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Project-M/CLAUDE.md
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kronic 4ebaba9933 Docs: DR-025 world redo (natural-frontier biomes) + session log; CLAUDE.md art pointer
Session log + DR-025 for the off-world natural-frontier world redo; mark PolygonNatureBiomes in-use in the Synty inventory; archive the long-form gotchas (PNB ring-mesh white-torus, edit-mode region-fog preview, EG-entity vs cosmetic, execute_code DeleteAsset block, shadow-cast hygiene). CLAUDE.md: net-zero art pointer to DR-025 (39882 B, under the 40KB budget).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 20:21:09 -07:00

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# 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`.
## Maintaining this file (size budget — read before editing) ★
**Hard limit: 40 KB (40 960 bytes). This file is context-loaded every session — over-budget gets it truncated. Keep ≥1 KB of headroom below it (target ≤ ~39 KB).** After **any** edit, keep it under budget:
- **Size check** — bash: `wc -c CLAUDE.md` · PowerShell: `(Get-Item CLAUDE.md).Length`. Must be `< 40960`.
- **Archive, don't delete.** When trimming, append the verbose / least-hot detail to the obsidian reference note `Docs/Vault/_Meta/CLAUDE_Build_Gotchas_Archive.md` under a **new dated heading** (never overwrite an older snapshot), and leave a one-line pointer + the relevant `[[DR-###]]` link here. Design rationale already lives in the per-milestone DRs (`Docs/Vault/07_Sessions/_Decisions/DR-###`).
- **Net-zero rule:** every addition is paid for by a condensation elsewhere. Keep only the hottest, highest-recurrence operational rules inline (flag them **★**); depth lives in the archive + DRs.
- Condensation history: 2026-06-04 (first pass, M1M6 long-form → archive) · 2026-06-07 (second pass, M7+/HUD/animation tightened; full pre-trim snapshot saved at the archive's tail).
## 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). 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** = `…Authoring` MonoBehaviours + `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.Transforms` must be a DIRECT asmdef reference** for any assembly whose source-gen'd systems touch `LocalTransform`/`LocalToWorld` — transitive visibility compiles hand-written code but the generator emits **CS0246** in `*.g.cs`.
- **`Unity.Physics` must ALSO be a DIRECT asmdef ref** for any assembly whose source-gen touches `KinematicCharacterBody` (it nests `Unity.Physics.ColliderKey`) → else CS8377/CS0012 in `*.g.cs` (same class as the Transforms rule).
- **Authoring asmdefs need `Unity.Entities.Hybrid`** (`Baker<T>`) **+ `Unity.Collections`** (baking source-gen). Never name a nested baker `Baker` (shadows `Baker<T>`) — use `FooBaker`.
- **Never name an `IComponentData` `PlayerInput`** and don't `using UnityEngine.InputSystem;` in a file referencing such a component — collides with the managed `UnityEngine.InputSystem.PlayerInput`, generator binds `RefRW<…>` 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 into `Assembly-CSharp` which asmdefs can't reference. No `.inputactions` edit unless you intend a wrapper regen.
- `IInputComponentData` requires implementing **`FixedString512Bytes ToFixedString()`**.
### Burst hazards ★
- **Cross-assembly generics + enums trip Burst internal compiler errors.** Predicted-spawn classification (`SnapshotDataBufferComponentLookup.TryGetComponentDataFromSnapshotHistory<T>`, takes `ref DynamicBuffer<SnapshotDataBuffer>` in 1.13.2) and any enum compared inside a Bursted system are the known offenders. Make such systems **plain non-Burst `ISystem`**, and **store ops/schemes/region ids as `byte`, never `enum`** in 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 delete `Library/BurstCache` while 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 *unrelated* `GetSingleton<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 ★
- **`PredictedSimulationSystemGroup` runs 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 `PhysicsSystemGroup` into `PredictedFixedStepSimulationSystemGroup` (child of the predicted group, **OrderFirst**). `NetCodePhysicsConfig` only tunes lag-comp/run-mode/history; put one in the gameplay subscene with `PhysicGroupRunMode = LagCompensationEnabledOrAnyPhysicsEntities`.
