter()` in parallel jobs).
+- **Baking:** `…Authoring` MonoBehaviour + `class FooBaker : Baker` → `GetEntity(authoring, TransformUsageFlags.…)` then `AddComponent`. Subscenes stream async — entities aren't present the instant a reference exists.
+- **Netcode:** ghosts = replicated entities (`GhostAuthoringComponent` + `[GhostField]`); predicted (player-controlled, rolled back) vs interpolated. Core sim runs in `PredictedSimulationSystemGroup` (fixed step, **runs multiple times per frame** on rollback → must be deterministic/idempotent; filter with `.WithAll()`). **Server-authoritative: clients send input (`IInputComponentData`), not state.** RPCs (`IRpcCommand`) for one-off events. **No wall-clock/`Time.deltaTime`/`System.Random` in predicted sim.**
+- **Always verify volatile DOTS/Netcode API shape via context7 at code-time** — do not trust memory. See `context7-libraries.md`. Pinned IDs for our versions: Entities → `/websites/unity3d_packages_com_unity_entities_6_5_manual`; Netcode → `/websites/unity3d_packages_com_unity_netcode_1_10_api` (closest published; we run 1.13.2 — re-resolve if a 1.13 set appears); ECS samples → `/unity-technologies/entitycomponentsystemsamples`.
+
+## Testing
+
+- **Default pattern = plain-Entities EditMode test:** create a `World`, register the system in `SimulationSystemGroup`, tick, assert. Public API, always green, version-independent. Example: `Assets/_Project/Tests/EditMode/HeartbeatSystemTests.cs`. Run via Unity Test Runner or MCP `run_tests(mode="EditMode", assembly_names=["ProjectM.Tests.EditMode"])`.
+- **`NetCodeTestWorld` is `internal`** in netcode 1.13.2 (`Unity.NetCode.Tests`, assembly `Unity.NetCode.TestsUtils.Runtime.Tests`), exposed only via a fixed `[InternalsVisibleTo]` allow-list of Unity assemblies. To use it you must name a test asmdef to match an entry (e.g. `Unity.NetcodeSamples.EditModeTests`) — or vendor the test utils. See `Docs/Vault/07_Sessions/_Decisions/DR-001_Netcode_Test_Harness.md`. **This does not change on Unity 6.6.** Netcode world boot is covered by the Play Mode check, not a NetCodeTestWorld test.
+- Burst/source-gen errors surface at editor compile, not a plain build — always check `read_console` after script changes, and run a play/tick test, not just a compile.
+
+## Guardrails
+
+- **Never** edit a `.meta` independently of its asset; delete an asset **and** its `.meta` together.
+- **Never** read/write `Library/`, `Temp/`, `obj/`, `Logs/`, `UserSettings/` (generated/cache). Use MCP resources for editor state instead.
+- **Never** create/edit/commit `.csproj`/`.sln` — only `.asmdef`.
+- **No asset/scene edits during Play Mode.** Check `editor_state.advice.ready_for_tools` before mutating; package adds/refreshes trigger domain reloads — wait for `is_compiling=false`.
+
+## Memory — four layers (which tool when)
+
+| Layer | Use for | Crosses machines? |
+|---|---|---|
+| **In-repo vault** `Docs/Vault/` | Design docs, decision records (DR-###), session logs, roadmap — human-facing truth | **Yes** (git) |
+| **basic-memory** MCP | Semantic/wikilink recall over those same vault files | Yes (indexes the vault) |
+| **serena** MCP | C# symbol nav (`find_symbol`, references) of `Assets/_Project/` | N/A (from code) |
+| **Native Claude memory** (`memory/`, `MEMORY.md`) | Machine-local facts, working-style, preferences | **No** |
+
+- Where is X defined / who calls it → **serena** (fallback `Grep`/`Glob`). What did we decide / how does Z work → **basic-memory** → read the vault note. Literal string / asset GUID → **Grep/Glob**. Current DOTS API → **context7**. Conventions → this file.
+- **Cross-machine rule:** durable truth goes in the **vault** or **this file** (both committed). Native `memory/` is local-only and does NOT sync — never the sole home of a decision.
+- **serena C# caveat:** its language server is flaky on Unity (can auto-install the wrong .NET, `.sln` load timeouts). If `find_symbol` errors/stalls, **fall back to `Glob`/`Grep`** (or add `claude-context` with local embeddings as a code-search index). serena live-verification was deferred at setup; confirm on first use.
+
+## Per-machine setup (NOT in git — redo on each machine)
+
+`.mcp.json` is committed and portable (`${CLAUDE_PROJECT_DIR}` only). But each machine still needs:
+1. `uv`/`uvx`, the Obsidian app + `obsidian-cli`, and the `dots-dev` skill in `~/.claude/skills/`.
+2. **basic-memory project registration** (machine-local config): `uvx basic-memory project add gamevault "/Docs/Vault" --default`, then `uvx basic-memory reindex --full --search --embeddings --project gamevault`.
+3. Unity 6.4 opens the project and the CoplayDev Unity-MCP bridge connects (`mcpforunity://editor/state` → `ready_for_tools`).
