CLAUDE.md was 42126 bytes (over its own 40960-byte context-load limit). Trimmed to 39437 (1523B headroom): kept the stack/assembly tables, all high-recurrence hazards, bootstrap/DOTS/testing/guardrails; condensed the verbose mega-bullets to their essence + existing [[DR-###]] pointers; collapsed the redundant Memory table into a link to [[Documentation_Protocol]]. Added a 'Maintaining this file (size budget)' section so future edits self-enforce the limit (size-check commands, archive-don't-delete rule, net-zero rule). Appended a dated, byte-faithful verbatim snapshot of the pre-trim CLAUDE.md to Docs/Vault/_Meta/CLAUDE_Build_Gotchas_Archive.md (headings demoted to nest) so nothing is lost from the vault. Verified via a 4-auditor workflow: archive complete + integrity pass; 1 condensation distortion + 2 nuance losses caught and fixed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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title, type, created
| title | type | created |
|---|---|---|
| CLAUDE.md Build-Gotchas Archive | reference | 2026-06-04 |
CLAUDE.md Build-Gotchas Archive
This note holds the full, verbose build-gotcha entries that were condensed out of the committed CLAUDE.md to keep that file under its 40 KB context-load limit. The condensed one-liners in CLAUDE.md link here and to the per-milestone Decision Records (Docs/Vault/07_Sessions/_Decisions/DR-###). Nothing was deleted — this is the long-form source of truth for the operational lessons; the DRs carry the design rationale.
Condensation passes:
- 2026-06-04 (first pass) — M1–M6 long-form build lessons → the milestone sections below.
- 2026-06-07 (second pass) — the newer M7+/HUD/animation distilled bullets were further tightened in
CLAUDE.md; a full verbatim snapshot of the pre-2026-06-07CLAUDE.mdis appended at the very bottom of this note (## 2026-06-07 — Pre-trim CLAUDE.md snapshot) so every removed detail stays recoverable.
When a gotcha here is later proven wrong or superseded, strike it through and note the superseding DR rather than deleting it.
Version history & stack status
✅ Reconciled 2026-06-02:
manifest.jsonpins aligned to the resolved Unity 6.4.7 lock (entities/entities.graphics 6.4.0, URP 17.4.0, test-framework 1.6.0, ugui 2.0.0, multiplayer.center 1.0.1) — a no-op re-resolve (lock unchanged, console clean). The values in the CLAUDE.md stack table matchpackages-lock.json. See DR-008_M5_HomeBase_BaseLayer_Storage.
Version history & status (2026-05-30): built on 6.4.7 (
6000.4.7f1; Netcode 1.13.2 / Physics 1.4.6 / Entities 6.4.0). Briefly upgraded to 6.6.0a6, where Netcode→6.6.0, Physics→6.5.0, Entities→6.5.0 all renumbered into the editor line — BUT the alpha's Netcode/Transport runtime is broken (all in-editor connections fail with "invalid wrapped network interface"; confirmed engine bug via a zero-gameplay repro — seeDocs/VaultDR-002 andDocs/UnityBugReport-Netcode-Transport-6.6.0a6.md). → Reverting to Unity 6.4.7 for stable netcode runtime. If returning to 6.6 later, expect the renumber and re-test the runtime. The M1 player slice should port to 6.4 / Netcode 1.13.2 with no or minimal changes — recompile andread_consoleafter the downgrade.
Build gotchas (learned — M1, 2026-05-30)
Unity.Transformsmust be a DIRECT asmdef reference for any assembly whose source-gen'd systems useLocalTransform/LocalToWorld. It is its own assembly; transitive visibility compiles your hand-written code but the Entities generator emits CS0246 inside the*.g.cs.- Authoring asmdefs need
Unity.Entities.Hybrid(definesBaker<T>) andUnity.Collections(baking source-gen). A nested baker class must not be namedBaker(it shadowsBaker<T>→ CS0308/CS0246) — name itFooBaker. - Never name an
IComponentDataPlayerInput, and don'tusing UnityEngine.InputSystem;in a file that references such a component: it collides withUnityEngine.InputSystem.PlayerInput, and the Entities generator bindsRefRW<…>to the managed class → a misleading CS8377 "must be a non-nullable value type". Fully-qualify Input System types (UnityEngine.InputSystem.Keyboard.current) instead. IInputComponentDatarequires implementingFixedString512Bytes ToFixedString().- An input-gather system that reads the managed Input System belongs in
GhostInputSystemGroupas a non-BurstISystem(orSystemBase), never inside the prediction loop.
Build gotchas (learned — M2 combat, 2026-05-31)
- The generated Input Actions C# wrapper must live inside an asmdef any system needs to reference. By default it generates next to the
.inputactions(e.g.Assets/Settings/), which has no asmdef → it compiles intoAssembly-CSharp, and asmdef assemblies (ProjectM.Client) cannot reference that. Fix: set the importer'swrapperCodePath(in the.inputactions.meta) to a path inside the consuming asmdef, e.g.Assets/_Project/Scripts/Client/Input/ProjectMInput.cs, and delete the old generated file. Read the action map via a managedSystemBaseholding the wrapper; gatherFireas a netcodeInputEvent(reset the field each frame,.Set()on the press edge — netcode latches the absoluteCountinto the command buffer; the live component value is only the per-tick delta). - Predicted-spawn classification cannot be
[BurstCompile]d (Netcode 1.13.2). The cross-assembly genericUnity.NetCode.LowLevel.SnapshotDataBufferComponentLookup.TryGetComponentDataFromSnapshotHistory<T>()trips a Burst internal compiler error (type-hash resolution). Make the classifier a plain non-BurstISystem(it only runs when spawns are received — cold path). In 1.13.2 that method takesref DynamicBuffer<SnapshotDataBuffer>(the public HelloNetcode sample's by-valuedatais from an older version). - A Burst internal compiler error corrupts the editor's Burst incremental cache. After the error is fixed in code, newly-added
[BurstCompile]entry points (systems and generated ghost-component serializers) keep logging"... is not a known Burst entry point"and run managed-fallback (slow → server tick-batching, ~30–40s play-enter). A clean compile + green tests + working runtime confirm the code is fine. Clear it with an editor restart (or deleteLibrary/BurstCachewhile closed) — a domain reload alone does not. - Projectile/area hit tests must be swept, not point checks. A point distance check tunnels straight through a target when the per-tick step exceeds the target radius — at high projectile speed or whenever the server tick-batches under load. Test the segment the projectile traversed this tick (
[curPos - dir*speed*dt, curPos]) against each target; order the damage system[UpdateAfter(MoveSystem)]. (Caught at runtime, not by a point-based unit test — cover hit detection with a tunnelling regression test.) - In-editor input injection needs a focused Game view — unless you change two settings. By default the Input System ignores injected/real device input while the Game view is unfocused, so headless (MCP
execute_code) keypress simulation won't driveIInputComponentData. Fix (both now set in this project):InputSettings.editorInputBehaviorInPlayMode = AllDeviceInputAlwaysGoesToGameView+Application.runInBackground = true. For deterministic, device-independent validation prefer the editor-onlyDebugInputInjectionSystem(ProjectM.Client,#if UNITY_EDITOR): poke its statics fromexecute_code—DebugInputInjectionSystem.Fire()/.SetMove(x,z)/.SetAim(x,z)/.Stop()— to drive the local player'sPlayerInputthrough the authentic command→prediction pipeline. (Validated:SetMovedrives + replicates movement. One-shotFirepropagation needs a healthy editor — tick-batching under a degraded/corrupt-Burst editor drops one-shotInputEvents while continuous values survive.) - Prototype presentation glue lives in
ProjectM.Clientas MonoBehaviours.PrototypeCameraRig(on the Main Camera) is a tunable player-following ARPG cam (default mid 3/4 ~45° perspective) that reads the local player ghost'sLocalTransformeach LateUpdate. Bright prototype URP-Lit materials are inAssets/_Project/Materials/(player cyan, dummy red, projectile yellow, ground grey).ProjectM.Clientnow referencesUnity.Transformsdirectly (the rig readsLocalTransform).
Build gotchas (learned — M5 physics-in-prediction, 2026-06-01)
- Editing Assets
.cswith the rawWritetool does NOT reliably trigger a Unity recompile on an unfocused editor —refresh_unitydid a domain reload without recompiling, so tests +execute_coderan a stale assembly (symptom: behaviour that exists in neither the old nor new source). Always edit Assets.csvia MCPapply_text_edits/create_script(Unity's own scripting pipeline) — neverWrite. (Write/Editare fine for non-asset files: vault, asmdef JSON, etc.) See 2026-06-01_M5_Physics_In_Prediction. - Predicted physics is implicit — there is no
PredictedPhysicstoggle. With the netcode-physics package present (Unity.NetCode.Physics,…Physics.Hybrid) and predicted ghosts carrying physics components, Netcode relocatesPhysicsSystemGroupinto thePredictedFixedStepSimulationSystemGroup(a child ofPredictedSimulationSystemGroup, marked OrderFirst).NetCodePhysicsConfigonly tunes lag-comp / run-mode / history. Put one in the gameplay subscene withPhysicGroupRunMode = LagCompensationEnabledOrAnyPhysicsEntitiesso the group runs whenever physics entities exist. - Unity Physics 1.x bakes built-in
UnityEnginecolliders +Rigidbody— the oldPhysicsShapeAuthoring/PhysicsBodyAuthoring(Physics 0.x) are gone (unity_reflectfinds neither). Author a dynamic body with aCapsuleCollider/BoxCollider+Rigidbody(useGravity=false→ planar/PhysicsGravityFactor=0;isKinematic=false;interpolation=Interpolate→PhysicsGraphicalSmoothing). Static colliders = collider, no Rigidbody, baked into the subscene (present identically in server + client worlds, deterministic, no replication). PhysicsVelocityauto-replicates — Netcode shipsPhysicsVelocityDefaultVariant+ a generated serializer, so a predicted-physics ghost needs no hand-written[GhostField]for velocity (LocalTransformis already replicated). Drive the character by writingPhysicsVelocity.Linear, not by teleportingLocalTransform.Rigidbody.FreezeRotationis NOT honored by the DOTS baker (bakedPhysicsMass.InverseInertiastays non-zero). Hold a top-down character's facing by zeroing angular velocity each tick + writing rotation directly (PlayerAimSystem); setPhysicsMass.InverseInertia = float3.zeroin a baker/system if a hard lock is needed.- Gravity-off bodies accumulate vertical contact impulses permanently (a capsule rides up a box edge and floats away — looks like tunnelling, isn't). Pin players to the movement plane after the physics step: a system in
PredictedSimulationSystemGroup[UpdateAfter(PredictedFixedStepSimulationSystemGroup)]clamping Y toPlayerSpawner.SpawnPoint.y+ zeroingLinear.y(PlayerPlanarConstraintSystem). - The predicted physics group is OrderFirst, so a system in
PredictedSimulationSystemGroupwith[UpdateBefore(PredictedFixedStepSimulationSystemGroup)]is ignored (OrderFirst/OrderLast wins) → 1-tick velocity offset (consistent across server/client/rollback — prediction stays in sync). For same-tick application, put the system insidePredictedFixedStepSimulationSystemGroup[UpdateBefore(Unity.Physics.Systems.PhysicsSystemGroup)](verified to sort before the step) — but expect cosmetic "invalid UpdateBefore" warnings from the relocation.