- **The predicted physics group is OrderFirst**, so `[UpdateBefore/After(PredictedFixedStepSimulationSystemGroup)]` from the parent predicted group sorts oddly: `UpdateBefore` is ignored (1-tick offset, still in-sync); for same-tick put the system *inside* the fixed-step group `[UpdateBefore(PhysicsSystemGroup)]`. **`OrderFirst`/`OrderLast` ALSO wins against `[UpdateBefore/After]` the predicted group from the plain `SimulationSystemGroup`** — a server-only system there always runs *after* the predicted group → use `[UpdateAfter(PredictedSimulationSystemGroup)]`, never `UpdateBefore` (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. Stock `LocalTransform` replication carries position (no hand-written `[GhostField]`). A contact `DamageEvent` appended there drains the *following* tick (~16ms, fine for melee).
- **`PhysicsVelocity` auto-replicates** (Netcode ships the default variant + serializer) — drive a predicted-physics body by writing `PhysicsVelocity.Linear`, not by teleporting `LocalTransform`.
- **Ownerless interpolated ghost ≠ owner-predicted for buffer replication.** A server-spawned ownerless ghost replicates a `[GhostField] IBufferElementData` to all clients with **no `OwnerSendType` / no `GhostOwner`** — server mutations just propagate. `OwnerSendType.All` + `GhostOwner` are only for a predicting owner to recompute its own state.
- **One-off shared-state actions belong on an `IRpcCommand`, not a predicted `InputEvent`** (RPCs are reliable; one-shot `InputEvent`s — like `Fire` — drop under server tick-batching). RPC payloads are plain blittable scalars (`int CellX/CellZ`, not `int2`; no `[GhostField]`). For a SINGLE shared target resolve a **server singleton** — never put an `Entity` in 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 a `DynamicBuffer` is 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 cross-system `[UpdateBefore/After]`, re-audit the EXISTING `[Update*]` attributes of the systems you order around and **always Play-validate**. [[DR-017_Persistent_Base_Player_Driven_Pacing]]
- **A dev/debug `IRpcCommand` wire TYPE must be UNCONDITIONAL (no `#if`)** — the reflection-built RpcCollection hash must match across release/dev peers or the handshake refuses; `#if UNITY_EDITOR`-gate only the send/receive SYSTEMS, never the request struct. **Re-mean bytes, don't rename**: unchanged byte VALUES keep the `[GhostField]` serializer identical → 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 replicated `Health<=0` (rollback-correct, 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 computed `ServerTick+delay` can wrap to 0, the "ready" sentinel) and compare with `NetworkTick.IsNewerThan` / `.TicksSince`, **never** raw `uint <` / subtraction.
- **`GhostRelevancy` for region splits:** use `GhostRelevancyMode.SetIsIrrelevant` (not `SetIsRelevant`) so untagged/global ghosts stay relevant for free — only enumerate cross-region ghosts to hide. `RegionTag{byte Region}` is **server-only, NOT a `[GhostField]`**. `RelevantGhostForConnection{int Connection (=NetworkId.Value); int Ghost (=GhostInstance.ghostId)}`. See [[DR-013_M6_Aether_Cycle_Region_Split]].
- **Shared GLOBAL state (cycle phase, resource ledger, goal meter) rides an UNTAGGED ghost**, never a region-tagged one (`SetIsIrrelevant` would hide it cross-region). Resolve a ledger buffer via a DISTINCT tag (`ResourceLedger`), **never `GetSingleton<StorageEntry>`** when a second `StorageEntry` buffer exists elsewhere → "multiple instances" throw.