diff --git a/Docs/Vault/.obsidian/app.json b/Docs/Vault/.obsidian/app.json
new file mode 100644
index 000000000..9e26dfeeb
--- /dev/null
+++ b/Docs/Vault/.obsidian/app.json
@@ -0,0 +1 @@
+{}
\ No newline at end of file
diff --git a/Docs/Vault/.obsidian/appearance.json b/Docs/Vault/.obsidian/appearance.json
new file mode 100644
index 000000000..9e26dfeeb
--- /dev/null
+++ b/Docs/Vault/.obsidian/appearance.json
@@ -0,0 +1 @@
+{}
\ No newline at end of file
diff --git a/Docs/Vault/.obsidian/core-plugins.json b/Docs/Vault/.obsidian/core-plugins.json
new file mode 100644
index 000000000..639b90da7
--- /dev/null
+++ b/Docs/Vault/.obsidian/core-plugins.json
@@ -0,0 +1,33 @@
+{
+ "file-explorer": true,
+ "global-search": true,
+ "switcher": true,
+ "graph": true,
+ "backlink": true,
+ "canvas": true,
+ "outgoing-link": true,
+ "tag-pane": true,
+ "footnotes": false,
+ "properties": true,
+ "page-preview": true,
+ "daily-notes": true,
+ "templates": true,
+ "note-composer": true,
+ "command-palette": true,
+ "slash-command": false,
+ "editor-status": true,
+ "bookmarks": true,
+ "markdown-importer": false,
+ "zk-prefixer": false,
+ "random-note": false,
+ "outline": true,
+ "word-count": true,
+ "slides": false,
+ "audio-recorder": false,
+ "workspaces": false,
+ "file-recovery": true,
+ "publish": false,
+ "sync": true,
+ "bases": true,
+ "webviewer": false
+}
\ No newline at end of file
diff --git a/Docs/Vault/00_Home/Home.md b/Docs/Vault/00_Home/Home.md
new file mode 100644
index 000000000..7d24351c3
--- /dev/null
+++ b/Docs/Vault/00_Home/Home.md
@@ -0,0 +1,25 @@
+---
+tags:
+- moc
+- home
+updated: 2026-05-29
+permalink: gamevault/00-home/home
+---
+
+# Project M — Home (Map of Content)
+
+Multiplayer game on **Unity DOTS** (Entities) + **Netcode for Entities** (server-authoritative, client prediction). This vault is the canonical, cross-machine, human-facing record. Code lives in `Assets/_Project/`; engine/API truth comes from **context7**, not this vault.
+
+## Map of Content
+
+- **Vision** → [[Pillars]] — design pillars & locked decisions
+- **Game Design** → [[Systems_Index]] — per-system design docs
+- **Roadmap** → [[Milestones]] · [[Backlog]]
+- **Sessions** → `07_Sessions/2026/` — dated work logs (latest: [[2026-05-29_Project_Setup]])
+- **Decisions** → `07_Sessions/_Decisions/` — decision records (DR-###) · [[DR-001_Netcode_Test_Harness]]
+- **Meta** → [[Documentation_Protocol]] · [[Tags]]
+- **Templates** → [[Session_Log_Template]] · [[Decision_Record_Template]]
+
+## How knowledge is organized
+
+See [[Documentation_Protocol]]. In short: design / decisions / sessions live here (committed to git); **basic-memory** recalls over these notes; **serena** navigates C# symbols; native Claude memory holds machine-local facts; **context7** is the source of truth for DOTS / Netcode APIs.
\ No newline at end of file
diff --git a/Docs/Vault/01_Vision/Pillars.md b/Docs/Vault/01_Vision/Pillars.md
new file mode 100644
index 000000000..1ed4e6731
--- /dev/null
+++ b/Docs/Vault/01_Vision/Pillars.md
@@ -0,0 +1,24 @@
+---
+tags:
+- vision
+- pillars
+status: draft
+updated: 2026-05-29
+permalink: gamevault/01-vision/pillars
+---
+
+# Design Pillars & Locked Decisions
+
+> The few non-negotiables every system must serve. Keep this short; promote only decisions that are truly locked.
+
+## Pillars
+
+- _TBD — define the 3–5 experiential pillars of Project M._
+
+## Locked decisions
+
+- **Tech stack:** Unity DOTS (Entities) + Netcode for Entities — server-authoritative, input-only clients, client prediction. Established [[2026-05-29_Project_Setup]].
+
+## Related
+
+- Decision records: `07_Sessions/_Decisions/`
\ No newline at end of file
diff --git a/Docs/Vault/02_Game_Design/Systems_Index.md b/Docs/Vault/02_Game_Design/Systems_Index.md
new file mode 100644
index 000000000..538218f33
--- /dev/null
+++ b/Docs/Vault/02_Game_Design/Systems_Index.md
@@ -0,0 +1,19 @@
+---
+tags:
+- design
+- index
+updated: 2026-05-29
+permalink: gamevault/02-game-design/systems-index
+---
+
+# Systems Design — Index
+
+One design doc per gameplay system, linked here. Each should state: purpose, components (`IComponentData`), systems (`ISystem`), netcode shape (ghost? predicted vs interpolated? inputs / RPCs), and open questions.
+
+## Systems
+
+- _None yet._
+
+## Conventions
+
+DOTS/ECS conventions live in repo `CLAUDE.md` and the `dots-dev` skill's `dots-conventions.md`. Don't duplicate volatile API details here — link to context7-derived notes instead.
\ No newline at end of file
diff --git a/Docs/Vault/06_Roadmap/Backlog.md b/Docs/Vault/06_Roadmap/Backlog.md
new file mode 100644
index 000000000..27ccdc9c7
--- /dev/null
+++ b/Docs/Vault/06_Roadmap/Backlog.md
@@ -0,0 +1,16 @@
+---
+tags:
+- roadmap
+- backlog
+updated: 2026-05-29
+permalink: gamevault/06-roadmap/backlog
+---
+
+# Backlog
+
+Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when committed.
+
+- [ ] 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]].
+- [ ] Define the core gameplay loop and the first predicted player ghost.
+- [ ] Replace template `SampleScene` with a dedicated bootstrap scene + gameplay subscene.
+- [ ] Optional template cleanup: remove `com.unity.visualscripting`, `Assets/TutorialInfo/`, `Assets/Readme.asset` (delete each asset **with** its `.meta`).
\ No newline at end of file
diff --git a/Docs/Vault/06_Roadmap/Milestones.md b/Docs/Vault/06_Roadmap/Milestones.md
new file mode 100644
index 000000000..d20a89178
--- /dev/null
+++ b/Docs/Vault/06_Roadmap/Milestones.md
@@ -0,0 +1,16 @@
+---
+tags:
+- roadmap
+- milestones
+updated: 2026-05-29
+permalink: gamevault/06-roadmap/milestones
+---
+
+# Milestones
+
+| Milestone | Goal | Status |
+|---|---|---|
+| **M0 — Foundation** | DOTS + Netcode stack, asmdef split, bootstrap, smoke test green | ✅ Done 2026-05-29 — [[2026-05-29_Project_Setup]] |
+| **M1 — _TBD_** | Define the first playable slice (core loop + first predicted ghost) | ⬜ |
+
+Promote items from [[Backlog]] here when committed.
