Track B. All 21 one-shot cues funnelled through FeedbackFx.PlayClip ->
AudioSource.PlayClipAtPoint, which allocates a GameObject + AudioSource per call
and schedules a delayed Destroy — ~20-33 times a second in light combat. New
OneShotAudioPool is a 32-voice 3D ring behind an UNCHANGED PlayClip signature, so
all 20 consuming call sites are untouched.
Parity is the whole game here: PlayClipAtPoint sets spatialBlend = 1 explicitly (a
fresh AudioSource is 2D) and leaves the rest at stock defaults. Two deliberate
divergences, both forced by the voices being long-lived: playOnAwake = false, and
dopplerLevel = 0 because a pooled voice TELEPORTS between events and would
otherwise pitch-bend. Root is DontDestroyOnLoad (WorldLauncher does
LoadScene(Single) while the client world is alive) with a SubsystemRegistration
reset, or session two rents destroyed voices.
Authored impact VFX are pooled per prefab instead of Instantiate/Destroy per hit:
components cached per INSTANCE (refs are instance-scoped), main.stopAction forced
to None (a prefab set to Destroy silently drains the pool), instances filled under
an inactive root so Awake/Start never run — which is what makes the DestroyImmediate
in StripCosmetic safe — ps.Clear before Play, TrailRenderer.Clear after the
reposition, and a Rented flag as the at-most-once guard against a double Return
aliasing one instance to two callers.
Per-frame allocation: the slash-arc and enemy-wedge mesh builders each allocated
four arrays on every call (up to twice a frame, and once per winding enemy); HUD
and ability-bar labels rebuilt their strings every frame; damage-number fades
rewrote TextMesh vertex colours every frame; health bars pushed uGUI writes
unconditionally; two systems played back an empty EntityCommandBuffer (a
structural-change sync point) every frame.
Also closes an AudioClip leak across all seven clip-owning systems: an
AudioClip.Create'd clip is a standalone UnityEngine.Object, so destroying a
system's FX root left it alive (MusicSystem ~6.8 MB, AmbientAudioSystem ~2 MB per
client-world teardown).
CombatFeedbackSystem's TryHold call sites go with this commit because they share
the file; the camera-side removal lands in the next one.
Verified live: PlayClipAtPoint's "One shot audio" GameObject never appears again
across 270 frames of combat with kills; the VFX pool fills to its retain cap and
stabilises; real cues route through the ring. 304/304 EditMode green.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The 2026-08-06 audit found the shipping scene was still the abandoned
co-op-Hades game with LANTERN combat bolted on, and that a third of the
codebase was live code for a direction abandoned on 2026-07-13. Operator
chose deletion over freezing: "everything is saved in source control if
needed. I want the project to be clean."
DELETED (~140 source files, Scripts 335->231, Tests 77->43):
- Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring /
SwarmerAuthoring were attached to ZERO prefabs, so LungeState /
SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI
passes, BossAISystem (261 lines) and the whole MixBands escalation
curve could not match a single chunk at runtime, while 734 lines of
green tests certified them. Both shipping enemy prefabs were already
byte-identical in stats.
- Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag,
route select, portal interact, ready-check, room field/teardown.
- Meta shop, prep loadout, boons (incl. KillRewardSystem and
DashTrailDamageSystem, which existed only to serve boon flags).
- Build palette + structures, shared storage, inventory/equipment
(already recorded PAUSED in CLAUDE.md).
- The HUD panels driving all of the above (HudSystem 1168 -> 610).
KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter
for spawn rings, respawn and dynamic light), the resource ledger +
StorageMath, the save system, region/relevancy. Three of these were in
the delete set until I checked their consumers — worth remembering that
the file-level manifest was wrong about them.
Also folds in audit finding M5: PlayerClass was a second, server-only
copy of the byte FrameId already replicates. It existed for the meta
shop; with that gone, FrameId is the single frame identity.
Harvest is now single-sink (ledger). HarvestMath keeps its shape so
LANTERN's carried-vs-banked cargo split lands in one place, not two.
295/295 EditMode green, zero compile errors. Subscene re-bake and Play
validation follow in the next commit.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
New FeedbackFx static (MakeClip/MakeParticleMaterial/MakeBurst/PlayClip/EmitTinted/EmitAt); the 3 *FeedbackSystem copies + AmbientAudio.MakeSting now route through it via 'using static'. MakeBurst takes the FX-root + the per-use gravity/radius/sizeTail that were the only diffs between copies; MakeClip folds in noise + decay. Behaviour-identical by construction (every particle/clip param preserved exactly).
459/459 EditMode tests pass; compiles clean. VFX are presentation-only (no EditMode coverage) -> wants a Play-mode smoke to eyeball hit/death/harvest/structure bursts.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Netcode frontend pattern: UITK main menu / pause / settings (MenuUi + controllers), on-demand world lifecycle (WorldLauncher/SessionRunner), GameBootstrap menu branch; Graphics/Audio settings (SettingsService/GameVolume); single-slot save foundation (SaveData/SaveService, born-correct load at director spawn, autosave on Siege->Calm + quit); RuntimePanelSettings + theme; BuildTool menu; 10 EditMode tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>