- **Frontend world lifecycle (menu → on-demand worlds) ★:** `CreateLocalWorld` is `internal` in 1.13.2 — use public `CreateClientWorld`/`CreateServerWorld` (they register the `ServerWorld`/`ClientWorld` statics the UI reads); menu world via `DefaultWorldInitialization.Initialize(name, false)`. **Never dispose/create worlds inside an ECS system** — do it on a frame-boundary coroutine (`SessionRunner`, `DontDestroyOnLoad`). The gameplay subscene streams in ONLY if a netcode world is the `DefaultGameObjectInjectionWorld` at `LoadScene` time. See [[DR-019_Frontend_Menu_Settings_Saves_Build]].
### Physics & character controller
- **Unity Physics 1.x bakes built-in `UnityEngine` colliders + `Rigidbody`** (the Physics-0.x `PhysicsShapeAuthoring`/`PhysicsBodyAuthoring` are gone). Static collider (no Rigidbody) → baked into the subscene PhysicsWorld, deterministic, no replication. `Rigidbody.FreezeRotation` is **NOT** honored by the baker — zero angular velocity + write rotation each tick, or set `PhysicsMass.InverseInertia = float3.zero`.
- **The player is a Unity Character Controller kinematic character** (NOT a dynamic Rigidbody; M5's `PlayerMoveSystem`/`PlayerPlanarConstraintSystem` deleted, predicted-physics infra kept). `PlayerControlSystem` maps input → `CharacterControl`; `CharacterProcessor` collide-and-slides in the relocated `KinematicCharacterPhysicsUpdateGroup`. CC 1.4.2 API = `IKinematicCharacterProcessor<T>` + `KinematicCharacterDataAccess` + static `KinematicCharacterUtilities.Update_*` (verify with `unity_reflect`).
- **`KinematicCharacterUtilities.BakeCharacter` aborts with a `Rigidbody`** and needs uniform (1,1,1) scale. **`CharacterInterpolation` must be PredictedClient-only** (a `DefaultVariantSystemBase` strips it from server + interpolated prefabs) — else double-interp on remotes. **Do NOT copy the CC sample's global `LocalTransform → DontSerializeVariant`** (project-wide; breaks non-character ghosts that rely on stock `LocalTransform` replication).
- **Top-down CC config:** `SnapToGround=false`, `InterpolateRotation=false` (rotation owned by `PlayerAimSystem`), `SimulateDynamicBody=false`; gravity handled by feeding `float3.zero` to `Update_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 `SimulationSystemGroup` system do NOT use `SystemAPI.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 as `cur - dir*LastStep`. `ecb.DestroyEntity` **at-most-once** per tick (destroyed-bitset; double destroy throws at Playback). **TWO target types in one pass: UNIFY into one best-target loop + one shared bitset** (separate sweeps double-destroy a projectile overlapping both — DR-018). **A per-hit yield `(int)` cast that also gates despawn is an immortal-sink** (sub-1.0→0→no deposit, shot still consumed): guard `math.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). Lock `CellSize`/`PlotSize` as 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** (turret reuses `NextTick` as fire cooldown; they're the offline-catch-up linchpin). Only `Type` replicates (client derives `Cell` via `BaseGridMath.WorldToCell`). Data-driven `StructureCatalog` buffer. **Occupancy is DERIVED** by scanning live structure ghosts into a Temp `NativeHashSet<int2>`, never a mutable buffer on the baked `BaseAnchor`. See [[DR-014_M6_Build_Structures_Automation_Foundation]].
- **Co-op placement atomicity:** commit the `StorageMath.Withdraw` + cell-reservation **in-place inside the RPC foreach** (only `Instantiate` goes 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, on `NextTick` cooldown append a direct `DamageEvent{Damage, SourceNetworkId=-1}` → reuses `HealthApplyDamageSystem`. No projectile → no tunnelling, no team model.
- **Resource-gated ability tiers reuse `StatModifier`** — grow ONE `StatModifier{Target=Damage, Op=PercentAdd, SourceId=<sentinel>}` (replace-by-SourceId → bounded buffer); `StatRecomputeSystem` folds it into `EffectiveAbilityStats` on both worlds. `GoalProgress{[GhostField] int Charge, Target}` rides the global CycleDirector ghost.