\ No newline at end of file
diff --git a/Docs/Vault/07_Sessions/2026/2026-05-29_Project_Setup.md b/Docs/Vault/07_Sessions/2026/2026-05-29_Project_Setup.md
new file mode 100644
index 000000000..108d97fd9
--- /dev/null
+++ b/Docs/Vault/07_Sessions/2026/2026-05-29_Project_Setup.md
@@ -0,0 +1,36 @@
+---
+date: 2026-05-29
+type: session
+tags:
+- session
+- setup
+- dots
+- netcode
+permalink: gamevault/07-sessions/2026/2026-05-29-project-setup
+---
+
+# Session 2026-05-29 — DOTS + Netcode + Memory Stack Setup
+
+One-time project setup per `Docs/dots-setup-task.md`.
+
+## Done
+
+- **DOTS stack** (Unity 6.4.7 / 6000.4.7f1): `com.unity.entities` 6.4.0, `com.unity.netcode` 1.13.2, `com.unity.physics` 1.4.6, `com.unity.entities.graphics` 6.4.0. Console clean. (Entities / Collections / Graphics now track the Editor version → 6.4.0; Netcode / Physics still independent 1.x.)
+- **Asmdef split** under `Assets/_Project/Scripts/`: `ProjectM.Simulation` (shared), `ProjectM.Client`, `ProjectM.Server`, `ProjectM.Authoring`. Root namespace `ProjectM`.
+- **Bootstrap**: `GameBootstrap : ClientServerBootstrap` (Simulation) → `CreateDefaultClientServerWorlds()`, auto-connect off. Play Mode verified: separate `ServerWorld` (GameServer) + `ClientWorld` (GameClient).
+- **Subscene**: `Assets/_Project/Subscenes/Gameplay.unity` wired into `SampleScene` as a baking target.
+- **Smoke test**: `Heartbeat` IComponentData + `[BurstCompile] HeartbeatSystem : ISystem`; EditMode test ticks `SimulationSystemGroup` 8× and asserts advance → green (1/1).
+- **Vault + memory MCPs + `CLAUDE.md`**: scaffolded.
+
+## Decisions
+
+- [[DR-001_Netcode_Test_Harness]] — smoke test uses a plain-Entities tick test, not the internal `NetCodeTestWorld`.
+
+## Open / deferred
+
+- Unity 6.6 upgrade considered, deferred. Stack is forward-compatible; `NetCodeTestWorld` stays internal regardless of version.
+- Optional template cleanup (visualscripting / TutorialInfo / Readme) deferred → [[Backlog]].
+
+## Next
+
+- Define pillars ([[Pillars]]) and the first playable slice ([[Milestones]]).
\ No newline at end of file
diff --git a/Docs/Vault/07_Sessions/_Decisions/DR-001_Netcode_Test_Harness.md b/Docs/Vault/07_Sessions/_Decisions/DR-001_Netcode_Test_Harness.md
new file mode 100644
index 000000000..b6a795aa0
--- /dev/null
+++ b/Docs/Vault/07_Sessions/_Decisions/DR-001_Netcode_Test_Harness.md
@@ -0,0 +1,26 @@
+---
+id: DR-001
+title: Netcode smoke/test harness approach
+status: accepted
+date: 2026-05-29
+tags:
+- decision
+- netcode
+- testing
+permalink: gamevault/07-sessions/decisions/dr-001-netcode-test-harness
+---
+
+# DR-001 — Test harness: plain-Entities over internal NetCodeTestWorld
+
+## Context
+
+Setup (`Docs/dots-setup-task.md` §4) called for a `NetCodeTestWorld` EditMode test. In **Netcode for Entities 1.13.2**, `Unity.NetCode.Tests.NetCodeTestWorld` (assembly `Unity.NetCode.TestsUtils.Runtime.Tests`) is **`internal`**, reachable only via a fixed `[InternalsVisibleTo]` allow-list of Unity's own assemblies. A consumer test can use it only by naming its test assembly to match an entry (e.g. `Unity.NetcodeSamples.EditModeTests`) — effectively impersonating a Unity sample assembly. Research (Unity ECS status, Dec 2025) shows no public consumer test harness on the roadmap, and that this is **unchanged by a Unity 6.6 upgrade** (Netcode stays independent 1.x; only Entities/Collections/Graphics renumber to the Editor version).
+
+## Decision
+
+Use a **plain-Entities EditMode test** as the default test pattern: create a `World`, register the system under test in `SimulationSystemGroup`, tick, assert. Public API only, no assembly-name impersonation, version-independent. Netcode **world boot** is verified separately by the §3 Play Mode check (`GameBootstrap` creates `ServerWorld` + `ClientWorld`).
+
+## Consequences
+
+- Clean, always-green tests with no fragile naming hacks.
+- Full client+server **connect+tick** coverage is not provided by this pattern. When needed (ghost/prediction work), revisit per-system: either name a dedicated test asmdef `Unity.NetcodeSamples.EditModeTests` to borrow the IVT grant, or vendor a copy of the netcode test utilities.
\ No newline at end of file
diff --git a/Docs/Vault/_Meta/Documentation_Protocol.md b/Docs/Vault/_Meta/Documentation_Protocol.md
new file mode 100644
index 000000000..ea82f34c1
--- /dev/null
+++ b/Docs/Vault/_Meta/Documentation_Protocol.md
@@ -0,0 +1,37 @@
+---
+tags:
+- meta
+- protocol
+updated: 2026-05-29
+permalink: gamevault/meta/documentation-protocol
+---
+
+# Documentation Protocol
+
+How knowledge is read and written for Project M. Four layers, each with a distinct job; the **in-repo vault is the single source of human-facing, cross-machine truth**.
