@ericrisco/rsc 0.1.34 → 0.1.36

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Files changed (130) hide show
  1. package/README.md +28 -2
  2. package/manifest.json +241 -2
  3. package/package.json +1 -1
  4. package/scripts/lib/domains.js +1 -0
  5. package/scripts/lib/recommend.js +4 -0
  6. package/skills/agent-eval/SKILL.md +1 -1
  7. package/skills/analyze/SKILL.md +1 -1
  8. package/skills/brand-voice/SKILL.md +1 -1
  9. package/skills/brand-voice/references/voice-guide-template.md +14 -0
  10. package/skills/building-agents/SKILL.md +2 -2
  11. package/skills/competitor-watch/SKILL.md +9 -4
  12. package/skills/competitor-watch/references/tracker-schema.md +19 -0
  13. package/skills/constitution/references/constitution-template.md +10 -0
  14. package/skills/content-engine/SKILL.md +1 -1
  15. package/skills/content-engine/references/brief-and-pipeline.md +15 -1
  16. package/skills/course-builder/references/grounding-and-scoping.md +23 -0
  17. package/skills/course-storytelling/references/learner-grounding.md +22 -2
  18. package/skills/decision-records/SKILL.md +14 -1
  19. package/skills/decision-records/references/templates.md +20 -0
  20. package/skills/design/references/brand-grounding.md +11 -1
  21. package/skills/game-design/SKILL.md +170 -0
  22. package/skills/game-design/evals/README.md +13 -0
  23. package/skills/game-design/evals/cases.yaml +47 -0
  24. package/skills/game-design/references/mechanics-and-loops.md +78 -0
  25. package/skills/game-design/references/playtesting-and-scope.md +58 -0
  26. package/skills/game-design/references/progression-and-economy.md +70 -0
  27. package/skills/game-storytelling/SKILL.md +159 -0
  28. package/skills/game-storytelling/evals/README.md +28 -0
  29. package/skills/game-storytelling/evals/cases.yaml +51 -0
  30. package/skills/game-storytelling/references/branching-and-state.md +134 -0
  31. package/skills/game-storytelling/references/dialogue-tools.md +117 -0
  32. package/skills/game-storytelling/references/environmental-storytelling.md +71 -0
  33. package/skills/gamedev-multiplayer/SKILL.md +250 -0
  34. package/skills/gamedev-multiplayer/evals/README.md +12 -0
  35. package/skills/gamedev-multiplayer/evals/cases.yaml +44 -0
  36. package/skills/gamedev-multiplayer/references/godot-high-level-multiplayer.md +133 -0
  37. package/skills/gamedev-multiplayer/references/prediction-and-latency.md +104 -0
  38. package/skills/gamedev-multiplayer/references/unity-and-unreal-netcode.md +166 -0
  39. package/skills/gamedev-pathing/SKILL.md +242 -0
  40. package/skills/gamedev-pathing/evals/README.md +14 -0
  41. package/skills/gamedev-pathing/evals/cases.yaml +49 -0
  42. package/skills/gamedev-pathing/references/navmesh-workflow.md +110 -0
  43. package/skills/gamedev-pathing/references/search-algorithms.md +135 -0
  44. package/skills/gamedev-pathing/references/steering-and-avoidance.md +120 -0
  45. package/skills/gamedev-physics/SKILL.md +225 -0
  46. package/skills/gamedev-physics/evals/README.md +12 -0
  47. package/skills/gamedev-physics/evals/cases.yaml +54 -0
  48. package/skills/gamedev-physics/references/character-controllers.md +120 -0
  49. package/skills/gamedev-physics/references/determinism-and-queries.md +124 -0
  50. package/skills/gamedev-physics/references/layers-and-masks.md +115 -0
  51. package/skills/gamedev-shaders/SKILL.md +252 -0
  52. package/skills/gamedev-shaders/evals/README.md +14 -0
  53. package/skills/gamedev-shaders/evals/cases.yaml +45 -0
  54. package/skills/gamedev-shaders/references/effect-recipes.md +205 -0
  55. package/skills/gamedev-shaders/references/godot-shading-language.md +133 -0
  56. package/skills/gamedev-shaders/references/unity-and-unreal-shaders.md +169 -0
  57. package/skills/gamedev-shipping/SKILL.md +236 -0
  58. package/skills/gamedev-shipping/evals/README.md +9 -0
  59. package/skills/gamedev-shipping/evals/cases.yaml +55 -0
  60. package/skills/gamedev-shipping/references/mobile-and-desktop.md +127 -0
  61. package/skills/gamedev-shipping/references/stores-and-ci.md +162 -0
  62. package/skills/gamedev-shipping/references/web-export-headers.md +140 -0
  63. package/skills/godot/SKILL.md +319 -0
  64. package/skills/godot/evals/README.md +13 -0
  65. package/skills/godot/evals/cases.yaml +50 -0
  66. package/skills/godot/references/export-and-testing.md +102 -0
  67. package/skills/godot/references/gdscript-style.md +84 -0
  68. package/skills/godot/references/godot3-to-4-traps.md +89 -0
  69. package/skills/godot/references/nodes-scenes-resources.md +109 -0
  70. package/skills/harness/SKILL.md +3 -3