Note (M5b):
PlayerMoveSystem+PlayerPlanarConstraintSystemfrom this milestone were deleted when the player became a Unity Character Controller. The predicted-physics infra (NetCodePhysicsConfig, baked static walls) is kept. See the M5b section.
Build gotchas (learned — M5b Unity Character Controller, 2026-06-01)
- The player is now a Unity Character Controller kinematic character, NOT a dynamic Rigidbody.
PlayerMoveSystem+PlayerPlanarConstraintSystem(M5) are deleted. Movement:PlayerControlSystemmapsPlayerInput.Move×EffectiveCharacterStats.MoveSpeed→CharacterControl(via the unit-testedCharacterControlMath.DesiredMovement);CharacterProcessor(collide-and-slide) consumes it inCharacterPhysicsUpdateSystem([UpdateInGroup(KinematicCharacterPhysicsUpdateGroup)], relocated into the predicted loop). The DR-006 predicted-physics infra (NetCodePhysicsConfig, baked static walls) is kept — the CC character sweeps against that same PhysicsWorld. - A package declaring an older
com.unity.entities/com.unity.physicsdependency can still resolve on our renumbered stack — Unity treats the dep as a SemVer floor, so Entities 6.4.0 satisfies a1.3.15requirement and is NOT downgraded. Don't trust a version-string mismatch as "incompatible": probe (add the package, confirmpackages-lock.jsonkept Entities 6.4.0 / Physics 1.4.6 / Netcode 1.13.2 + a clean compile; rollback if not). CC 1.4.2 verified this way. - CC 1.4.2 API shape =
IKinematicCharacterProcessor<T>+KinematicCharacterDataAccess+ staticKinematicCharacterUtilities.Update_*. The legacyKinematicCharacterAspect(IAspect, instanceUpdate_*) also exists but is NOT what the 1.4.x samples use — verify the installed shape withunity_reflect, don't assume. (A sub-agent's package-cache read disagreed with reflect; reflect + first-try clean compile won.) KinematicCharacterUtilities.BakeCharacteraborts (logs an error, adds nothing) if the GameObject has aRigidbodyand requires uniform (1,1,1) scale. The player prefab keeps itsCapsuleCollider(baked intoPhysicsCollider) but the M5Rigidbodywas removed. Two bakers on one prefab GameObject (PlayerAuthoring+PlayerCharacterAuthoring) is fine — both resolve the same entity.CharacterInterpolationmust be PredictedClient-only.BakeCharacteradds it to all prefab versions; aDefaultVariantSystemBaseregistersCharacterInterpolation → [GhostComponent(PrefabType = GhostPrefabType.PredictedClient)]so it's stripped from server + interpolated-client prefabs (else double-interp on remotes). Verified: server ghost has noCharacterInterpolation, client ghost does.- Do NOT copy the CC sample's global
LocalTransform → DontSerializeVariant. It is project-wide and would break the non-character ghosts here (projectiles/dummies/pickups) that rely on stockLocalTransformreplication. Our CC character replicates position via the normal owner-predictedLocalTransformpath; only theCharacterInterpolationvariant is registered. - Top-down CC config (planar, no gravity):
AuthoringKinematicCharacterPropertieswithSnapToGround=false,InterpolateRotation=false(rotation owned byPlayerAimSystem),SimulateDynamicBody=false(players don't physically push each other); gravity is handled in the processor by feedingfloat3.zerotoUpdate_GroundPushingand never adding a gravity term. Result: stays on the spawn plane (y≈1) with no planar-pin system.
Build gotchas (learned — M5 home base + shared storage, 2026-06-02)
- Ownerless interpolated ghost ≠ owner-predicted for buffer replication. A server-spawned ownerless ghost (e.g. the shared storage chest) replicates a
[GhostField]IBufferElementDatato all clients with noOwnerSendTypeand noGhostOwner— server mutations just propagate.[GhostComponent(OwnerSendType = SendToOwnerType.All)](perStatModifier) is only for the predicting owner to recompute its own state; adding it (or aGhostOwner) to an ownerless ghost is wrong. - One-off shared-state actions belong on an
IRpcCommand, not a predictedInputEvent. RPCs are reliable, so deposit/withdraw landed even while the server tick-batched (the M2 one-shotFireInputEvent drops under batching). RPC payloads are plain blittable fields — no[GhostField]; store an op as a byte, not an enum (cross-assembly enum-Burst hazard, same one that de-BurstedProjectileClassificationSystem). For a single shared target, resolve it as a server singleton — never put anEntity(not stable cross-world) in the command; only reach for a ghost-id+spawn-tick (SpawnedGhostEntityMap) when there are many targets (and that lookup may force the handler off Burst). - Apply server-only RPC effects in the server
SimulationSystemGroup, NOT the predicted loop — the predicted loop re-runs on rollback and would double-apply. (Mutating aDynamicBufferis not a structural change, so it's safe to do while iterating a different entity query, e.g. the RPC requests.) - Build-grid math must be deterministic + integer-stable. Corner-origin + center-returning + half-open cell bounds +
math.floor(not truncation — negatives). LockCellSize/PlotSizeas a coordinate space once: M6 placement builds on it; changing them later invalidates placed structures. (BaseGridMath, unit-tested in EditMode likePlayerSpawnMath.) - Runtime-spawn shared ghosts; don't bake them into the subscene. A one-shot server spawner (mirrors
UpgradePickup/TrainingDummy) keeps the subscene ghost-free and dodges the prespawn section-ack/CRC handshake. Do not add such a ghost to a connection'sLinkedEntityGroupif it must survive that player's disconnect (the shared base is world-owned). - Build a correctly-configured ghost prefab by duplicating an existing one (
UpgradePickup.prefab→Storage.prefab, then swap the authoring MonoBehaviour viamanage_prefabs modify_contents) rather than hand-addingGhostAuthoringComponent— its ownerless/interpolated settings (HasOwner=0,DefaultGhostMode=Interpolated) +LinkedEntityGroupAuthoringcome along for free. execute_coderuns as a method body — nousingdirectives (they parse as statements → "Identifier expected"); fully-qualify every type (Unity.Entities.World,ProjectM.Simulation.BaseAnchor, …). Also: world flags overlap a sharedGamebit, so identify worlds byworld.Name == "ServerWorld"/"ClientWorld"rather than(Flags & GameServer).- An unfocused editor throttles Edit mode to near-idle → MCP pings time out and the bridge looks hung (it still queues commands —
telemetry_pingsucceeds).Application.runInBackgroundonly helps in Play mode. If it wedges, focus or restart the editor; don't pilerefresh_unitycalls onto a blocked main thread. Preferrefresh_unity scope=scriptsfor code-only changes (scope=all forceis heavy and contributed to a mid-session hang).