+
+## Layers
+
+| Layer | Holds | Crosses machines? |
+|---|---|---|
+| **This vault** (`Docs/Vault/`) | Design docs, decision records, session logs, roadmap | **Yes** (git) |
+| **basic-memory** MCP | Semantic + wikilink recall over these same vault files | Yes (indexes the vault) |
+| **serena** MCP | C# symbol navigation of `Assets/_Project/` | N/A (from code) |
+| **Native Claude memory** | Machine-local facts / preferences (`memory/`, `MEMORY.md`) | **No** |
+
+**Cross-machine rule:** durable truth → vault or repo `CLAUDE.md` (both committed). Native memory is local-only, never the sole home of a decision or design fact.
+
+## Which tool when
+
+- Where is X defined / who calls it → **serena** (fallback `Grep` / `Glob`).
+- What did we decide / how does system Z work → **basic-memory** recall → read the note here.
+- Literal string / asset GUID → **Grep / Glob**.
+- Current DOTS / Netcode API → **context7** (never memory).
+- Conventions / preferences → repo `CLAUDE.md` + native memory.
+
+## Session bookends
+
+- **Start (read-only):** `CLAUDE.md` → [[Home]] + latest session log → open decision records + [[Backlog]] → basic-memory recall on the goal's nouns.
+- **End:** write a session log (`07_Sessions//`) → firm decisions to DR records → edit touched design docs in place (wikilink, don't duplicate) → durable knowledge to basic-memory, machine-local facts to native `MEMORY.md`.
+
+Driven by the `/dots-dev` skill; this scaffold was created by the one-time setup task.
\ No newline at end of file
diff --git a/Docs/Vault/_Meta/Tags.md b/Docs/Vault/_Meta/Tags.md
new file mode 100644
index 000000000..7cd4f0a6b
--- /dev/null
+++ b/Docs/Vault/_Meta/Tags.md
@@ -0,0 +1,20 @@
+---
+tags:
+- meta
+- taxonomy
+updated: 2026-05-29
+permalink: gamevault/meta/tags
+---
+
+# Tag Taxonomy
+
+Keep tags few and meaningful.
+
+- `#moc` — map of content / index notes
+- `#vision`, `#pillars` — north-star docs
+- `#design` — system design docs
+- `#roadmap`, `#milestones`, `#backlog`
+- `#session` — dated work logs
+- `#decision` — decision records (DR-###)
+- `#meta` — protocol / taxonomy
+- Domain: `#dots`, `#netcode`, `#physics`, `#rendering`, `#testing`
\ No newline at end of file
diff --git a/Docs/Vault/_Templates/Decision_Record_Template.md b/Docs/Vault/_Templates/Decision_Record_Template.md
new file mode 100644
index 000000000..eaa168d8a
--- /dev/null
+++ b/Docs/Vault/_Templates/Decision_Record_Template.md
@@ -0,0 +1,25 @@
+---
+permalink: gamevault/templates/decision-record-template
+---
+
+---
+id: DR-###
+title:
+status: proposed # proposed | accepted | superseded
+date: {{date:YYYY-MM-DD}}
+tags: [decision]
+---
+
+# DR-### —
+
+## Context
+
+_What forced a choice? Constraints, versions, evidence._
+
+## Decision
+
+_What we chose, stated plainly._
+
+## Consequences
+
+_Trade-offs accepted; what to revisit later and when._
\ No newline at end of file
diff --git a/Docs/Vault/_Templates/Session_Log_Template.md b/Docs/Vault/_Templates/Session_Log_Template.md
new file mode 100644
index 000000000..106e4a46a
--- /dev/null
+++ b/Docs/Vault/_Templates/Session_Log_Template.md
@@ -0,0 +1,23 @@
+---
+permalink: gamevault/templates/session-log-template
+---
+
+---
+date: {{date:YYYY-MM-DD}}
+type: session
+tags: [session]
+---
+
+# Session {{date:YYYY-MM-DD}} —
+
+## Goal
+
+## Done
+
+## Decisions
+
+-
+
+## Open / deferred
+
+## Next
\ No newline at end of file
diff --git a/Docs/dots-setup-task.md b/Docs/dots-setup-task.md
new file mode 100644
index 000000000..ccb085f93
--- /dev/null
+++ b/Docs/dots-setup-task.md
@@ -0,0 +1,138 @@
+# One-Time Project Setup Task — DOTS + Netcode + Memory Stack
+
+**This is the separate setup task referenced by the `/dots-dev` skill.** Run it ONCE per project (some steps once per machine — see §0). It installs the DOTS stack, scaffolds the project + vault, wires the memory MCPs, and writes `CLAUDE.md`. After this completes, `/dots-dev` drives feature work; this file is no longer needed (keep it for reference / the second machine).
+
+> **How to run:** open a normal Claude Code session in this project (NOT a worktree — the open Unity Editor + UnityMCP target the live working copy) and say *"Run the DOTS setup task in Docs/dots-setup-task.md."* Work top to bottom; each step has a verification.
+
+> **Conventions reference:** the ECS rules and context7 library IDs live in the skill at
+> `~/.claude/skills/dots-dev/references/dots-conventions.md` and `…/context7-libraries.md`
+> (Windows: `%USERPROFILE%\.claude\skills\dots-dev\references\`). Use context7 for any current API shape — do not trust memory for DOTS APIs.
+
+> **Cross-platform rule:** never write a machine-specific absolute path (`/Users/...`, `C:\...`) into any committed file. Use `${CLAUDE_PROJECT_DIR}` and repo-relative paths. The vault lives in-repo so it travels via git.
+
+---
+
+## §0 — Per-machine prerequisites (do on EACH machine, once)
+
+- [ ] Install **uv / uvx** (for the `basic-memory` and `serena` MCP servers). macOS: `brew install uv` or the official installer; Windows: the official installer / `winget install astral-sh.uv`.
+- [ ] Install the **Obsidian** app and the **obsidian-cli** (the `obsidian-cli` skill drives it). Point Obsidian at `/Docs/Vault` once it exists (§5).
+- [ ] Copy/sync the **`dots-dev` skill** to this machine's user skills dir (`~/.claude/skills/dots-dev/` on macOS, `%USERPROFILE%\.claude\skills\dots-dev\` on Windows). It is path-agnostic — same files on both.