  71. package/skills/harness/references/daily-curation-automation.md +8 -6
  72. package/skills/harness/references/obsidian-scaffolding.md +16 -9
  73. package/skills/harness/references/wiki-article-template.md +31 -14
  74. package/skills/harness/references/wiki-index-template.md +7 -3
  75. package/skills/harness/references/wiki-protocol.md +120 -54
  76. package/skills/harness/references/wiki-worklog-template.md +5 -1
  77. package/skills/instagram-api/SKILL.md +8 -1
  78. package/skills/instagram-api/references/insights-metrics.md +8 -1
  79. package/skills/knowledge-ops/SKILL.md +9 -9
  80. package/skills/knowledge-ops/evals/cases.yaml +1 -1
  81. package/skills/knowledge-ops/references/gardening-playbook.md +18 -8
  82. package/skills/level-design/SKILL.md +175 -0
  83. package/skills/level-design/evals/README.md +35 -0
  84. package/skills/level-design/evals/cases.yaml +58 -0
  85. package/skills/level-design/references/blockout-to-art.md +118 -0
  86. package/skills/level-design/references/guidance-and-readability.md +152 -0
  87. package/skills/level-design/references/pacing-and-encounters.md +142 -0
  88. package/skills/linkedin-api/SKILL.md +10 -1
  89. package/skills/linkedin-strategy/SKILL.md +12 -0
  90. package/skills/linkedin-strategy/references/wiki-records.md +27 -1
  91. package/skills/marketing/references/brand-grounding.md +22 -2
  92. package/skills/medium-strategy/SKILL.md +12 -0
  93. package/skills/medium-strategy/references/wiki-records.md +39 -1
  94. package/skills/medium-writing/SKILL.md +19 -0
  95. package/skills/plan/references/plan-template.md +12 -1
  96. package/skills/roast-me/tools/adapters/__pycache__/__init__.cpython-312.pyc +0 -0
  97. package/skills/roast-me/tools/adapters/__pycache__/base.cpython-312.pyc +0 -0
  98. package/skills/roast-me/tools/adapters/__pycache__/claude.cpython-312.pyc +0 -0
  99. package/skills/roast-me/tools/adapters/__pycache__/codex.cpython-312.pyc +0 -0
  100. package/skills/roast-me/tools/adapters/__pycache__/gemini.cpython-312.pyc +0 -0
  101. package/skills/roast-me/tools/adapters/__pycache__/registry.cpython-312.pyc +0 -0
  102. package/skills/shortform-packaging/SKILL.md +7 -2
  103. package/skills/shortform-packaging/references/package-templates.md +13 -2
  104. package/skills/shortform-strategy/SKILL.md +30 -6
  105. package/skills/shortform-strategy/references/learning-loop-template.md +9 -1
  106. package/skills/specify/references/spec-template.md +12 -1
  107. package/skills/tiktok-api/SKILL.md +6 -2
  108. package/skills/tiktok-api/references/wiki-schema.md +38 -4
  109. package/skills/unity/SKILL.md +282 -0
  110. package/skills/unity/evals/README.md +8 -0
  111. package/skills/unity/evals/cases.yaml +43 -0
  112. package/skills/unity/references/build-and-platforms.md +65 -0
  113. package/skills/unity/references/input-system.md +102 -0
  114. package/skills/unity/references/lifecycle-deep-dive.md +75 -0
  115. package/skills/unreal/SKILL.md +270 -0
  116. package/skills/unreal/evals/README.md +12 -0
  117. package/skills/unreal/evals/cases.yaml +45 -0
  118. package/skills/unreal/references/blueprint-cpp-parity.md +109 -0
  119. package/skills/unreal/references/gameplay-framework.md +95 -0
  120. package/skills/unreal/references/packaging.md +83 -0
  121. package/skills/verify/SKILL.md +11 -1
  122. package/skills/youtube-api/SKILL.md +7 -2
  123. package/skills/youtube-api/references/wiki-schema.md +25 -4
  124. package/skills/youtube-packaging/SKILL.md +10 -2
  125. package/skills/youtube-packaging/references/description-and-chapters.md +70 -2
  126. package/skills/youtube-strategy/SKILL.md +9 -2
  127. package/skills/youtube-strategy/references/wiki-records.md +39 -6
  128. package/skills/youtube-strategy/scripts/verify.sh +4 -0
  129. package/skills/youtube-thumbnails/SKILL.md +10 -5
  130. package/skills/youtube-thumbnails/references/experiment-log-format.md +28 -2
@@ -0,0 +1,120 @@
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+ # Character controllers — kinematic vs dynamic, per engine
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+
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+ A "character controller" is the code that turns intent (move left, jump) into collision-resolved
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+ motion. Two approaches; pick one and commit.
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+
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+ ## Kinematic vs dynamic — the trade
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+