- **M7 Automation (server-only, never predicted) ★:** `Harvester`/`Conveyor`/`Fabricator` are buildable machines on the `PlacedStructure` ghost storing `PeriodTicks` + **server-only** `MachineInput`/`MachineOutput` buffers (NOT `[GhostField]`). Production runs in the plain server group `[UpdateAfter(PredictedSimulationSystemGroup)]` (Harvester→Conveyor→Fabricator), replicating only via the global ledger + `PlacedStructure`. Deterministic catch-up via `ProductionMath.CyclesDue` (**lower-bound 0, never 1**; period-0 guarded). Byte-only pure math is EditMode-tested; `ConveyorMath` is order-independent (stable-sort by `CellKey` → at-most-one claim → losers stall). `RuntimePlacedTag` marks player-built machines for the save-scan. See [[DR-020_M7_Automation_Production_Chains]].
- **Disk persistence (`SaveData`, single-slot atomic JSON at `persistentDataPath`) ★:** versioned (null on bad version), schema **additive**. **Born-correct load**`CycleDirectorSpawnSystem` applies a staged `PendingSave` AT SPAWN so the director ghost never replicates a default first. Autosave on the Siege→Calm checkpoint + quit-to-menu (`WorldLauncher.TrySaveFromServer`, host-only); `BaseRestoreSystem` replays saved structures **charge-free** with epoch-independent REMAINING-tick cooldowns; shared `SaveStructureScan.Collect` (one scan path). See [[DR-019_Frontend_Menu_Settings_Saves_Build]].
### Presentation / juice / VFX
- **All juice/HUD = client-only managed `SystemBase` in `PresentationSystemGroup`** (once/frame, no rollback double-fire) that OBSERVES replicated state, never mutates the sim. Read ECS via `SystemAPI.Query` + `EntityManager.CompleteDependencyBeforeRO<T>()` — NOT a MonoBehaviour `LateUpdate` (job-safety throw). `Entity` is a stable client dict key for a ghost's lifetime — **prune the cache each frame** (a pruned enemy = a kill → death VFX); **never `DestroyEntity` a ghost from the client** (`GhostDespawnSystem` owns despawn). Hit-stop = a camera punch, **never `Time.timeScale`** (corrupts the sim).
- **Asset-free presentation:** procedural `AudioClip.Create` SFX; runtime `ParticleSystem` pool (Sprites/Default + HDR start color); code-built **UI Toolkit** HUD/menus. Edit a prefab asset's component in code via `PrefabUtility.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.Client` as MonoBehaviours:** `PrototypeCameraRig` (player-following ARPG cam), `VFXConfig` (static `Instance` + prefab fields bridging authored VFX to `CombatFeedbackSystem`; 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 ★:** `MenuUi` owns the shared palette + element factories + `PanelSettings`/`EventSystem` plumbing + the canonical `Round`/`Border` helpers; `HudUi` is a thin extension. `HudSystem` is a `PresentationSystemGroup` observe-only `SystemBase` owning a runtime `UIDocument` (`sortingOrder 50`, behind the pause overlay's 100); builds the tree on the first frame `rootVisualElement != null`, root `pickingMode = Ignore` so the HUD never eats world clicks (only palette buttons opt back in). **Runtime UITK needs a `PanelSettings` WITH a `themeStyleSheet` AND an `EventSystem` + `InputSystemUIInputModule`** or buttons are silently dead. The **build palette** (lazy-built from the client `StructureCatalog`) drives click-to-place: green/red ground-ghost preview (`BuildPreviewMath`, the client mirror of the server check), left-click → `BuildPlaceRequest` RPC, right-click/Esc cancel, `[`/`]`/R rotate, `Fire` suppressed in build mode. See [[DR-021_HUD_UITK_BuildPalette]].