+- [ ] Confirm Unity 6.4 opens the project and the **CoplayDev Unity-MCP** bridge connects (`mcpforunity://editor/state` → `ready_for_tools`).
+
+The repo-committed parts (§1–§6) are done once total; §0 is the only per-machine work.
+
+---
+
+## §1 — Install the DOTS stack
+
+Add these to `Packages/manifest.json` (it is NOT a `.csproj`/`.sln` — editing it is correct) or via UnityMCP `manage_packages(action="add", ...)`. Let UPM resolve the version compatible with Unity 6.4; then pin from `Packages/packages-lock.json`.
+
+- [ ] `com.unity.entities`
+- [ ] `com.unity.netcode` ← **Netcode for Entities** (ECS). NOT `com.unity.netcode.gameobjects`.
+- [ ] `com.unity.physics` ← Unity Physics (DOTS), if the game needs collision/triggers
+- [ ] `com.unity.entities.graphics` ← renders entities under URP (already on URP 17.4)
+
+(`com.unity.burst`, `com.unity.collections`, `com.unity.mathematics`, `com.unity.transport` come transitively.)
+
+- [ ] `read_console` until clean after the domain reload. **Verify:** `manage_packages(action="list")` shows all four; `packages-lock.json` records the resolved versions.
+- [ ] Optional cleanup: the template's `com.unity.visualscripting` and `TutorialInfo`/`Readme.asset` are unused for a DOTS game — remove if you don't want them (delete the asset **and** its `.meta` together).
+
+## §2 — Project structure & asmdefs
+
+Pick a root namespace (e.g. `ProjectM`) and record it in `CLAUDE.md`. Create a Netcode-aware assembly split under `Assets/_Project/`:
+
+```
+Assets/_Project/
+ Scripts/
+ Simulation/ .Simulation.asmdef → Entities, Collections, Mathematics, Burst, Unity.Physics, Unity.NetCode
+ Client/ .Client.asmdef → Simulation, Entities, Unity.NetCode, Unity.Entities.Graphics
+ Server/ .Server.asmdef → Simulation, Entities, Unity.NetCode
+ Authoring/ .Authoring.asmdef → Simulation, Entities, Unity.NetCode
+ Subscenes/
+ Prefabs/
+```
+
+- Shared **Simulation** = components + systems that run in BOTH client and server worlds. Client/Server hold world-specific systems; Authoring holds `…Authoring` MonoBehaviours + `Baker`.
+- [ ] **Verify** against the official ECS Samples / Netcode sample layout (context7 ID `/unity-technologies/entitycomponentsystemsamples`) — adjust the split if the current sample differs. Confirm each asmdef compiles (`read_console`).
+- Never create/edit `.csproj`/`.sln`; only `.asmdef`.
+
+## §3 — Bootstrap & worlds
+
+- [ ] Add a `ClientServerBootstrap` subclass (confirm exact method names — `CreateClientWorld`/`CreateServerWorld`/`WorldSystemFilter` — via context7 `…com_unity_netcode_…`).
+- [ ] Create a minimal subscene so baking has a target.
+- [ ] **Verify:** entering Play Mode creates separate client and server `World`s (check the Entities Hierarchy / world dropdown).
+
+## §4 — Smoke test (prove it compiles AND ticks)
+
+- [ ] One trivial unmanaged component (`struct Heartbeat : IComponentData { public int Tick; }`) + one `ISystem`+`[BurstCompile]` that increments it in `SimulationSystemGroup`.
+- [ ] One **`NetCodeTestWorld`** EditMode test that boots in-process client+server, connects, ticks N times, and asserts the component advanced. (Get the current `NetCodeTestWorld` API from context7.)
+- [ ] **Verify:** `run_tests(mode="EditMode")` → green; console clean of Burst/source-gen errors.
+
+## §5 — In-repo vault
+
+Create `/Docs/Vault/` via the `obsidian-cli` skill (plain markdown is fine if obsidian-cli isn't set up yet):
+
+```
+Docs/Vault/
+ 00_Home/Home.md (Map of Content)
+ 01_Vision/ (pillars, locked decisions)
+ 02_Game_Design/ (systems design docs)
+ 06_Roadmap/{Milestones,Backlog}.md
+ 07_Sessions// (session logs)
+ 07_Sessions/_Decisions/ (decision records, DR-001…)
+ _Templates/{Session_Log,Decision_Record}_Template.md
+ _Meta/{Documentation_Protocol,Tags}.md
+```
+
+- [ ] Point the Obsidian app at this folder as a vault.
+- [ ] **Verify:** obsidian-cli can list/read a note here.
+
+## §6 — Memory MCPs (`.mcp.json`, committed, portable)
+
+Create `/.mcp.json` (or merge into existing) using `${CLAUDE_PROJECT_DIR}` so it loads unchanged on both machines:
+
+```json
+{
+ "mcpServers": {
+ "basic-memory": {
+ "command": "uvx",
+ "args": ["basic-memory", "mcp"]
+ },
+ "serena": {
+ "command": "uvx",
+ "args": ["--from", "git+https://github.com/oraios/serena",
+ "serena", "start-mcp-server",
+ "--context", "ide-assistant",
+ "--project", "${CLAUDE_PROJECT_DIR}"]
+ }
+ }
+}
+```
+
+- [ ] Configure **basic-memory**'s project to point at the vault: `basic-memory project add gamevault "/Docs/Vault"` (and set it default), per basic-memory's current docs. **Verify:** a semantic recall returns a hit on a vault note.
+- [ ] Run **serena** onboarding; test `find_symbol` on the §4 smoke-test system.
+ - ⚠️ **Serena C# caveat:** its language server is flaky on Unity (auto-installs the wrong .NET, `.sln` load timeouts). If `find_symbol` errors/stalls, record it in `CLAUDE.md` and **fall back** to `Glob`/`Grep` — or add **`claude-context`** (local LanceDB vector index over `Assets/` + the vault) as the documented code-search fallback. Prefer local embeddings (FastEmbed/Ollama) to keep game code off third-party APIs.