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+ | | Kinematic character | Dynamic (rigidbody) character |
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+ | --- | --- | --- |
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+ | Motion | you set velocity, a sweep resolves it | forces/impulses, solver resolves it |
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+ | Feel | precise, snappy, fully authored | physical, momentum-y, harder to make crisp |
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+ | Pushed by physics | no (you handle it) | yes, for free |
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+ | Pushes dynamics | yes | yes |
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+ | Gravity | you add it manually | automatic |
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+ | Typical use | platformers, shooters, most players | ragdoll-ish, vehicles, physics puzzles |
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+ | Pain points | you re-implement gravity/slopes/steps | tipping, sliding, jitter — needs constraints + friction |
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+
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+ Default to **kinematic** for a controllable character. Reach for dynamic only when physical
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+ interaction *is* the gameplay.
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+
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+ ## Godot 4 — CharacterBody (kinematic)
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+
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+ `CharacterBody2D/3D` exposes a `velocity` property and `move_and_slide()`, which sweeps by
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+ `velocity` (already delta-scaled) and slides along surfaces.
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+
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+ ```gdscript
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+ extends CharacterBody3D
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+
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+ const SPEED := 5.0
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+ const JUMP_VELOCITY := 4.5
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+
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+ func _physics_process(delta: float) -> void:
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+ if not is_on_floor():
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+ velocity += get_gravity() * delta # get_gravity() is 4.3+; else read ProjectSettings
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+ if Input.is_action_just_pressed("jump") and is_on_floor():
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+ velocity.y = JUMP_VELOCITY
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+ var input := Input.get_vector("left", "right", "up", "down")
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+ var dir := (transform.basis * Vector3(input.x, 0, input.y)).normalized()
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+ velocity.x = dir.x * SPEED
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+ velocity.z = dir.z * SPEED
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+ move_and_slide()
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+ ```
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+
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+ Tuning knobs on the node:
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+ - `up_direction` — defines "up" for floor/wall/ceiling classification (default `Vector3.UP`).
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+ - `floor_max_angle` — steepest slope treated as floor (radians; default 45°). Steeper = wall.
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+ - `floor_snap_length` — pulls the body to the ground while descending ramps/stairs (kills
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+ launch-off-ramp and airborne-on-stairs). Requires `floor_stop_on_slope` behavior tuning.
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+ - `is_on_floor()` / `is_on_wall()` / `is_on_ceiling()`, `get_floor_normal()`,
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+ `get_slide_collision_count()` + `get_slide_collision(i)` to inspect what was hit.
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+ - `move_and_collide(motion)` — lower-level single sweep returning a `KinematicCollision`; use when
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+ you want full manual control (custom slide, wall-jump math).