Build gotchas (learned — M5.5 game feel & identity, 2026-06-02)
- Move an ownerless INTERPOLATED enemy ghost SERVER-ONLY in the plain
SimulationSystemGroup, never inPredictedSimulationSystemGroup(interpolated ghosts aren't predicted; the server has no rollback). Use[UpdateAfter(PredictedSimulationSystemGroup)], NOT[UpdateBefore]— the predicted group is OrderFirst inSimulationSystemGroup, soUpdateBefore/Afterit is silently ignored (Unity logs "Ignoring invalid UpdateBefore… OrderFirst/OrderLast has higher precedence"). A plain-SimulationSystemGroupserver system therefore always runs after the predicted group, so a contactDamageEventit appends drains the following tick (~16ms, fine for melee). StockLocalTransformreplication carries position — no hand-written[GhostField]. Build the enemy ghost by duplicating an existing interpolated ghost (UpgradePickup.prefab→Enemy.prefab) so the ownerless/interpolatedGhostAuthoringComponentcomes free — the training dummy is not a ghost (server-only → invisible to clients). See DR-009_GameFeel_Identity_FirstBlood. - Derive an enableable gate from already-replicated state instead of replicating it. Player
Dead= a LOCAL enableable derived every predicted tick from the replicatedHealth<=0(PlayerDeathStateSystem, runs in both worlds, before movement/aim/fire) — the same derive-don't-replicate idiom asStatRecomputeSystem/EffectiveCharacterStats; rollback-correct on server + owner-client with no[GhostEnabledBit]. To write the bit on a currently-disabled entity the query must visit it:.WithPresent<Dead>()(write) vs.WithDisabled<Dead>()(alive-only run);.WithAll<Simulate>()ANDs independently. Bake the enableable DISABLED (AddComponent<T>(e); SetComponentEnabled<T>(e, false);in the baker) so instances spawn in the off state (instantiated entities inherit the prefab's enabled state). Respawn TIMING is server-only (SimulationSystemGroup, after the predicted group). - All juice/HUD = client-only managed
SystemBaseinPresentationSystemGroup(once per frame, no rollback double-fire) that OBSERVES replicated state — never mutates the sim. Read ECS viaSystemAPI.QueryinsideOnUpdate+EntityManager.CompleteDependencyBeforeRO<T>()— NOT from a MonoBehaviourLateUpdate(that throws the job-safety exception the camera rig hit).Entityis a stable client dict key for a ghost's lifetime — prune the cache each frame (a pruned enemy = a kill → death VFX at its last pos; neverDestroyEntitya ghost from the client —GhostDespawnSystemowns despawn). Netcode-safe "hit-stop" = a camera punch, neverTime.timeScale(it would corrupt the deterministic sim). - Asset-free presentation: procedural
AudioClip.CreateSFX; a runtimeParticleSystempool (Sprites/Default material + HDR start color so bursts bloom); a code-built uGUI HUD (RawImageoverTexture2D.whiteTexturefor anchor-driven bars + legacyTextwithResources.GetBuiltinResource<Font>("LegacyRuntime.ttf")). To edit a prefab asset's component in code:PrefabUtility.LoadPrefabContents→ modify →SaveAsPrefabAsset(root, path)→UnloadPrefabContents(SavePrefabAssetrejects the contents root — "Can't save a Prefab instance"). Watch shared-material bleed when re-tinting (M_Dummydoubled as the wall material → orange walls; Husks got their ownM_Husk). ACES tonemapping needs the URP asset color grading mode = HDR (m_ColorGradingMode = 1). - The "0 = ready" raw-
uintcooldown sentinel can collide at tick wraparound — a computedServerTick + delaycan equal 0. Route every cooldown/spawn "next tick" write throughTickUtil.NonZero(...)(coerce 0→1), and compare stored ticks withnew NetworkTick(raw).IsNewerThan(serverTick)/.TicksSince(...)— never raw</ subtraction — the HUD cooldown bar included. (Caught by the adversarial review;RespawnMathalready guarded it.) - An unfocused editor stalls EditMode test INIT ("tests did not start within timeout") and slows play-enter domain reloads — pass
run_tests(init_timeout=120000)and retry; ask the operator to focus Unity for heavy build/test sessions (Application.runInBackgroundonly helps in Play mode).
Build gotchas (learned — art import / Synty packs → URP, 2026-06-03)
The imported store art (BefourStudios; future Synty) is HDRP-authored but we run URP 17.4 + Entities Graphics → source M_* materials render magenta. The reusable converter is Assets/_Project/Scripts/Editor/EnvArtTools.cs (menu ProjectM/Art/1. Convert Curated Env Materials); it outputs stock URP/Lit to Assets/_Project/Materials/Env/. See DR-010_Art_Import_URP_Conversion_Visual_Upgrade.
- Convert, don't switch pipelines. Re-author to stock URP/Lit (
933532a4…, the same shader our prototypes use → DOTS-instancing/Entities-Graphics compatible). FBX meshes +T_*_B/_N/_ORMtextures are reusable as-is; the auto-generatedMI_*URP stubs are blank. Switching the project to HDRP is NOT an option (breaks Entities Graphics). - A dark-lit screenshot MASKS material bugs — verify material values, not just the render.
S_Generalexposes a float_BaseColorMultiplyand the real Color in_AlbedoTint.HasProperty("_BaseColorMultiply")is true butGetColor()on a float returns (0,0,0) (and logs a "doesn't have a color property" warning) → black albedo everywhere. Alwaysshader.GetPropertyType(idx)-guard beforeGetColor/GetFloat/GetTexture. - Gate source emission on the
_Emissive(0/1) flag AND a fixture name —S_Generalcarries a non-zero default_EmissiveColoreven when off; reading it unconditionally makes crates/walls/domes glow (flat color can't reproduce the source emission mask). VolumeProfile.Add<T>()does NOT persist the override — on save thecomponentslist serializes{fileID:0}nulls (works in-session, gone after reload). UseAssetDatabase.AddObjectToAsset(component, profile)per effect, thenSaveAssets; verify non-null refs on disk.LocalTransform.FromPosition()resets Scale=1, silently discarding a ghost prefab's authored scale (Scale is a replicated[GhostField]→ consistent-but-wrong, not a desync). Server spawners must read the prefab's bakedLocalTransformand override only Position (fixed inUpgradePickupSpawnSystem/SharedStorageSpawnSystem).- High metallic + no reflection probe + dark skybox = near-black. Keep converted env metallic low (0.1–0.2); rely on albedo + direct light.
- Static decor goes in the gameplay subscene (Entities Graphics renders only baked/EG-spawned entities; a SampleScene MeshRenderer renders via classic URP). Strip colliders from cosmetic props (else they bake into the static PhysicsWorld the CC sweeps) and put no GhostAuthoring on scenery. Edit the subscene via
manage_scene load … additive→ place →SaveScene→close_scene(re-bakes on Play); the baked-entity view disappears while it's open additively — verify placement viaexecute_codeover the scene roots, not the game view. - HUD-free beauty shot = a positioned
game_viewcapture (view_position/view_rotation) — direct camera rendering excludes Screen-Space-Overlay UI.scene_viewrejects positioned capture. - VFX (GabrielAguiar) is now imported (499 prefabs, ~94% Shuriken; 27 VFX-Graph). Wired into combat via DR-011_Synty_World_VFX_Integration — see the VFX gotchas below. VFX-Graph (hits/beams) packs still need separate URP setup if wanted.
Build gotchas (learned — Synty world + GabrielAguiar VFX, 2026-06-03)
The world is now a cohesive Synty sci-fi colony + GabrielAguiar combat VFX. See DR-011_Synty_World_VFX_Integration / 2026-06-03_Synty_World_And_VFX.
- Synty is URP-native — NO conversion (unlike the HDRP BefourStudios art). The grounded world is built as cosmetic classic-URP GameObjects in SampleScene (
SyntyWorldroot), NOT the DOTS subscene — the customSynty/Generic_Basicshader just renders, and you never have to verify its Entities-Graphics DOTS-instancing. Only the gameplay subscene needs Entities Graphics + the baked PhysicsWorld. - Cosmetic SampleScene colliders are inert to gameplay — classic PhysX is separate from the DOTS PhysicsWorld (baked only from the subscene); the planar-pinned CC never sees them. So a cosmetic world needs no collider stripping for gameplay.
- "Grounded" = surround + horizon, not a bigger plane — a skyline ring of tall buildings + a planet/asteroid backdrop + a
Skybox/6 Sidedspace skybox + light fog killed the floating-plane far better than extending the ground. - Swap a subscene object's VISUAL while keeping collision: disable its MeshRenderer but keep the BoxCollider — the collider still bakes to the static
PhysicsCollider, and a disabled renderer bakes no RenderMesh (invisible wall, collision intact). Used to retire the BefourStudios walls under the Synty world. - A GA "projectile" prefab is NOT a passive trail — it ships a non-kinematic
Rigidbody+ collider +ProjectileMoveScript(self-propels, collides, spawns secondary muzzle/hit VFX). Any authored VFX dropped into a cosmetic slot must be stripped to particles: destroyRigidbody/Colliderand disableProjectile/Move-named MonoBehaviours BEFORE theirStartruns (CombatFeedbackSystem.StripCosmetic). Verify a prefab's components, not its name. - VFX prefab → client SystemBase bridge: a MonoBehaviour with a static
Instance+ prefab fields in the bootstrap scene (VFXConfig, mirrorsPrototypeCameraRig) hands authored assets to the managedCombatFeedbackSystem; keep a procedural fallback so a null slot still runs. Derive VFX TTL from the prefab's longest ParticleSystem (not a blanket constant) and cap concurrent VFX to bound GC churn under swarms. - Projectile-follow VFX: query
SystemAPI.Query<RefRO<LocalTransform>>().WithAll<Projectile>()each presentation frame; dict-by-Entityspawn/reposition/prune (same idiom as the Health FX cache). The one-shot FireInputEventstill drops under the unfocused editor, so fire-driven VFX (muzzle/trail/enemy-death) need a focused editor / real client to fire.
Build gotchas (learned — aim controls: mouse cursor + gamepad, 2026-06-03)
The KBM/gamepad aim rework is DR-012_Aim_Controls_Cursor_Gamepad / 2026-06-03_Aim_Controls_Cursor_Gamepad.
- Client-derived aim rides the EXISTING
PlayerInput.Aim[GhostField]— no new netcode surface. Mouse-cursor aim is computed client-side inPlayerInputGatherSystem(managedSystemBase,GhostInputSystemGroup, once/frame):Mouse.current.position→Camera.main.ScreenPointToRay→AimMath.PlanarAimFromRay(pure, Burst-safe, unit-tested) against the player's movement plane → write the player→cursor direction asAim. Only the resulting direction crosses the wire; predicted/server systems are unchanged. Movement (Move) is already decoupled from facing (Aim/PlayerFacing), so strafe-while-aiming is free the momentAimis the cursor. Don't add a mouse binding to theAimaction — the gather reads the device directly (no.inputactionsedit → no wrapper regen). - Active input scheme = last-meaningful-actuation-wins, replicated as a
byte(NOT an enum). Detect KBM vs gamepad each frame (stick/trigger/button past a 0.04 lengthsq deadzone vs mouse-delta/click/movement-key;InputDevice.lastUpdateTimebreaks ties; hold last when idle) and streamPlayerInput.Scheme(InputSchemeId.KeyboardMouse=0/Gamepad=1). It is a byte because it is compared inside the Burst-compiledAbilityFireSystem(the cross-assembly enum-in-Burst ICE hazard). The server gates theAutoTargetcone toapplied.InternalInput.Scheme == Gamepad(read at the fire tick from the sameGetDataAtTicklookup) → precise mouse, gamepad-only assist; mouse then predicts == server (fewer reconcile snaps). - A static presentation bridge must reset on play-enter.