- **Synty HUD skin via a build-safe `HudTheme` ★ (DR-024):** Synty sprites/fonts under `Assets/Synty/…` (NOT Resources) → a runtime name-string `Resources.Load` is **build-stripped**; use a curated `HudTheme : ScriptableObject` (`Assets/_Project/Resources/HudTheme.asset`) holding **serialized** refs, loaded null-safe via `HudTheme.Get()` (every consumer falls back to flat on a null ref). `unityBackgroundImageTintColor` MULTIPLIES (tint white skins); fonts = cached SDF, reset on `SubsystemRegistration`. Don't set `unitySlice*` on Synty 9-slice frame/bar sprites (per-element ERROR; DO set it for border-0 sprites). Some Synty sprites import as **Multiple**`LoadAssetAtPath<Sprite>` null; verify. 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 `EnvArtTools.cs` (menu `ProjectM/Art/1. Convert Curated Env Materials`). Synty art is **URP-native — no conversion**.
- **World = cosmetic Synty nature biomes ★ (DR-025):** `Game.unity` roots `BaseBiome`(Meadow_Forest)@origin + `ExpeditionBiome`(Arid_Desert)@+1000 — classic-URP cosmetics, colliders stripped, **NEVER the subscene**; ground = stock URP/Lit `Mat_Grass_Textures_01`/`sand 1` (NOT prop-atlas `S_General` mats). Global `Skybox/Procedural` material (a Synty skydome MESH sits at origin → can't cover two regions); per-region fog/ambient cross-fade via client `WorldAtmosphereSystem` (camera X>500, mirrors `HudSystem`). **PNB fog/cloud-ring PREFABS render as a white torus — don't place them** (use `RenderSettings` fog). See [[DR-025_World_Environment_Redo_Natural_Frontier]].
- **A dark-lit screenshot MASKS material bugs — verify material *values*.** Always `shader.GetPropertyType(idx)`-guard before `GetColor`/`GetFloat`/`GetTexture` (`S_General`'s `_BaseColorMultiply` is a float; `GetColor` on it returns black). Gate source emission on the `_Emissive` flag AND a fixture name. Keep converted env metallic low (0.10.2).
- **`VolumeProfile.Add<T>()` does NOT persist** (serializes `{fileID:0}` on save) — use `AssetDatabase.AddObjectToAsset(component, profile)` + `SaveAssets`, verify on disk.
- **A reverted engine/URP upgrade can stamp `UniversalRenderPipelineGlobalSettings.asset` `m_AssetVersion` AHEAD of the package's `k_LastVersion`** (here 11 > 10, from the reverted 6.6 alpha). URP migrates **forward only**, so `URPPreprocessBuild` rejects the "from-the-future" asset (*"not at last version"*) — **blocks player builds but NOT editor Play**. Fix: reflection-set `m_AssetVersion` back to `k_LastVersion`, `SetDirty` + `SaveAssets`.
- **`LocalTransform.FromPosition()` resets Scale=1** — server spawners must read the prefab's baked `LocalTransform` and 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 `GhostAuthoring` on scenery. Cosmetic SampleScene GameObjects (`SyntyWorld` root) render via classic URP and their colliders are **inert to the DOTS PhysicsWorld**. 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 before `Start` (`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 in `PlayerInputGatherSystem` (managed `SystemBase`, `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 (`Move` already decoupled from `Aim`).
- **Active scheme = last-meaningful-actuation-wins, replicated as `byte`** (`PlayerInput.Scheme`, KBM=0/Gamepad=1 — byte because compared in Bursted `AbilityFireSystem`). Server gates the `AutoTarget` cone to gamepad only → precise mouse, gamepad-only assist.
- **Cursor/reticle = client `PresentationSystemGroup` `SystemBase` (`AimReticleSystem`) that OBSERVES.** Re-raycast the KBM ground point INSIDE it (it 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.