+- [ ] **Verify:** `.mcp.json` contains no machine-specific absolute paths (only `${CLAUDE_PROJECT_DIR}`), so it loads on the other machine as-is.
+
+## §7 — `CLAUDE.md` (repo root, committed)
+
+Write `/CLAUDE.md` covering:
+- [ ] Project root namespace + the asmdef split from §2.
+- [ ] The **DOTS/ECS conventions** (summarize / link the skill's `dots-conventions.md`): `ISystem`+Burst default, unmanaged `IComponentData`, `IEnableableComponent`, baking, jobs+allocators, ECB for structural changes, determinism (no wall-clock in predicted sim), server-authoritative + input-only clients, `[GhostField]`/ghost authoring. **Aspects deprecated (1.4).**
+- [ ] Guardrails (still valid from classic Unity): never edit `.meta` independently of its asset; never read/write `Library/`, `Temp/`, `obj/`, `Logs/`, `UserSettings/`; never edit/commit `.csproj`/`.sln`; no edits during Play Mode.
+- [ ] **"Which memory tool when"**: serena = C# symbols, basic-memory = design knowledge over the vault, grep = literals, context7 = current DOTS APIs, native memory = machine-local facts.
+- [ ] **Cross-machine rule:** durable/cross-machine truth goes in the in-repo vault or `CLAUDE.md` (both committed); native `memory/` is machine-local and does NOT sync.
+
+## §8 — Native memory seed (machine-local)
+
+- [ ] Append to `MEMORY.md` (this machine): project uses Unity DOTS + Netcode for Entities; the chosen memory stack (vault + basic-memory + serena, claude-context fallback); that `/dots-dev` is the dev driver and this setup is one-time. (Repeat on the other machine, or re-derive from `CLAUDE.md`.)
+
+---
+
+## Done-when
+
+- All four DOTS packages installed, console clean, smoke-test `NetCodeTestWorld` green.
+- `Assets/_Project` asmdef split compiles; client+server worlds spin up.
+- Vault scaffolded; obsidian-cli reads it; basic-memory recalls a note; serena resolves a symbol (or fallback recorded).
+- `CLAUDE.md` + committed `.mcp.json` (portable) exist.
+- Second machine reproduces from §0 alone (everything else is in git).
diff --git a/Packages/manifest.json b/Packages/manifest.json
index 8f768bef0..32c6a4005 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -1,15 +1,23 @@
{
"dependencies": {
+ "com.coplaydev.unity-mcp": "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main",
"com.unity.ai.navigation": "2.0.12",
+ "com.unity.cinemachine": "3.1.6",
"com.unity.collab-proxy": "2.12.4",
+ "com.unity.entities": "6.4.0",
+ "com.unity.entities.graphics": "6.4.0",
"com.unity.ide.rider": "3.0.40",
"com.unity.ide.visualstudio": "2.0.27",
"com.unity.inputsystem": "1.19.0",
"com.unity.multiplayer.center": "1.0.1",
+ "com.unity.netcode": "1.13.2",
+ "com.unity.physics": "1.4.6",
+ "com.unity.probuilder": "6.0.9",
"com.unity.render-pipelines.universal": "17.4.0",
"com.unity.test-framework": "1.6.0",
"com.unity.timeline": "1.8.12",
"com.unity.ugui": "2.0.0",
+ "com.unity.visualeffectgraph": "17.4.0",
"com.unity.visualscripting": "1.9.11",
"com.unity.modules.accessibility": "1.0.0",
"com.unity.modules.adaptiveperformance": "1.0.0",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index 769077233..45aa15452 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -1,5 +1,15 @@
{
"dependencies": {
+ "com.coplaydev.unity-mcp": {
+ "version": "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main",
+ "depth": 0,
+ "source": "git",
+ "dependencies": {
+ "com.unity.nuget.newtonsoft-json": "3.0.2",
+ "com.unity.test-framework": "1.1.31"
+ },
+ "hash": "78ee5418415953b79c358bfe6355fcc3fde7912b"
+ },
"com.unity.ai.navigation": {
"version": "2.0.12",
"depth": 0,
@@ -11,7 +21,7 @@
},
"com.unity.burst": {
"version": "1.8.29",
- "depth": 2,
+ "depth": 1,
"source": "registry",
"dependencies": {
"com.unity.mathematics": "1.2.1",
@@ -19,6 +29,16 @@
},
"url": "https://packages.unity.com"
},
+ "com.unity.cinemachine": {
+ "version": "3.1.6",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.splines": "2.0.0",
+ "com.unity.modules.imgui": "1.0.0"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.collab-proxy": {
"version": "2.12.4",
"depth": 0,
@@ -28,7 +48,7 @@
},
"com.unity.collections": {
"version": "6.4.0",
- "depth": 2,
+ "depth": 1,
"source": "builtin",
"dependencies": {
"com.unity.burst": "1.8.23",
@@ -38,6 +58,37 @@
"com.unity.test-framework.performance": "3.0.3"
}
},
+ "com.unity.entities": {
+ "version": "6.4.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.burst": "1.8.23",
+ "com.unity.collections": "6.4.0",
+ "com.unity.mathematics": "1.3.2",
+ "com.unity.nuget.mono-cecil": "1.11.5",
+ "com.unity.profiling.core": "1.0.2",
+ "com.unity.scriptablebuildpipeline": "2.4.3",
+ "com.unity.serialization": "3.1.2",
+ "com.unity.test-framework.performance": "3.0.3",
+ "com.unity.modules.assetbundle": "1.0.0",
+ "com.unity.modules.audio": "1.0.0",
+ "com.unity.modules.physics": "1.0.0",
+ "com.unity.modules.uielements": "1.0.0",
+ "com.unity.modules.unityanalytics": "1.0.0",
+ "com.unity.modules.unitywebrequest": "1.0.0"
+ }
+ },
+ "com.unity.entities.graphics": {
+ "version": "6.4.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.entities": "6.4.0",
+ "com.unity.modules.particlesystem": "1.0.0",
+ "com.unity.render-pipelines.core": "14.0.10"
+ }
+ },
"com.unity.ext.nunit": {
"version": "2.0.5",
"depth": 1,
@@ -73,7 +124,7 @@
},
"com.unity.mathematics": {
"version": "1.3.3",