AimPresentation.Scheme(mirrorsPrototypeCameraRig/VFXConfigstatics) needs[UnityEngine.RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]to reset — statics survive fast-enter-playmode domain reloads, and a stale value flashes the wrong cursor/reticle for the first frames (caught by the adversarial review). - Cursor/reticle = client
PresentationSystemGroupSystemBase(AimReticleSystem) that OBSERVES, never mutates. A flat world-space ground ring (primitive quad,Sprites/Defaultwith a null-guard fallback, procedural ring texture) is the aim indicator for BOTH schemes — KBM at the cursor's ground-projection point, gamepad a fixed distance ahead along replicatedPlayerFacing. The hardware cursor is hidden while aiming + focused (Application.isFocused-gated) and restored on focus-loss /OnDestroy. A radial dead-zone (AimMath.PlanarAimFromRaydeadZoneRadius) holds facing when the cursor is over the character. The KBM ground point is re-raycast INSIDEAimReticleSystem(PresentationSystemGroup runs after the follow-cam's LateUpdate), not latched from the gather (GhostInputSystemGroup, before the move) — latching there drifts the ring a frame behind the cursor under the moving camera. Optional camera aim look-ahead (PrototypeCameraRig.AimLeadDistance, tunable) leads the framed point towardPlayerFacing(not the live cursor projection, to avoid a feedback loop). Headless validation: driveDebugInputInjectionSystem(now stampsScheme) + forceAimPresentation.Scheme; the real cursor / live device-switch needs a focused Game view (the unfocused editor can't inject mouse position).
Build gotchas (learned — M6 Aether Cycle core loop, 2026-06-03)
The M6 core-loop slice (Expedition→Defend→Build) + the base/expedition world split. See DR-013_M6_Aether_Cycle_Region_Split / 2026-06-03_M6_Aether_Cycle_CoreLoop. Stages 0–1 done; 2–4 are the continuation.
- Base/expedition split = coordinate-region + per-connection
GhostRelevancy, NOTSceneSystemstreaming (supersedes DR-008's framing). One server world; the expedition lives atbase + (1000,0,0); a serverRegionRelevancySysteminGhostSimulationSystemGroup(beforeGhostSendSystem) setsGhostRelevancyMode.SetIsIrrelevantand each tick marks region-tagged ghosts irrelevant to connections whose player is in a different region. UseSetIsIrrelevant(notSetIsRelevant) so untagged/global ghosts (the future cycle director) stay relevant to everyone for free — you only enumerate cross-region ghosts to hide. Verify the API on the installed Netcode (1.13.2) withunity_reflect:GhostRelevancysingleton hasGhostRelevancyMode+NativeParallelHashMap<RelevantGhostForConnection,int> GhostRelevancySet;RelevantGhostForConnection{ int Connection; int Ghost }(Connection=NetworkId.Value,Ghost=GhostInstance.ghostId).RegionTag{byte Region}is server-only (NOT a[GhostField]) — the server makes all relevancy decisions; the client just gains/loses ghosts. Reuses the runtime-ghost spawn path verbatim (no baked ghosts → no prespawn handshake), no async-load race; co-op drop-in is free. - Region transit + cycle phase use the established byte-RPC + tick-safe + server-
SimulationSystemGrouppatterns.RegionTransitRequest{byte TargetRegion}(resolve sender viaReceiveRpcCommandRequest.SourceConnection→NetworkId→GhostOwner, flipRegionTag, teleportLocalTransform). The macro loop is a server-onlyCycleStatesingleton ([GhostField]-pre-annotated for the later CycleDirector ghost) driven byCyclePhaseSystem([UpdateBefore(WaveSystem)]); it gatesWaveSystemwith a one-lineif (TryGetSingleton<CycleState>(out var c) && c.Phase != CyclePhase.Defend) return;. All phase timers are wrap-safeNetworkTick(TickUtil.NonZero+IsNewerThan), never rawuint <. - Editing an existing
[BurstCompile]ISystem's SystemAPI query set on an UNFOCUSED editor can leave a STALE Burst binary (managed assembly recompiles with shifted source-gen query indices, Burst's async recompile doesn't finish) → runtimeInvalidOperationException: "… required component type was not declared in the EntityQuery"thrown from an unrelatedGetSingleton<T>in that system. Tell: the Burst stack reports the old line number for the failing call. Same family as the M2 Burst-cache gotcha. Workaround:Jobs ▸ Burst ▸ Enable CompilationOFF for the session (verifyBurstCompiler.Options.EnableBurstCompilation==false) — everything runs the fresh managed source-gen. Permanent fix = restart Unity to clear the cache, then re-enable Burst. Prefer a focused editor for Burst-affecting edits. - Shared GLOBAL game-state (cycle phase, resource ledger, goal meter) rides an UNTAGGED ghost, never a region-tagged one —
SetIsIrrelevanthides a region-tagged ghost (e.g. the base storage) from players in the other region. The M6 resource ledger is aStorageEntrybuffer on the globalCycleDirectorghost, resolved via a distinctResourceLedgertag — neverGetSingleton<StorageEntry>(the base storage container owns a secondStorageEntrybuffer → "multiple instances" throw). Runtime-proven: the director stays relevant to an expedition player while the base storage despawns. - A hit/area sweep that runs in the PLAIN
SimulationSystemGroupmust NOT useSystemAPI.Time.DeltaTime— that group sees the variable wall-frame delta, not the fixed tick step, so acur - dir*Speed*dtsegment is wrong. Store the per-tick step on the projectile (Projectile.LastStep, written byProjectileMoveSystemin the fixed-step predicted group) and reconstruct the swept segment ascur - dir*LastStep— tunnel-safe with zero dependence on the consuming system's clock.ResourceHarvestSystemruns[UpdateAfter(PredictedSimulationSystemGroup)]so it only sees projectiles that survivedProjectileDamageSystem(relies on the ~1000u base/expedition coordinate gap so a base shot can't reach a node). A node hit by N projectiles in one tick: deposit per hit butecb.DestroyEntityat-most-once (destroyed-bitset + local Remaining copy — a double destroy throws at Playback); persist the decremented[GhostField] RemainingviaSetComponentso depletion carries across ticks. - New ghost prefab recipe (proven M6):
manage_asset duplicateUpgradePickup.prefab →manage_prefabs modify_contents(swap the authoring MonoBehaviour; strip MeshFilter+MeshRenderer for an invisible state-holder, keep them for a visible node). Wire the baked spawner into the gameplay subscene:manage_scene load additive→set_active_scene Gameplay→manage_gameobject create(+manage_components set_propertyfor the prefab ref, verify viamcpforunity://scene/gameobject/{id}/component/...) →save→set_active_scene SampleScene→close_scene(re-bakes on Play). - Run an adversarial design-review Workflow (3 critics: netcode/relevancy, determinism/prediction, reuse/scope → synthesize) BEFORE coding a netcode-heavy slice — for M6 Stage 2 it caught every one of the above pre-implementation (relevancy trap, singleton collision, dt-trap, double-destroy, lazy-create hazard).
manage_gameobject createcomponent_propertiesSILENTLY DROPS enum + Vector3 fields (it set object-refs and simple scalars, but baked authoring enums/Vector3stayed at their C# defaults — two gates baked identical, one worked only by coincidence). Always set those via a follow-upmanage_components set_property(with apropertiesdict) and VERIFY through themcpforunity://scene/gameobject/{id}/component/{Type}resource (or, for a ghost, by reading the baked component inexecute_codeafter Play). Same caveat applies tomanage_prefabs modify_contentscomponent_properties. Per-renderer color viamanage_material set_renderer_colordefaults to a runtime PropertyBlock that does NOT persist into Play — create a material asset (manage_material create) andassign_material_to_renderer, or use a prefab-stage assign, for colors that survive a domain reload.- Walk-in region gates (M6 visibility pass): a baked
ExpeditionGate{FromRegion,ToRegion,Radius,ArrivalPos}entity (visible primitive, collider stripped so you pass through) + a serverExpeditionGateSystem(plain group,[UpdateAfter(CyclePhaseSystem)]) proximity-transits a player whoseRegionTagmatchesFromRegion(flip RegionTag + teleport toArrivalPos, offset from the destination gate so no re-trigger). Returning to base mid-Expedition expires the cycle timer → Defend ("timer cap + early return"). The expedition is a place = cosmetic ground/pillars in SampleScene at the +1000 offset (classic URP, like SyntyWorld), not the DOTS subscene; gameplay nodes/gates are the baked subscene entities. - Build/automation foundation (M6 Stage 3, the M7 contract): generic
PlacedStructure{[GhostField] byte Type; int2 Cell (server-only); uint NextTick; uint LastProcessedTick}on an ownerless interpolated ghost (RegionTag{Base}, world-owned, runtime-spawned). Bake the two tick fields NOW — the turret reusesNextTickas its fire cooldown, and they are the deterministic-offline-catch-up linchpin M7 needs and that can't be reconstructed retroactively. OnlyTypereplicates (client derivesCellfromLocalTransformviaBaseGridMath.WorldToCell). Data-drivenStructureCatalogbuffer ({byte Type; Entity Prefab; byte CostResourceId; int CostAmount}, modeled onAbilityPrefabElement); M7 adds a recipe column additively. Occupancy is DERIVED by scanning live structure ghosts into a TempNativeHashSet<int2>(structures are the source of truth — restart/replay-safe), NEVER a mutable buffer on the immutable bakedBaseAnchor. - Co-op placement atomicity:
BuildPlaceSystemcommits theStorageMath.Withdraw+ cell-reservation IN-PLACE inside the RPC foreach (only theInstantiategoes through the ECB) — theStorageOpReceiveSystemidiom — so two same-tickBuildPlaceRequests for one cell can't both pass (validated: → exactly one structure + one withdraw). RPC carriesint CellX/CellZscalars, notint2(scalar-only RPC precedent). - Buildable turret = hitscan = reversed
EnemyAISystem: snapshot living Husks, nearest-in-same-region-within-Range, on theNextTickcooldown append a directDamageEvent{Damage, SourceNetworkId=-1}→ reusesHealthApplyDamageSystem(despawns at HP≤0). NO projectile → no tunnelling, no friendly-fire/team model. Plain server group[UpdateAfter(PredictedSimulationSystemGroup)]. - Resource-gated ability tiers reuse
StatModifier— no new replicated component.AbilityUpgradeSystemspends Aether and grows ONEStatModifier{Target=Damage, Op=PercentAdd, SourceId=<sentinel>}on the player (replace-by-SourceId so the[InternalBufferCapacity(8)]buffer stays bounded — repeated upgrades grow one row, not append);StatRecomputeSystemfolds it intoEffectiveAbilityStats.Damageon both worlds (theUpgradePickuppath).GoalProgress{[GhostField] int Charge, Target}lives on the global CycleDirector ghost, single-writer inCyclePhaseSystem. Disk-persistence writer is deferred to post-M7 (in-session-only state, per DR-008); freeze the save schema + bake the structure tick fields now so it's additive. See DR-014_M6_Build_Structures_Automation_Foundation.