### Animation (Rukhanka) ★
Full rationale: [[DR-022_Animation_Pipeline_Rukhanka_Synty]] · [[DR-023_Enemy_Animation_MonsterMash]] · [[Synty_Asset_Inventory]]. Skeletal animation = **Rukhanka 2.9** (the only maintained Entities-native option on 6.4). **Netcode replication OFF** (`RUKHANKA_WITH_NETCODE` undefined) → **client-derived**: `PlayerAnimationDriveSystem` (client-only `SystemBase`, `[WorldSystemFilter(LocalSimulation|ClientSimulation)]` + `[UpdateBefore(RukhankaAnimationSystemGroup)]`) reads replicated state and writes params via `AnimatorParametersAspect`/`FastAnimatorParameter`. No new `[GhostField]`s; no `DefaultVariant` strip (define off → ghost hash unchanged).
- **The rig must bake on the SAME entity that holds the gameplay components the drive job reads** — put `Animator` + `RigDefinitionAuthoring` on 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 with a `UniversalTarget`; Synty atlas → its `_BaseColorMap`). Stock URP/Lit renders **unskinned static** + a `"does not support skinning"` warning (NOT magenta — that's a reused HDRP sample `.mat`).
- **Importing the Rukhanka "Animation Samples"** (the only source of `AnimatedLitShader`) drags in 26 sample subscenes (one NRE's the unguarded clip baker), sample systems that run in your worlds, and a conflicting TextMesh Pro folder. Fix: `MoveAsset` the 3 deformation ShaderGraphs to `_Project/Shaders/` (GUID-preserving), then delete the samples tree.
- **First Rukhanka bake is ~60 s, synchronous on the main thread** (editor 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 are `[WorldSystemFilter(Default)]` (⊇ ServerSimulation). **`ServerStripAnimationSystem`** (server-only one-shot) disables every `Rukhanka.Runtime` system on the server (group-disable cascades; matched by assembly name → no type ref). *Only Play-validation caught this.*
- **Build the controller via the `AnimatorController` API** (`manage_animation` drops enum/Vector blend-tree fields). **Skeleton-root = walk up from a bone to the soldier's direct child**, NOT `SkinnedMeshRenderer.rootBone` (the *bounds* root — the head SMR's is `Spine_03`; using it destroys the lower skeleton).
- **Synty Polygon characters share one Generic skeleton**; the FBX needs **Optimize Game Objects OFF** (Rukhanka requirement). Entity origin = capsule **center** (~1 m up) → offset the **un-keyed `Root` bone** local Y (Rukhanka bakes it as a constant → it persists through clips). Root motion **OFF** (the CC owns the transform; blend tree is velocity-driven).
- **ENEMIES reuse the player pipeline** — a Husk is an ownerless interpolated ghost = a remote player, so `EnemyAnimationDriveSystem` mirrors the REMOTE path (`LocalTransform` delta velocity + prevPos cache; facing via `AnimParamMath.PlanarForward`; maxSpeed from `EnemyStats`; `IsAttacking = AttackWindup != 0`). **Drop `[RequireMatchingQueriesForUpdate]`** so the prune runs every frame (else a cache entry leaks per kill). Build enemy prefabs via the **`EnemyRigTools`** editor tool, **GUID-preserving** (`DeleteAsset+CopyAsset` orphans subscene refs); `WaveSystem` uses `baked.WithPosition` (not `FromPosition` → resets Scale).
### MCP / editor workflow ★
- **Edit Assets `.cs` ONLY via MCP `apply_text_edits` / `create_script`** (Unity's scripting pipeline) — the raw `Write` tool does NOT reliably trigger a recompile on an unfocused editor → tests/`execute_code` run a **stale assembly**; a raw-`Write`-created NEW `.cs` gets **no `.meta` / no test-discovery** until `refresh_unity scope=all mode=force`. (`Write`/`Edit` are fine for non-asset files: this vault, asmdef JSON, etc.) `script_apply_edits` **`anchor_replace`** (regex) + **`delete_method`** work even on a `struct : ISystem`.