- "depth": 2,
+ "depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
@@ -86,9 +137,61 @@
"com.unity.modules.uielements": "1.0.0"
}
},
+ "com.unity.netcode": {
+ "version": "1.13.2",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.entities": "1.4.4",
+ "com.unity.transport": "2.5.3",
+ "com.unity.modules.animation": "1.0.0"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.nuget.mono-cecil": {
"version": "1.11.6",
- "depth": 3,
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.nuget.newtonsoft-json": {
+ "version": "3.2.2",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.physics": {
+ "version": "1.4.6",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.burst": "1.8.28",
+ "com.unity.entities": "1.4.6",
+ "com.unity.collections": "2.6.6",
+ "com.unity.mathematics": "1.3.2",
+ "com.unity.modules.imgui": "1.0.0",
+ "com.unity.test-framework": "1.4.6",
+ "com.unity.modules.jsonserialize": "1.0.0"
+ },
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.probuilder": {
+ "version": "6.0.9",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.shadergraph": "17.0.3",
+ "com.unity.modules.imgui": "1.0.0",
+ "com.unity.modules.physics": "1.0.0",
+ "com.unity.settings-manager": "1.0.3"
+ },
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.profiling.core": {
+ "version": "1.0.3",
+ "depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
@@ -124,6 +227,16 @@
"com.unity.render-pipelines.core": "17.4.0"
}
},
+ "com.unity.scriptablebuildpipeline": {
+ "version": "2.6.1",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.test-framework": "1.4.5",
+ "com.unity.modules.assetbundle": "1.0.0"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.searcher": {
"version": "4.9.4",
"depth": 2,
@@ -131,6 +244,23 @@
"dependencies": {},
"url": "https://packages.unity.com"
},
+ "com.unity.serialization": {
+ "version": "3.1.5",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.burst": "1.8.13",
+ "com.unity.collections": "2.4.2"
+ },
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.settings-manager": {
+ "version": "2.1.1",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
"com.unity.shadergraph": {
"version": "17.4.0",
"depth": 1,
@@ -140,6 +270,17 @@
"com.unity.searcher": "4.9.3"
}
},
+ "com.unity.splines": {
+ "version": "2.8.4",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.mathematics": "1.2.1",
+ "com.unity.modules.imgui": "1.0.0",
+ "com.unity.settings-manager": "1.0.3"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.test-framework": {
"version": "1.6.0",
"depth": 0,
@@ -152,7 +293,7 @@
},
"com.unity.test-framework.performance": {
"version": "3.4.0",
- "depth": 3,
+ "depth": 1,
"source": "registry",
"dependencies": {
"com.unity.test-framework": "1.1.33",
@@ -172,6 +313,17 @@
},
"url": "https://packages.unity.com"
},
+ "com.unity.transport": {
+ "version": "2.7.2",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.burst": "1.8.24",
+ "com.unity.collections": "2.2.1",
+ "com.unity.mathematics": "1.3.2"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.ugui": {
"version": "2.0.0",
"depth": 0,
@@ -181,6 +333,15 @@
"com.unity.modules.imgui": "1.0.0"
}
},
+ "com.unity.visualeffectgraph": {
+ "version": "17.4.0",
+ "depth": 0,
+ "source": "builtin",
+ "dependencies": {
+ "com.unity.shadergraph": "17.4.0",
+ "com.unity.render-pipelines.core": "17.4.0"
+ }
+ },
"com.unity.visualscripting": {
"version": "1.9.11",
"depth": 0,
diff --git a/ProjectSettings/EntitiesClientSettings.asset b/ProjectSettings/EntitiesClientSettings.asset
new file mode 100644
index 000000000..baf6668fd
--- /dev/null
+++ b/ProjectSettings/EntitiesClientSettings.asset
@@ -0,0 +1,16 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &1
+MonoBehaviour:
+ m_ObjectHideFlags: 53
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: e2ea235c1fcfe29488ed97c467a0da53, type: 3}
+ m_Name:
+ m_EditorClassIdentifier: Unity.Entities.Build::Unity.Entities.Build.EntitiesClientSettings
+ FilterSettings:
+ ExcludedBakingSystemAssemblies: []
diff --git a/ProjectSettings/NetCodeClientAndServerSettings.asset b/ProjectSettings/NetCodeClientAndServerSettings.asset
new file mode 100644
index 000000000..0d9f79e41
--- /dev/null
+++ b/ProjectSettings/NetCodeClientAndServerSettings.asset
@@ -0,0 +1,41 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &1
+MonoBehaviour:
+ m_ObjectHideFlags: 53
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 4111970df3904877aade1a474116e5c2, type: 3}
+ m_Name:
+ m_EditorClassIdentifier: Unity.NetCode.Authoring.Hybrid::Unity.NetCode.Hybrid.NetCodeClientAndServerSettings
+ FilterSettings:
+ ExcludedBakingSystemAssemblies: []
+ AdditionalScriptingDefines: []
+ GlobalNetCodeConfig: {fileID: 0}
+ CurrentImportanceSuggestions:
+ - MinValue: 1
+ MaxValue: 4
+ Name: Low Importance
+ Tooltip: For cosmetic (i.e. visual-only) ghosts like glass bottles, signs, beach-balls,
+ and cones etc. Typically Static.
+ - MinValue: 5
+ MaxValue: 40
+ Name: Medium Importance
+ Tooltip: For common gameplay-affecting ghosts like trees, doors, explosive barrels,
+ dropped loot etc. Typically Static.
+ - MinValue: 50
+ MaxValue: 250
+ Name: High Importance
+ Tooltip: For per-player and objective-critical ghosts like Player Character Controllers
+ and CTF flags etc. Typically for Dynamic i.e. Predicted ghosts.
+ UsePreSerialization is likely a good fit.