2026-06-07 — Pre-trim CLAUDE.md snapshot
A full verbatim snapshot of CLAUDE.md as it stood immediately before the 2026-06-07 second condensation pass (git HEAD = commit 25b53cb06, 42 126 bytes). It is reproduced here in its entirety so that every line trimmed from the live file remains recoverable from the vault, not just from git history. The original headings are demoted two levels so they nest under this section instead of polluting the archive's outline. When a future condensation pass runs, append a new dated snapshot below this one rather than overwriting it.
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; one-time stack setup lives in Docs/dots-setup-task.md.
Build-gotcha archive: the full, verbose per-milestone build lessons were condensed out of this file on 2026-06-04 (to stay under the 40 KB context-load limit). The distilled rules live below in Build gotchas (distilled); the long-form originals are in
Docs/Vault/_Meta/CLAUDE_Build_Gotchas_Archive.md, and the design rationale in the per-milestone DRs (Docs/Vault/07_Sessions/_Decisions/DR-###).
Stack — Unity 6.4.7 (6000.4.7f1, stable) as of 2026-05-30
| Package | Version | Notes |
|---|---|---|
com.unity.entities |
6.4.0 | Entities/Collections/Graphics track the Editor version (6.x). |
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 line. |
com.unity.physics |
1.4.6 | Unity Physics (DOTS). Independent 1.x line. |
com.unity.charactercontroller |
1.4.2 | DOTS kinematic collide-and-slide. Declares entities/physics 1.3.15 but resolves on 6.4.0/1.4.6 via SemVer floor (no downgrade). |
com.unity.transport |
2.7.2 | (transitive) |
com.unity.burst |
1.8.29 | (transitive) |
com.unity.mathematics |
1.3.3 | (transitive) |
com.rukhanka.animation |
2.9.0 | Local pkg (Packages/com.rukhanka.animation). ECS skeletal animation (Burst CPU/GPU skinning). Declares entities.graphics 1.4.16 → resolves on 6.4.0 via SemVer floor. Netcode replication OFF → client-derived. See DR-022_Animation_Pipeline_Rukhanka_Synty. |
Values match packages-lock.json (reconciled 2026-06-02; URP 17.4.0, test-framework 1.6.0, ugui 2.0.0, multiplayer.center 1.0.1). History: 6.6.0a6 was tried + reverted (Netcode/Transport runtime engine bug "invalid wrapped network interface"); returning to 6.6 means a package renumber + runtime re-test. See DR-002_Unity66_Alpha_Netcode_Transport + the gotchas archive.
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, Unity.Transforms, Collections, Mathematics, Burst, Unity.Physics, Unity.NetCode |
ProjectM.Client |
ProjectM.Client |
client world only | + Simulation, Unity.Entities.Graphics, Unity.InputSystem, Unity.Transforms, Unity.NetCode, Unity.Physics + Unity.CharacterController (KinematicCharacterBody source-gen), Rukhanka.Runtime (animation) |
ProjectM.Server |
ProjectM.Server |
server world only | + Simulation, Unity.Transforms, Unity.NetCode |
ProjectM.Authoring |
ProjectM.Authoring |
bake time (+ scene runtime) | Simulation, Entities, Unity.Entities.Hybrid, Collections, Mathematics, Unity.NetCode |
- Simulation = components + systems shared by both worlds (most gameplay). Client/Server = world-specific. Authoring =
…AuthoringMonoBehaviours +Baker<T>. - Other folders:
Assets/_Project/Subscenes/(baked entity subscenes),Assets/_Project/Prefabs/,Assets/_Project/Tests/EditMode/. - Feature folders added since (
Client/UI,Client/Settings,Server/Automation,Server/Persistence,Simulation/Automation,Simulation/Persistence) live inside the existing four asmdefs — no new assemblies.
Build gotchas (distilled)
Long-form originals + the milestone each came from: Docs/Vault/_Meta/CLAUDE_Build_Gotchas_Archive.md. The highest-recurrence hazards are flagged ★.
Assemblies, asmdefs & source-gen
Unity.Transformsmust be a DIRECT asmdef reference for any assembly whose source-gen'd systems touchLocalTransform/LocalToWorld— transitive visibility compiles hand-written code but the generator emits CS0246 in*.g.cs.- Authoring asmdefs need
Unity.Entities.Hybrid(Baker<T>) +Unity.Collections(baking source-gen). Never name a nested bakerBaker(shadowsBaker<T>) — useFooBaker. - Never name an
IComponentDataPlayerInputand don'tusing UnityEngine.InputSystem;in a file referencing such a component — collides with the managedUnityEngine.InputSystem.PlayerInput, generator bindsRefRW<…>to the class → misleading CS8377. Fully-qualify Input System types instead. - The generated Input Actions C# wrapper must live inside the consuming asmdef — set the importer's
wrapperCodePath(in.inputactions.meta) to e.g.Assets/_Project/Scripts/Client/Input/ProjectMInput.cs; the default location compiles intoAssembly-CSharpwhich asmdefs can't reference. No.inputactionsedit unless you intend a wrapper regen. IInputComponentDatarequires implementingFixedString512Bytes ToFixedString().
Burst hazards ★
- Cross-assembly generics + enums trip Burst internal compiler errors. Predicted-spawn classification (
SnapshotDataBufferComponentLookup.TryGetComponentDataFromSnapshotHistory<T>, takesref DynamicBuffer<SnapshotDataBuffer>in 1.13.2) and any enum compared inside a Bursted system are the known offenders. Make such systems plain non-BurstISystem, and store ops/schemes/region ids asbyte, neverenumin anything Bursted or in RPC payloads. - A Burst ICE corrupts the editor's incremental cache → afterward, valid
[BurstCompile]entry points log"… is not a known Burst entry point"+ run slow managed-fallback. A clean compile + green tests + working runtime confirm the code is fine. Fix = editor restart (or deleteLibrary/BurstCachewhile closed); a domain reload alone does NOT clear it. - Editing a Bursted ISystem's SystemAPI query set on an UNFOCUSED editor can leave a STALE binary → runtime
InvalidOperationException: "required component type was not declared in the EntityQuery"from an unrelatedGetSingleton<T>(Burst stack reports the OLD line number). Workaround: Burst compilation OFF for the session; permanent fix = restart. Prefer a focused editor for Burst-affecting edits.