- **`apply_text_edits` with MULTIPLE non-adjacent edits in one call can MISALIGN** — one edit per call (or strict bottom-first), always with `precondition_sha256` (it returns the current SHA on mismatch). **`create_script` won't overwrite**; full-file rewrites = whole-span `apply_text_edits` (its brace-balance validator guards botched spans) or `manage_script delete`+`create_script` (NON-GUID-referenced files only — systems/tests, never authoring MonoBehaviours). `script_apply_edits replace_method` is safe for class methods but **can't target a `struct : ISystem`**. [[DR-017_Persistent_Base_Player_Driven_Pacing]]
- **`execute_code` runs as a method body** — no `using` directives (parsed as statements); fully-qualify every type. Identify worlds by `world.Name == "ServerWorld"/"ClientWorld"` (flags overlap a shared `Game` bit).
- **`manage_gameobject create` / `manage_prefabs modify_contents` `component_properties` SILENTLY DROP enum + Vector3 fields** — set those via a follow-up `manage_components set_property` and VERIFY through `mcpforunity://scene/gameobject/{id}/component/{Type}` (or read the baked component in `execute_code` after Play). `manage_material set_renderer_color` uses a runtime PropertyBlock that does NOT persist into Play — create + assign a material asset instead.
- **New ghost prefab recipe:** `manage_asset duplicate` an existing correctly-configured ghost (e.g. `UpgradePickup.prefab`) → `manage_prefabs modify_contents` to swap the authoring MonoBehaviour (strip MeshFilter+MeshRenderer for an invisible state-holder) — its ownerless/interpolated `GhostAuthoringComponent` + `LinkedEntityGroupAuthoring` come free. **Runtime-spawn shared ghosts** via a one-shot server spawner (dodges the prespawn handshake); wire a baked spawner into the subscene via `manage_scene load additive``set_active_scene Gameplay` → create+verify → `save``close_scene`.
- **An UNFOCUSED editor throttles Edit mode to near-idle** (MCP pings time out, bridge looks hung — it still queues; `telemetry_ping` succeeds) and stalls EditMode test INIT (pass `run_tests(init_timeout=120000)`, retry). `Application.runInBackground` only helps in **Play** mode. Prefer `refresh_unity scope=scripts` for 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 : ClientServerBootstrap` overrides `Initialize` with `AutoConnectPort = 0` (M4 — listen/connect is explicit via the `ConnectionConfig` singleton + per-world ConnectionControlSystems). **Editor default = instant-into-game + MPPM** (creates `ServerWorld` (`WorldFlags.GameServer`) + `ClientWorld` (`WorldFlags.GameClient`)); the `ProjectM/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); `Assets/Scenes/Game.unity` (index 1) holds gameplay with `Assets/_Project/Subscenes/Gameplay.unity` wired in as the baked subscene (GameObject `GameplaySubScene`). `SampleScene`/`DevSandbox` are kept as reference/dev scenes. The on-demand lifecycle (`WorldLauncher`/`SessionRunner`/`MainMenuController`) creates the right worlds per menu choice (Single/Host/Join), THEN `LoadScene(Game)` (subscene-streaming rule above).
- **Region split:** one server world; the expedition lives at `base + (1000,0,0)`, hidden per-connection via `GhostRelevancy` (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 : 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<FooAuthoring>``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 → 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.Random` in 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 in `SimulationSystemGroup`, tick, assert. Public API, version-independent. Example: `Assets/_Project/Tests/EditMode/HeartbeatSystemTests.cs`. Run via `run_tests(mode="EditMode", assembly_names=["ProjectM.Tests.EditMode"])`.
- **`NetCodeTestWorld` is `internal`** in 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_console` after 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 `.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.
- **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)
Full protocol + per-layer detail: [[Documentation_Protocol]] (`Docs/Vault/_Meta/Documentation_Protocol.md`). The four layers: **in-repo vault** `Docs/Vault/` (design docs, DRs, session logs — committed) · **basic-memory** MCP (semantic/wikilink recall over the vault) · **serena** MCP (C# symbol nav of `Assets/_Project/`) · **native Claude memory** (`memory/`, `MEMORY.md` — machine-local).
- 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 → the gotchas archive.
- **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 — if `find_symbol` stalls, fall back to `Glob`/`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`).