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+
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+ For one-off exact motion (dashes, kinematic bodies not needing slide) use `move_and_collide`.
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+
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+ ## Unity 6 — CharacterController (kinematic) and the dynamic alternative
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+
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+ `CharacterController` is a built-in kinematic capsule with sweeping `Move`. It handles steps and
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+ slopes via `stepOffset` and `slopeLimit`; it does **not** apply gravity — you do.
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+
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+ ```csharp
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+ [RequireComponent(typeof(CharacterController))]
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+ public class Player : MonoBehaviour {
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+ public float speed = 6f, jumpVelocity = 5f, gravity = -20f;
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+ CharacterController cc;
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+ Vector3 vel; // world-space velocity we integrate ourselves
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+
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+ void Awake() => cc = GetComponent<CharacterController>();
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+
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+ void Update() { // CharacterController is kinematic: Update is fine
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+ if (cc.isGrounded && vel.y < 0f) vel.y = -2f; // keep grounded
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+ Vector3 wish = transform.right * Input.GetAxis("Horizontal")
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+ + transform.forward * Input.GetAxis("Vertical");
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+ if (cc.isGrounded && Input.GetButtonDown("Jump")) vel.y = jumpVelocity;
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+ vel.y += gravity * Time.deltaTime; // integrate gravity
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+ cc.Move((wish * speed + Vector3.up * vel.y) * Time.deltaTime);
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+ }
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+ }
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+ ```
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+
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+ Key fields: `isGrounded`, `slopeLimit` (max walkable slope), `stepOffset` (max step height),
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+ `skinWidth` (small penetration tolerance — keep ~10% of radius; too small causes jitter),
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+ `center`/`radius`/`height`. `Move` returns `CollisionFlags`; hook `OnControllerColliderHit` to push
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+ dynamic rigidbodies.
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+
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+ **Dynamic rigidbody character** instead: `Rigidbody` with `freezeRotation = true` (or constrain
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+ X/Z rotation), a high-friction physics material, movement via `AddForce`/target-velocity in
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+ `FixedUpdate`, and a grounded raycast. More physical, more tuning.
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+
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+ ## Unreal (UE5) — Character + CharacterMovementComponent
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+
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+ `ACharacter` bundles a capsule + `UCharacterMovementComponent` (CMC), a sophisticated kinematic
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+ controller. It sweeps, handles Walking / Falling / Swimming / Flying **movement modes**, and applies
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+ its own gravity scale.
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+
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+ - **Input → movement:** `AddMovementInput(WorldDirection, ScaleValue)`; jump via `Jump()` /
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+ `StopJumping()` (`ACharacter` overrides).
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+ - **Slopes/steps:** CMC `MaxStepHeight`, `SetWalkableFloorAngle` / `GetWalkableFloorAngle`,
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+ `MaxWalkSpeed`, `GravityScale`, `JumpZVelocity`, `AirControl`.
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+ - **Ground state:** `Movement->IsMovingOnGround()`, `IsFalling()`; `CurrentFloor` holds the hit.
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+ - Moving platforms are handled by CMC's base-relative movement when the character stands on a
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+ movable primitive set as its movement base.
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+
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+ For non-Character pawns you can drive a movable component manually or add a `PawnMovementComponent`.
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+
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+ ## Ground detection, slopes, steps, moving platforms — the recurring problems
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+
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+ - **Ground detection** must be robust: a single downward ray can miss on ledges. Use the built-in
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+ `is_on_floor()` / `isGrounded` / `IsMovingOnGround()` where possible; if rolling your own, use a
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+ short **shapecast** (capsule/sphere) slightly wider than the character, not a thin ray.
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+ - **Slopes:** set the max-walkable-angle knob so steep slopes read as walls; add slide-down on
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+ too-steep surfaces if desired. Project intended velocity onto the floor plane to avoid bumpy speed
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+ on ramps.
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+ - **Steps/stairs:** rely on `stepOffset` / `MaxStepHeight` / `floor_snap_length`. A capsule collider
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+ climbs small steps far more smoothly than a box.
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+ - **Moving platforms:** the platform must be a **kinematic mover** that reports motion (Godot
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+ `AnimatableBody` with `sync_to_physics = true`; Unity kinematic `Rigidbody.MovePosition` in
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+ `FixedUpdate`; Unreal movable primitive as movement base). A **static** body will not carry a
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+ character. For a kinematic character on a moving platform, add the platform's per-tick delta to the
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+ character before moving, or parent to the platform's motion.