Netcode / prediction ★
PredictedSimulationSystemGroupruns multiple times per frame on rollback → predicted systems must be deterministic/idempotent, filter with.WithAll<Simulate>(), and use no wall-clock /Time.deltaTime/System.Random.- Predicted physics is implicit — with the netcode-physics package present, Netcode relocates
PhysicsSystemGroupintoPredictedFixedStepSimulationSystemGroup(child of the predicted group, OrderFirst).NetCodePhysicsConfigonly tunes lag-comp/run-mode/history; put one in the gameplay subscene withPhysicGroupRunMode = LagCompensationEnabledOrAnyPhysicsEntities. - The predicted physics group is OrderFirst, so
[UpdateBefore/After(PredictedFixedStepSimulationSystemGroup)]from the parent predicted group sorts oddly:UpdateBeforeis ignored (1-tick offset, still in-sync); for same-tick, put the system inside the fixed-step group[UpdateBefore(PhysicsSystemGroup)].OrderFirst/OrderLastALSO wins againstUpdateBefore/Afterthe predicted group from the plainSimulationSystemGroup— a server-only system there always runs after the predicted group (use[UpdateAfter(PredictedSimulationSystemGroup)], neverUpdateBefore; Unity logs "Ignoring invalid UpdateBefore…"). - Move ownerless INTERPOLATED ghosts (enemies, pickups) SERVER-ONLY in the plain
SimulationSystemGroup— they aren't predicted; the server has no rollback. StockLocalTransformreplication carries position (no hand-written[GhostField]). A contactDamageEventappended there drains the following tick (~16ms, fine for melee). PhysicsVelocityauto-replicates (Netcode ships the default variant + serializer) — drive a predicted-physics body by writingPhysicsVelocity.Linear, not by teleportingLocalTransform.- Ownerless interpolated ghost ≠ owner-predicted for buffer replication. A server-spawned ownerless ghost replicates a
[GhostField] IBufferElementDatato all clients with noOwnerSendType/ noGhostOwner— server mutations just propagate.OwnerSendType.All+GhostOwnerare only for a predicting owner to recompute its own state. - One-off shared-state actions belong on an
IRpcCommand, not a predictedInputEvent(RPCs are reliable; one-shotInputEvents — likeFire— drop under server tick-batching). RPC payloads are plain blittable fields (no[GhostField]), scalars only (int CellX/CellZ, notint2). For a SINGLE shared target resolve a server singleton — never put anEntityin the command; use ghost-id+spawn-tick (SpawnedGhostEntityMap) only for many targets. - Apply server-only RPC effects in the server
SimulationSystemGroup, NOT the predicted loop (rollback would double-apply). Mutating aDynamicBufferis not a structural change, so it's safe while iterating a different query. - A system-ordering CYCLE is INVISIBLE to plain-Entities EditMode tests (they register systems individually, unsorted) — it only throws
ComponentSystemSorter"circular dependency cycle" at world creation (Play). When you add a system with cross-system[UpdateBefore/After], re-audit the EXISTING[Update*]attributes of the systems you order around (a newAfter(A)+Before(B)collided with B's pre-existingAfter(A)) and always Play-validate, not just EditMode. DR-017_Persistent_Base_Player_Driven_Pacing - A dev/debug
IRpcCommandwire TYPE must be UNCONDITIONAL (no#if) — the reflection-built RpcCollection hash must match across release/dev peers or the connection handshake refuses.#if UNITY_EDITOR-gate only the send/receive SYSTEMS + overlay, never the request struct. Re-mean bytes, don't rename: an enum/const whose byte VALUES are unchanged keeps the[GhostField]serializer identical → a global-loop reframe stays re-bake-free (only authoring default-value edits re-bake the subscene). - Derive enableable gates instead of replicating them. e.g. player
Dead= a LOCAL enableable derived every predicted tick from replicatedHealth<=0(rollback-correct on server + owner, no[GhostEnabledBit]). To write the bit on a disabled entity the query must visit it (.WithPresent<Dead>()); bake the enableable DISABLED so instances spawn off. Respawn/death timing is server-only. - Cooldown/spawn "next tick" sentinels: route every stored tick through
TickUtil.NonZero(...)(a computedServerTick+delaycan wrap to 0, the "ready" sentinel) and compare withNetworkTick.IsNewerThan/.TicksSince, never rawuint </ subtraction. GhostRelevancyfor region splits: useGhostRelevancyMode.SetIsIrrelevant(notSetIsRelevant) so untagged/global ghosts stay relevant for free — only enumerate cross-region ghosts to hide.RegionTag{byte Region}is server-only, NOT a[GhostField](server decides relevancy; client just gains/loses ghosts).RelevantGhostForConnection{int Connection (=NetworkId.Value); int Ghost (=GhostInstance.ghostId)}.- Shared GLOBAL state (cycle phase, resource ledger, goal meter) rides an UNTAGGED ghost, never a region-tagged one (
SetIsIrrelevantwould hide it cross-region). Resolve a ledger buffer via a DISTINCT tag (ResourceLedger), neverGetSingleton<StorageEntry>when a secondStorageEntrybuffer exists elsewhere → "multiple instances" throw. - Frontend world lifecycle (menu → on-demand worlds) ★:
CreateLocalWorldisinternalin 1.13.2 — use publicCreateClientWorld/CreateServerWorld(they register theServerWorld/ClientWorldstatics the UI/overlay read); for the menu world useDefaultWorldInitialization.Initialize(name, false)(orreturn falsefromGameBootstrap.Initialize). Never dispose/create worlds inside an ECS system — do all create/dispose/scene-load on a frame-boundary coroutine (SessionRunner,DontDestroyOnLoad). The gameplay subscene streams into an on-demand world ONLY if a netcode world is theDefaultGameObjectInjectionWorldatLoadScenetime (dispose the menu world → set the default to the server world →LoadScene(Game)). See DR-019_Frontend_Menu_Settings_Saves_Build.
Physics & character controller
- Unity Physics 1.x bakes built-in
UnityEnginecolliders +Rigidbody(the Physics-0.xPhysicsShapeAuthoring/PhysicsBodyAuthoringare gone). Static collider (no Rigidbody) → baked into the subscene PhysicsWorld, deterministic, no replication.Rigidbody.FreezeRotationis NOT honored by the baker — zero angular velocity + write rotation each tick, or setPhysicsMass.InverseInertia = float3.zero. - The player is a Unity Character Controller kinematic character (NOT a dynamic Rigidbody —
PlayerMoveSystem/PlayerPlanarConstraintSystemwere deleted; the DR-006 predicted-physics infra is kept).PlayerControlSystemmaps input →CharacterControl;CharacterProcessorcollide-and-slides in the relocatedKinematicCharacterPhysicsUpdateGroup. CC 1.4.2 API =IKinematicCharacterProcessor<T>+KinematicCharacterDataAccess+ staticKinematicCharacterUtilities.Update_*(verify shape withunity_reflect, don't assume the legacy aspect). KinematicCharacterUtilities.BakeCharacteraborts if the GameObject has aRigidbodyand needs uniform (1,1,1) scale.CharacterInterpolationmust be PredictedClient-only (register aDefaultVariantSystemBasestripping it from server + interpolated prefabs) — else double-interp on remotes. Do NOT copy the CC sample's globalLocalTransform → DontSerializeVariant(project-wide; breaks the non-character ghosts that rely on stockLocalTransformreplication).- Top-down CC config:
SnapToGround=false,InterpolateRotation=false(rotation owned byPlayerAimSystem),SimulateDynamicBody=false; gravity handled by feedingfloat3.zerotoUpdate_GroundPushing. - Hit/area tests must be SWEPT, not point checks — a point check tunnels when the per-tick step exceeds the target radius (high speed or tick-batching); test the segment traversed this tick. In a PLAIN
SimulationSystemGroupsystem do NOT useSystemAPI.Time.DeltaTime(wall-frame delta, not the fixed step) — store the per-tick step on the projectile (Projectile.LastStep, written in the fixed-step group) and rebuild the segment ascur - dir*LastStep. A node hit by N projectiles in one tick:ecb.DestroyEntityat-most-once (destroyed-bitset; double destroy throws at Playback). TWO target types in one projectile pass (nodes + Blight clutter): UNIFY into one best-target loop + one shared destroyed-bitset (separate sweeps each destroy a projectile overlapping both → double-destroy, DR-018). A per-hit yield(int)cast that also gates despawn is an immortal-sink (sub-1.0 → 0 → no deposit, noRemainingdecrement, shot still consumed): guardmath.max(1,(int)yield)+[Min(1f)]authoring.
Build / structures / grid
- Build-grid math must be deterministic + integer-stable: corner-origin, center-returning, half-open cell bounds,
math.floor(not truncation — negatives). LockCellSize/PlotSizeas a coordinate space once (BaseGridMath, EditMode-tested) — changing them invalidates placed structures. PlacedStructure{[GhostField] byte Type; int2 Cell (server-only); uint NextTick; uint LastProcessedTick}on an ownerless interpolated ghost. Bake the two tick fields now (turret reusesNextTickas fire cooldown; they're the offline-catch-up linchpin). OnlyTypereplicates (client derivesCellviaBaseGridMath.WorldToCell). Data-drivenStructureCatalogbuffer. Occupancy is DERIVED by scanning live structure ghosts into a TempNativeHashSet<int2>, never a mutable buffer on the bakedBaseAnchor.- Co-op placement atomicity: commit the
StorageMath.Withdraw+ cell-reservation in-place inside the RPC foreach (onlyInstantiategoes through the ECB) so two same-tick requests for one cell can't both pass. - Buildable turret = hitscan = reversed
EnemyAISystem: nearest living Husk in-region within Range, onNextTickcooldown append a directDamageEvent{Damage, SourceNetworkId=-1}→ reusesHealthApplyDamageSystem. No projectile → no tunnelling, no team model. - Resource-gated ability tiers reuse
StatModifier— grow ONEStatModifier{Target=Damage, Op=PercentAdd, SourceId=<sentinel>}(replace-by-SourceId so the buffer stays bounded);StatRecomputeSystemfolds it intoEffectiveAbilityStatson both worlds.GoalProgress{[GhostField] int Charge, Target}lives on the global CycleDirector ghost. Disk persistence shipped — see the Automation + persistence bullets below. - M7 Automation (server-only, never predicted) ★:
Harvester/Conveyor/Fabricatorare buildable machines on thePlacedStructureghost; each storesPeriodTicks+ server-onlyMachineInput/MachineOutputbuffers (NOT[GhostField]). Production runs in the plain serverSimulationSystemGroup[UpdateAfter(PredictedSimulationSystemGroup)](Harvester→Conveyor→Fabricator), replicating only via the global ledger +PlacedStructure. Deterministic catch-up viaProductionMath.CyclesDue(lower-bound 0, never 1 — a1premature-mints a restoredremaining==0machine; period-0 guarded). Byte-only pure math (ProductionMath/ConveyorMath.ResolveMoves/MachineSlotMath) is EditMode-tested;ConveyorMathis order-independent (snapshot → stable-sort byCellKey→ at-most-one destination claim → losers stall).RuntimePlacedTagmarks player-built machines for the save-scan;BuildPlaceSystemstampsLastProcessedTick=0→ runtime machines hitNeedsInit. See DR-020_M7_Automation_Production_Chains. - Disk persistence (
SaveData, single-slot atomic JSON atpersistentDataPath) ★: versioned, null on bad version, schema additive (bump the version, don't break it). Born-correct load —CycleDirectorSpawnSystemapplies a stagedPendingSaveAT SPAWN so the director ghost never replicates a default first. Autosave on the Siege→Calm checkpoint + on quit-to-menu (WorldLauncher.TrySaveFromServer, host-only);BaseRestoreSystemreplays saved structures charge-free with epoch-independent REMAINING-tick cooldowns + re-tags them. SharedSaveStructureScan.Collect(autosave + quit use ONE scan path). See DR-019_Frontend_Menu_Settings_Saves_Build.
