diff --git a/Assets/Scenes/DevSandbox.unity b/Assets/Scenes/DevSandbox.unity
index 205f2344e..9c4ff696f 100644
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+++ b/Assets/Scenes/DevSandbox.unity
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diff --git a/Assets/Scenes/Game.unity b/Assets/Scenes/Game.unity
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diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity
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diff --git a/Assets/_Project/Scripts/Client/Connection/ConnectionUI.cs b/Assets/_Project/Scripts/Client/Connection/ConnectionUI.cs
deleted file mode 100644
index bad61207d..000000000
--- a/Assets/_Project/Scripts/Client/Connection/ConnectionUI.cs
+++ /dev/null
@@ -1,79 +0,0 @@
-using ProjectM.Simulation;
-using Unity.Entities;
-using Unity.NetCode;
-using UnityEngine;
-
-namespace ProjectM.Client
-{
- ///
- /// Minimal IMGUI Host / Join (+ IP) panel for the M4 LAN flow — the connection entry point for player
- /// builds, where there is no editor auto-host. Writes a request into the
- /// relevant netcode world(s): Host makes the server world listen and the local client join over
- /// loopback; Join makes the client world connect to the typed IP. Hides itself once the client
- /// world has a connection. Direct IP/LAN only — Unity Relay is deferred to a later pass. In the editor
- /// the EditorAutoHostSystem usually connects first, so this panel just shows "Connected".
- ///
- public class ConnectionUI : MonoBehaviour
- {
- [SerializeField] ushort _port = 7979;
-
- string _ipField = "127.0.0.1";
-
- void OnGUI()
- {
- if (IsClientConnected())
- {
- GUILayout.BeginArea(new Rect(10, 10, 220, 26));
- GUILayout.Label("Net: Connected");
- GUILayout.EndArea();
- return;
- }
-
- GUILayout.BeginArea(new Rect(10, 10, 240, 150), GUI.skin.box);
- GUILayout.Label("Project M — LAN co-op");
-
- // Host is only possible where a server world exists (editor or a ClientServer/host build).
- if (ClientServerBootstrap.ServerWorld is { IsCreated: true })
- {
- if (GUILayout.Button("Host"))
- {
- Seed(ClientServerBootstrap.ServerWorld, ConnectionMode.Host, "0.0.0.0", _port);
- Seed(ClientServerBootstrap.ClientWorld, ConnectionMode.Join, "127.0.0.1", _port);
- }
- GUILayout.Space(6);
- }
-
- GUILayout.Label("Join host IP:");
- _ipField = GUILayout.TextField(_ipField);
- if (GUILayout.Button("Join"))
- Seed(ClientServerBootstrap.ClientWorld, ConnectionMode.Join, _ipField, _port);
-
- GUILayout.EndArea();
- }
-
- static bool IsClientConnected()
- {
- var world = ClientServerBootstrap.ClientWorld;
- if (world is not { IsCreated: true })
- return false;
- using var q = world.EntityManager.CreateEntityQuery(ComponentType.ReadOnly());
- return !q.IsEmpty;
- }
-
- static void Seed(World world, ConnectionMode mode, string address, ushort port)
- {
- if (world is not { IsCreated: true })
- return;
- var em = world.EntityManager;
- using var q = em.CreateEntityQuery(ComponentType.ReadWrite());
- Entity e = q.IsEmpty ? em.CreateEntity(typeof(ConnectionConfig)) : q.GetSingletonEntity();
- em.SetComponentData(e, new ConnectionConfig
- {
- Mode = mode,
- Address = address,
- Port = port,
- Requested = true,
- });
- }
- }
-}
diff --git a/Assets/_Project/Scripts/Client/Connection/ConnectionUI.cs.meta b/Assets/_Project/Scripts/Client/Connection/ConnectionUI.cs.meta
deleted file mode 100644
index 4c0089b0d..000000000
--- a/Assets/_Project/Scripts/Client/Connection/ConnectionUI.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: 977a7574cf6ff4898b7e9db6c21368f9
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Client/Debug/DebugOverlay.cs b/Assets/_Project/Scripts/Client/Debug/DebugOverlay.cs
index 01f7cc174..a34c824c1 100644
--- a/Assets/_Project/Scripts/Client/Debug/DebugOverlay.cs
+++ b/Assets/_Project/Scripts/Client/Debug/DebugOverlay.cs
@@ -5,7 +5,7 @@ using UnityEngine;
namespace ProjectM.Client
{
///
- /// EDITOR-ONLY in-game dev-tools overlay (IMGUI, mirrors ConnectionUI). Buttons enqueue
+ /// EDITOR-ONLY in-game dev-tools overlay (IMGUI dev overlay). Buttons enqueue
/// RPCs through , so they drive the REAL
/// server-authoritative paths (and work over a live connection too, not just in-editor). Drop it on a
/// GameObject in the DevSandbox (or Game) scene. While open it forces the OS cursor visible
diff --git a/Assets/_Project/Scripts/Simulation/Connection/ConnectionConfig.cs b/Assets/_Project/Scripts/Simulation/Connection/ConnectionConfig.cs
index efb6ad49c..3d84bb037 100644
--- a/Assets/_Project/Scripts/Simulation/Connection/ConnectionConfig.cs
+++ b/Assets/_Project/Scripts/Simulation/Connection/ConnectionConfig.cs
@@ -5,7 +5,7 @@ namespace ProjectM.Simulation
{
///
/// Connection intent for the M4 LAN host/join flow. Lives in Simulation so both the server and
- /// client worlds can read it. A UI (ConnectionUI) — or, in the editor, the auto-host system —
+ /// client worlds can read it. A UI (the UITK frontend menu via WorldLauncher) — or, in the editor, the auto-host system —
/// writes the desired + endpoint and sets true; the
/// per-world ConnectionControlSystem turns it into a netcode NetworkStreamRequestListen /
/// NetworkStreamRequestConnect and clears . Direct IP/LAN only for now —
diff --git a/Assets/_Project/Scripts/Simulation/Connection/EditorAutoHostSystem.cs b/Assets/_Project/Scripts/Simulation/Connection/EditorAutoHostSystem.cs
index d5bd02300..410b15fb1 100644
--- a/Assets/_Project/Scripts/Simulation/Connection/EditorAutoHostSystem.cs
+++ b/Assets/_Project/Scripts/Simulation/Connection/EditorAutoHostSystem.cs
@@ -10,7 +10,7 @@ namespace ProjectM.Simulation
/// works" multi-client: the server world hosts on loopback and every client / thin-client world joins
/// it — reproducing the old single-key playflow but for N players. Runs once per world then disables
/// itself, and skips seeding if a already exists (e.g. set by
- /// ConnectionUI). Does not exist in player builds.
+ /// the frontend menu's WorldLauncher). Does not exist in player builds.
///
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation | WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)]
public partial struct EditorAutoHostSystem : ISystem
diff --git a/Assets/_Recovery.meta b/Assets/_Recovery.meta
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diff --git a/Assets/_Recovery/0 (1).unity b/Assets/_Recovery/0 (1).unity
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