+ - MinValue: 1000
+ MaxValue: 0
+ Name: Critical Importance
+ Tooltip: For gameplay critical singletons like the one keeping the current score,
+ or the one denoting whether or not the current round has started etc. Choose
+ UsePreSerialization, and use sparingly.
diff --git a/ProjectSettings/NetCodeServerSettings.asset b/ProjectSettings/NetCodeServerSettings.asset
new file mode 100644
index 000000000..a53b8eef7
--- /dev/null
+++ b/ProjectSettings/NetCodeServerSettings.asset
@@ -0,0 +1,17 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
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+MonoBehaviour:
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+ m_Name:
+ m_EditorClassIdentifier: Unity.NetCode.Authoring.Hybrid::Unity.NetCode.Hybrid.NetCodeServerSettings
+ FilterSettings:
+ ExcludedBakingSystemAssemblies: []
+ AdditionalScriptingDefines: []
diff --git a/ProjectSettings/Packages/com.unity.probuilder/Settings.json b/ProjectSettings/Packages/com.unity.probuilder/Settings.json
new file mode 100644
index 000000000..6effc1e99
--- /dev/null
+++ b/ProjectSettings/Packages/com.unity.probuilder/Settings.json
@@ -0,0 +1,36 @@
+{
+ "m_Dictionary": {
+ "m_DictionaryValues": [
+ {
+ "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
+ "key": "lightmapping.autoUnwrapLightmapUV",
+ "value": "{\"m_Value\":true}"
+ },
+ {
+ "type": "UnityEngine.ProBuilder.LogLevel, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
+ "key": "log.level",
+ "value": "{\"m_Value\":3}"
+ },
+ {
+ "type": "UnityEngine.ProBuilder.LogOutput, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
+ "key": "log.output",
+ "value": "{\"m_Value\":1}"
+ },
+ {
+ "type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
+ "key": "log.path",
+ "value": "{\"m_Value\":\"ProBuilderLog.txt\"}"
+ },
+ {
+ "type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
+ "key": "about.identifier",
+ "value": "{\"m_Value\":{\"m_Major\":6,\"m_Minor\":0,\"m_Patch\":9,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}"
+ },
+ {
+ "type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
+ "key": "preferences.version",
+ "value": "{\"m_Value\":{\"m_Major\":6,\"m_Minor\":0,\"m_Patch\":9,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}"
+ }
+ ]
+ }
+}
\ No newline at end of file
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index 07e72c2cc..72e68cea6 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -923,11 +923,11 @@ PlayerSettings:
activeInputHandler: 1
windowsGamepadBackendHint: 0
enableDirectStorage: 0
- cloudProjectId:
+ cloudProjectId: e222f40d-3106-4f0a-843d-c0237ded721b
framebufferDepthMemorylessMode: 0
qualitySettingsNames: []
- projectName:
- organizationId:
+ projectName: Project M
+ organizationId: rain-entertainment-llc
cloudEnabled: 0
legacyClampBlendShapeWeights: 0
hmiLoadingImage: {fileID: 0}
diff --git a/ProjectSettings/SceneTemplateSettings.json b/ProjectSettings/SceneTemplateSettings.json
new file mode 100644
index 000000000..ede5887b3
--- /dev/null
+++ b/ProjectSettings/SceneTemplateSettings.json
@@ -0,0 +1,121 @@
+{
+ "templatePinStates": [],
+ "dependencyTypeInfos": [
+ {
+ "userAdded": false,
+ "type": "UnityEngine.AnimationClip",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEditor.Animations.AnimatorController",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.AnimatorOverrideController",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEditor.Audio.AudioMixerController",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.ComputeShader",
+ "defaultInstantiationMode": 1
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.Cubemap",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.GameObject",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEditor.LightingDataAsset",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.LightingSettings",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.Material",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEditor.MonoScript",
+ "defaultInstantiationMode": 1
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.PhysicsMaterial",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.PhysicsMaterial2D",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.Rendering.PostProcessing.PostProcessProfile",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.Rendering.PostProcessing.PostProcessResources",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.Rendering.VolumeProfile",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEditor.SceneAsset",
+ "defaultInstantiationMode": 1
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.Shader",
+ "defaultInstantiationMode": 1
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.ShaderVariantCollection",
+ "defaultInstantiationMode": 1
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.Texture",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.Texture2D",
+ "defaultInstantiationMode": 0
+ },
+ {
+ "userAdded": false,
+ "type": "UnityEngine.Timeline.TimelineAsset",
+ "defaultInstantiationMode": 0
+ }
+ ],
+ "defaultDependencyTypeInfo": {
+ "userAdded": false,
+ "type": "",
+ "defaultInstantiationMode": 1
+ },
+ "newSceneOverride": 0
+}
\ No newline at end of file
diff --git a/ProjectSettings/ShaderGraphSettings.asset b/ProjectSettings/ShaderGraphSettings.asset
index e66042a7c..ce8c24328 100644
--- a/ProjectSettings/ShaderGraphSettings.asset
+++ b/ProjectSettings/ShaderGraphSettings.asset
@@ -13,6 +13,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
shaderVariantLimit: 128
+ overrideShaderVariantLimit: 0
customInterpolatorErrorThreshold: 32
customInterpolatorWarningThreshold: 16
customHeatmapValues: {fileID: 0}
diff --git a/ProjectSettings/URPProjectSettings.asset b/ProjectSettings/URPProjectSettings.asset
index 08faf0336..6ad563183 100644
--- a/ProjectSettings/URPProjectSettings.asset
+++ b/ProjectSettings/URPProjectSettings.asset
@@ -12,4 +12,5 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 247994e1f5a72c2419c26a37e9334c01, type: 3}
m_Name:
m_EditorClassIdentifier:
- m_LastMaterialVersion: 9
+ m_LastMaterialVersion: 10
+ m_ProjectSettingFolderPath: URPDefaultResources
diff --git a/ProjectSettings/VFXManager.asset b/ProjectSettings/VFXManager.asset
index 3a95c98be..0462703c6 100644
--- a/ProjectSettings/VFXManager.asset
+++ b/ProjectSettings/VFXManager.asset
@@ -3,10 +3,18 @@
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