Presentation / juice / VFX
- All juice/HUD = client-only managed
SystemBaseinPresentationSystemGroup(once/frame, no rollback double-fire) that OBSERVES replicated state, never mutates the sim. Read ECS viaSystemAPI.QueryinOnUpdate+EntityManager.CompleteDependencyBeforeRO<T>()— NOT a MonoBehaviourLateUpdate(job-safety throw).Entityis a stable client dict key for a ghost's lifetime — prune the cache each frame (a pruned enemy = a kill → death VFX); neverDestroyEntitya ghost from the client (GhostDespawnSystemowns despawn). Hit-stop = a camera punch, neverTime.timeScale(corrupts the deterministic sim). - Asset-free presentation: procedural
AudioClip.CreateSFX; runtimeParticleSystempool (Sprites/Default + HDR start color); code-built UI Toolkit HUD / menus (runtimeUIDocument+ sharedRuntimePanelSettings; see the UITK bullet below). Edit a prefab asset's component in code viaPrefabUtility.LoadPrefabContents→ modify →SaveAsPrefabAsset(root, path)→UnloadPrefabContents. Watch shared-material bleed when re-tinting. ACES tonemapping needs URP color grading mode = HDR (m_ColorGradingMode=1). - Prototype glue lives in
ProjectM.Clientas MonoBehaviours:PrototypeCameraRig(player-following ARPG cam),VFXConfig(staticInstance+ prefab fields bridging authored VFX to the managedCombatFeedbackSystem; keep a procedural fallback). A static presentation bridge must reset on play-enter via[RuntimeInitializeOnLoadMethod(SubsystemRegistration)](statics survive fast-enter-playmode reloads → stale flash). - UITK HUD + menus ★:
MenuUiowns the shared palette + element factories +PanelSettings/EventSystemplumbing + the canonicalRound/Borderhelpers;HudUiis a thin extension (bars/labels).HudSystemis aPresentationSystemGroupobserve-onlySystemBaseowning a runtimeUIDocument(sortingOrder 50, behind the pause overlay's 100); builds the tree on the first framerootVisualElement != null, rootpickingMode = Ignoreso the HUD never eats world clicks (only palette buttons opt back in). Runtime UITK needs aPanelSettingsWITH athemeStyleSheet(a.tssimportingunity-theme://default) AND anEventSystem+InputSystemUIInputModuleor buttons are silently dead. The build palette (lazy-built from the clientStructureCatalog) drives click-to-place: ground-ghost preview (green/red viaBuildPreviewMath, the client mirror of the server check), left-click →BuildPlaceRequestRPC, right-click/Esc cancels,[/]/R rotates;Firesuppressed in build mode. See DR-021_HUD_UITK_BuildPalette. Synty skin via a build-safeHudTheme(DR-024): the in-game HUD is reskinned with the InterfaceSciFiSoldierHUD/Core kit — but those sprites/fonts live underAssets/Synty/…(NOT Resources), so a runtime name-stringResources.Load("Synty/…")is stripped from the build; instead a curatedHudTheme : ScriptableObjectatAssets/_Project/Resources/HudTheme.assetholds serialized Sprite/Font refs (dependency-walked into the build), loaded null-safe viaHudTheme.Get(), and every consumer falls back to the flat look if a ref/the asset is null.unityBackgroundImageTintColorMULTIPLIES (tint white skins into the Aether palette, zero asset bleed). Fonts = cached SDFFontAsset.CreateFontAsset(Font)+FontDefinition.FromSDFFont, built once per font per session, reset (with the theme cache) on[RuntimeInitializeOnLoadMethod(SubsystemRegistration)]. Synty HUD frame/bar sprites ship authored 9-slice borders (Box_Glass=25, Bar_Angled=80/0) — settingunitySlice*in code OVERRIDES them and logs a"borders overridden by style slices"ERROR per element; let the art border drive slicing (nounitySlice*), only set slices for border-0 sprites. Some Synty sprites import as Sprite Multiple mode (e.g.Gradient_Outwards) →LoadAssetAtPath<Sprite>silently returns null; verify import mode + each theme ref non-null after authoring. See DR-024_HUD_Synty_Skin_Theme.
Art import (HDRP store packs → URP)
- BefourStudios art is HDRP-authored → magenta under URP 17.4 + Entities Graphics. Convert, don't switch pipelines (HDRP breaks Entities Graphics). Re-author to stock URP/Lit via
Assets/_Project/Scripts/Editor/EnvArtTools.cs(menuProjectM/Art/1. Convert Curated Env Materials). Synty art is URP-native — no conversion. - A dark-lit screenshot MASKS material bugs — verify material values. Always
shader.GetPropertyType(idx)-guard beforeGetColor/GetFloat/GetTexture(S_General's_BaseColorMultiplyis a float;GetColoron it returns black). Gate source emission on the_Emissiveflag AND a fixture name. Keep converted env metallic low (0.1–0.2). VolumeProfile.Add<T>()does NOT persist (serializes{fileID:0}on save) — useAssetDatabase.AddObjectToAsset(component, profile)+SaveAssets, verify on disk.- A reverted engine/URP upgrade can stamp
UniversalRenderPipelineGlobalSettings.assetwithm_AssetVersionAHEAD of the package'sk_LastVersion(here 11 > 10, from the reverted 6.6 alpha). URP migrates forward only, soURPPreprocessBuildrejects the "from-the-future" asset ("not at last version") — blocks player builds but NOT editor Play (lurks until the first build). Fix: reflection-setm_AssetVersionback tok_LastVersion,SetDirty+SaveAssets(data already renders under the current package, only the stamp is wrong). LocalTransform.FromPosition()resets Scale=1 — server spawners must read the prefab's bakedLocalTransformand override only Position (Scale is a replicated[GhostField]→ consistent-but-wrong).- Static decor → gameplay subscene (Entities Graphics renders only baked/EG-spawned entities); strip colliders from cosmetic props (else they bake into the PhysicsWorld the CC sweeps), no
GhostAuthoringon scenery. Cosmetic SampleScene GameObjects (classic URP,SyntyWorldroot) render via classic URP and their colliders are inert to the DOTS PhysicsWorld — no stripping needed there. To swap a subscene object's visual while keeping collision: disable the MeshRenderer, keep the collider. - A GA "projectile" prefab self-propels (non-kinematic
Rigidbody+ collider +ProjectileMoveScript) — strip to particles beforeStart(CombatFeedbackSystem.StripCosmetic). Verify a prefab's components, not its name.
Aim controls
- Client-derived aim rides the EXISTING
PlayerInput.Aim[GhostField]— mouse-cursor aim computed inPlayerInputGatherSystem(managedSystemBase,GhostInputSystemGroup):Mouse.current.position→Camera.main.ScreenPointToRay→AimMath.PlanarAimFromRay(pure, unit-tested) → player→cursor direction. Only the direction crosses the wire; strafe-while-aiming is free (Movealready decoupled fromAim). - Active scheme = last-meaningful-actuation-wins, replicated as
byte(PlayerInput.Scheme, KBM=0/Gamepad=1 — byte because compared in BurstedAbilityFireSystem). Server gates theAutoTargetcone to gamepad only → precise mouse, gamepad-only assist. - Cursor/reticle = client
PresentationSystemGroupSystemBase(AimReticleSystem) that OBSERVES. Re-raycast the KBM ground point INSIDE that system (PresentationSystemGroup runs after the follow-cam's LateUpdate) — latching from the gather drifts a frame behind. Hardware cursor hidden while aiming + focused, restored on focus-loss/OnDestroy.
Animation (Rukhanka) ★
Full rationale: DR-022_Animation_Pipeline_Rukhanka_Synty. Skeletal animation = Rukhanka 2.9 (Entities-native; the only maintained option on 6.4 — Latios/Kinemation not 6.4-compatible, Unity's official ECS-animation is vaporware). Netcode replication OFF (RUKHANKA_WITH_NETCODE undefined) → client-derived: a client-only SystemBase (PlayerAnimationDriveSystem, [WorldSystemFilter(LocalSimulation|ClientSimulation)] + [UpdateBefore(RukhankaAnimationSystemGroup)]) reads replicated state and writes params via AnimatorParametersAspect/FastAnimatorParameter. No new [GhostField]s; no DefaultVariant strip (define off → no Rukhanka component is a ghost component → ghost hash unchanged).
- The rig must bake on the SAME entity that holds the gameplay components the drive job reads. Rukhanka puts the param buffer + index-table on the GO with
RigDefinitionAuthoring, so putAnimator+RigDefinitionAuthoringon the player root (not a child) and flatten the skeleton + SMRs under it — else the single-entity drive query matches nothing. - CPU engine still skins via Entities-Graphics GPU deformation → needs a deformation-aware material (
AnimatedLitShader, a multi-target ShaderGraph that includes aUniversalTarget; Synty atlas → its_BaseColorMap). Stock URP/Lit renders unskinned static + a"does not support skinning"warning — NOT magenta (magenta = reusing an HDRP sample.mat). - Importing the Rukhanka "Animation Samples" (the only source of
AnimatedLitShader) drags in 26 sample subscenes (one NRE's Rukhanka's unguarded clip baker —AnimationClipBaker.ReadCurvesFromTransformreads a null bone Transform on a missing-bone clip), sample systems that run in your worlds, and a conflicting TextMesh Pro folder. Fix:MoveAssetthe 3 deformation ShaderGraphs to_Project/Shaders/(GUID-preserving → material ref intact), then delete the samples tree. - First Rukhanka bake is ~60 s, synchronous on the main thread (editor telemetry freezes → looks like a hang, isn't); the animation blob is cached after → fast re-plays.
- The server runs Rukhanka unless you strip it — its deformation systems use
[WorldSystemFilter(Default)](Default ⊇ ServerSimulation) so they run on the server's baked bones/meshes (the animation group is created server-side too but left empty by the bootstrap).ServerStripAnimationSystem(server-only one-shot,[WorldSystemFilter(ServerSimulation)]) disables everyRukhanka.Runtimesystem on the server (disabling a group cascades to its children; matched by assembly name → no type ref). Only Play-validation caught this — the staticWorldFlagsread said the server was clean; it wasn't. - Build the controller via the
AnimatorControllerAPI (manage_animationsilently drops enum/Vector blend-tree fields). Skeleton-root detection = walk up from a bone to the soldier's direct child, NOTSkinnedMeshRenderer.rootBone(that's the bounds root — the head SMR's isSpine_03; using it destroys the lower skeleton). - Synty Polygon characters share one Generic skeleton; the FBX needs Optimize Game Objects OFF (Rukhanka requirement; SciFiSpace was already so). Entity origin = capsule center (~1 m up) → offset the un-keyed
Rootbone local Y (clips key no Root/Hips position → Rukhanka bakes the offset as a constant → it persists through animation). Root motion OFF (the CC owns the transform; the blend tree is velocity-driven). Unity.Physicsmust be a DIRECT asmdef ref for any system whose source-gen touchesKinematicCharacterBody(it nestsUnity.Physics.ColliderKey) → else CS8377/CS0012 in*.g.cs(same class as theUnity.Transformsdirect-ref rule).- ENEMIES reuse the player pipeline — a Husk is an ownerless interpolated ghost = a remote player, so
EnemyAnimationDriveSystemmirrorsPlayerAnimationDriveSystem's REMOTE path (LocalTransformdelta velocity + prevPos cache; facing viaAnimParamMath.PlanarForward; maxSpeed from bakedEnemyStats;IsAttacking = AttackWindup != 0). Drop[RequireMatchingQueriesForUpdate]so the prune runs every frame (Husks die often → else a cache entry leaks per kill). No server/asmdef/ghost-hash change. Build enemy prefabs via theEnemyRigToolseditor tool (realPrefabUtility;RigDefinitionAuthoringby reflection), GUID-preserving (DeleteAsset+CopyAssetorphans subscene refs).WaveSystemusesbaked.WithPosition(notFromPosition→ resets Scale, a[GhostField]). See DR-023_Enemy_Animation_MonsterMash + Synty_Asset_Inventory.
MCP / editor workflow ★
- Edit Assets
.csONLY via MCPapply_text_edits/create_script(Unity's scripting pipeline) — the rawWritetool does NOT reliably trigger a recompile on an unfocused editor → tests/execute_coderun a stale assembly. A raw-Write-created NEW.csis worse — it gets no.meta/ no test-discovery untilrefresh_unity scope=all mode=force(it compiles, but EditMode silently won't run it). (Write/Editare fine for non-asset files: this vault, asmdef JSON, etc.) For comment/string-precise edits to existing scripts,script_apply_editsanchor_replace(regex anchor) +delete_methodwork cleanly even on astruct : ISystem(unlikereplace_method). apply_text_editswith MULTIPLE non-adjacent edits in one call can MISALIGN (a paired replace+delete hit the line above the target). One edit per call (or strict bottom-first), always withprecondition_sha256(it returns the current SHA on mismatch).create_scriptwon't overwrite an existing path; full-file rewrites = whole-spanapply_text_edits(its brace-balance validator guards botched spans) ormanage_script delete+create_script(NON-GUID-referenced files only — systems/tests, never authoring MonoBehaviours).script_apply_edits replace_methodis safe for class methods but still can't target astruct : ISystem(use whole-span). DR-017_Persistent_Base_Player_Driven_Pacingexecute_coderuns as a method body — nousingdirectives (parse as statements); fully-qualify every type. Identify worlds byworld.Name == "ServerWorld"/"ClientWorld"(flags overlap a sharedGamebit).manage_gameobject create/manage_prefabs modify_contentscomponent_propertiesSILENTLY DROP enum + Vector3 fields — set those via a follow-upmanage_components set_propertyand VERIFY throughmcpforunity://scene/gameobject/{id}/component/{Type}(or read the baked component inexecute_codeafter Play).manage_material set_renderer_coloruses a runtime PropertyBlock that does NOT persist into Play — create + assign a material asset instead.- New ghost prefab recipe:
manage_asset duplicatean existing correctly-configured ghost (e.g.UpgradePickup.prefab) →manage_prefabs modify_contentsto swap the authoring MonoBehaviour (strip MeshFilter+MeshRenderer for an invisible state-holder) — its ownerless/interpolatedGhostAuthoringComponent+LinkedEntityGroupAuthoringcome free. Runtime-spawn shared ghosts via a one-shot server spawner; don't bake them into the subscene (dodges the prespawn handshake). Wire a baked spawner into the subscene:manage_scene load additive→set_active_scene Gameplay→ create + set props + verify →save→set_active_scene SampleScene→close_scene(re-bakes on Play). - An UNFOCUSED editor throttles Edit mode to near-idle (MCP pings time out, bridge looks hung — it still queues;
telemetry_pingsucceeds) and stalls EditMode test INIT (passrun_tests(init_timeout=120000), retry).Application.runInBackgroundonly helps in Play mode. Don't pilerefresh_unityonto a blocked main thread; preferrefresh_unity scope=scriptsfor code-only changes. Ask the operator to focus Unity for heavy build/test/Burst sessions. - Run an adversarial design-review Workflow (netcode/relevancy · determinism/prediction · reuse/scope → synthesize) BEFORE coding a netcode-heavy slice — it has pre-caught relevancy traps, singleton collisions, dt-traps, double-destroys.
Bootstrap & worlds
ProjectM.Simulation.GameBootstrap : ClientServerBootstrapoverridesInitializewithAutoConnectPort = 0(M4 — listen/connect is explicit via theConnectionConfigsingleton + the per-world ConnectionControlSystems, no auto-connect). Editor default = instant-into-game + MPPM (createsServerWorld(WorldFlags.GameServer) +ClientWorld(WorldFlags.GameClient)); theProjectM/Boot Into Menu (Editor)EditorPref flips the MAIN editor to the frontend path. Player builds boot the UITK frontend menu (return false→ one menu world, no netcode worlds until a menu choice). See DR-019_Frontend_Menu_Settings_Saves_Build.- Scenes:
Assets/Scenes/MainMenu.unity(build index 0) boots the UITK frontend (menu world only, no netcode);Assets/Scenes/Game.unity(index 1) holds gameplay withAssets/_Project/Subscenes/Gameplay.unitywired in as the baked subscene (GameObjectGameplaySubScene).SampleScene/DevSandboxare kept as reference / dev scenes. The on-demand lifecycle (WorldLauncher/SessionRunner/MainMenuController) creates the right worlds per menu choice (Single / Host / Join), THENLoadScene(Game)(subscene-streaming rule above). - Region split: one server world; the expedition lives at
base + (1000,0,0), hidden per-connection viaGhostRelevancy(Netcode gotchas). Place = cosmetic ground/pillars at the +1000 offset; nodes/gates are baked subscene entities. See DR-013_M6_Aether_Cycle_Region_Split.
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 : IComponentDatais the default (unmanaged, Burst/job-friendly).class : IComponentDataonly for genuine managed refs (main-thread, no Burst).IBufferElementDatafor per-entity arrays.IEnableableComponentto toggle state without a structural change.- Systems:
ISystem(struct) +[BurstCompile]is the default;SystemBaseonly when touching managed objects.SystemAPI.Query<…>()to iterate. Aspects (IAspect) are DEPRECATED (Entities 1.4+) — do not author new ones.Entities.ForEachis legacy. - Jobs:
IJobEntity/IJobChunk; threadJobHandlethroughstate.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/EndSimulationEntityCommandBufferSystem;.AsParallelWriter()in parallel jobs). - Baking:
…AuthoringMonoBehaviour +class FooBaker : Baker<FooAuthoring>→GetEntity(authoring, TransformUsageFlags.…)thenAddComponent. 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 inPredictedSimulationSystemGroup(fixed step, runs multiple times per frame on rollback → deterministic/idempotent; filter with.WithAll<Simulate>()). Server-authoritative: clients send input (IInputComponentData), not state. RPCs (IRpcCommand) for one-off events. No wall-clock/Time.deltaTime/System.Randomin predicted sim. - Always verify volatile DOTS/Netcode API shape via context7 at code-time — do not trust memory. Pinned IDs: 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 = plain-Entities EditMode test: create a
World, register the system inSimulationSystemGroup, tick, assert. Public API, version-independent. Example:Assets/_Project/Tests/EditMode/HeartbeatSystemTests.cs. Run viarun_tests(mode="EditMode", assembly_names=["ProjectM.Tests.EditMode"]). NetCodeTestWorldisinternalin netcode 1.13.2, exposed only to a fixed[InternalsVisibleTo]allow-list — to use it, name a test asmdef to match an entry (e.g.Unity.NetcodeSamples.EditModeTests) or vendor the test utils. Netcode world boot is covered by the Play Mode check, not a NetCodeTestWorld test. See DR-001_Netcode_Test_Harness.- Burst/source-gen errors surface at editor compile, not a plain build — always
read_consoleafter script changes, and run a play/tick test, not just a compile. Cover swept hit-detection with a tunnelling regression test (the point-check tunnel bug doesn't surface in a point-based unit test).
Guardrails
- Never edit a
.metaindependently of its asset; delete an asset and its.metatogether. - Never read/write
Library/,Temp/,obj/,Logs/,UserSettings/(generated/cache). Use MCP resources for editor state. - Never create/edit/commit
.csproj/.sln— only.asmdef. - No asset/scene edits during Play Mode. Check
editor_state.advice.ready_for_toolsbefore mutating; package adds/refreshes trigger domain reloads — wait foris_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 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 / 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. Long-form build lessons →Docs/Vault/_Meta/CLAUDE_Build_Gotchas_Archive.md. - Cross-machine rule: durable truth → the vault or this file (both committed); native
memory/is local-only, never the sole home of a decision. serena C# caveat: flaky on Unity — iffind_symbolstalls, fall back toGlob/Grep.
Per-machine setup (NOT in git — redo on each machine)
.mcp.json is committed + portable (${CLAUDE_PROJECT_DIR}); the dots-dev skill travels with the repo (.claude/skills/dots-dev/). Each machine still needs: (1) uv/uvx + Obsidian app + obsidian-cli (the unity-mcp-skill + native memory/ are machine-local, don't sync); (2) basic-memory registration — uvx basic-memory project add gamevault "<repo>/Docs/Vault" --default then uvx basic-memory reindex --full --search --embeddings --project gamevault; (3) Unity 6.4 open + the Unity-MCP bridge connected (mcpforunity://editor/state → ready_for_tools).