@@ -0,0 +1,124 @@
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+ # Determinism, stability & queries
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+
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+ Most "my physics is unstable" reports reduce to running simulation in the wrong loop, scaling by the
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+ wrong delta, or tunneling. This is the fix list plus the query APIs.
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+
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+ ## The fixed timestep — where physics must live
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+
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+ Engines separate the **render frame** (variable rate, once per drawn image) from the **physics tick**
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+ (fixed rate, e.g. 60 Hz). The solver assumes a constant `dt`; feeding it a variable frame time makes
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+ behavior frame-rate-dependent — the same jump reaches different heights at 30 vs 144 fps.
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+
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+ | Engine | Fixed-tick callback | Rate setting |
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+ | --- | --- | --- |
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+ | Godot 4 | `_physics_process(delta)` | `Engine.physics_ticks_per_second` / Project Settings → Physics → Physics Ticks per Second (default 60) |
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+ | Unity 6 | `FixedUpdate()` | `Time.fixedDeltaTime` / Project Settings → Time → Fixed Timestep |
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+ | Unreal | Chaos **substepping** / Async Physics Tick | Project Settings → Physics → Substepping (`Max Substep Delta Time`, `Max Substeps`) |
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+
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+ **Pattern:** poll input in the frame update (`_process` / `Update` / `Tick`), cache intent, then
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+ *apply* forces/velocity and run physics queries in the fixed tick. Never move a physics body or read
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+ physics state from the render frame.
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+
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+ In Unreal, enabling **Substepping** lets the solver take several fixed sub-steps within a long frame,
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+ keeping constraints stable at low fps; for hard determinism use the Chaos async physics tick, which
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+ runs your callback at a fixed rate off the game thread.
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+
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+ ## Scale by delta — but not twice
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+
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+ - Manual position changes, accelerations, and continuous forces you integrate yourself: multiply by
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+ the tick delta (`delta` / `fixedDeltaTime`).
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+ - Helpers that already integrate time: do **not** delta-scale their input. Godot `move_and_slide()`
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+ takes a per-second `velocity` and applies the timestep internally. Unity `CharacterController.Move`
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+ expects a per-*frame* displacement, so you pass `velocity * Time.deltaTime` (velocity is per
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+ second) — the classic mistake is forgetting the delta there while double-applying it elsewhere.
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+ - Gravity done by hand: `velocity += gravity * delta` each tick (gravity is an acceleration).
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+
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+ ## Interpolation — smooth visuals without touching the sim
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+
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+ At frame rates above the tick rate, rendering the raw physics position looks choppy. Turn on
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+ interpolation to render an in-between pose; it is **purely visual** and never alters the simulation.
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+
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+ - Godot 4: physics interpolation (Project Settings → Physics → Common → Physics Interpolation, plus
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+ per-node where applicable).
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+ - Unity: `Rigidbody.interpolation = RigidbodyInterpolation.Interpolate` (or `Extrapolate`).
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+ - Unreal: interpolation handled by the movement/render sync; async physics results are interpolated.
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+
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+ ## Tunneling & CCD
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+
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+ A fast body moving more than its own thickness per tick can pass fully through a thin collider before
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+ any overlap is tested (discrete collision). Fixes, cheapest first:
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+
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+ 1. Make the wall/collider thicker than the fastest per-tick travel, or the projectile bigger.
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+ 2. Enable **Continuous Collision Detection** on the *fast* body only (it is expensive):
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+ - Godot: `continuous_cd` (RigidBody2D: Disabled / Cast Ray / Cast Shape; RigidBody3D: on/off).
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+ - Unity: `Rigidbody.collisionDetectionMode = Continuous` / `ContinuousDynamic` /
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+ `ContinuousSpeculative`.
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+ - Unreal: **Use CCD** on the body instance.
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+ 3. For bullets, prefer a **raycast/shapecast-then-move**: sweep from last position to next, and if it
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+ hits, resolve at the hit point. This is more reliable than CCD for very small, very fast objects.
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+
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+ ## Other stability rules
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+
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+ - **Mass ratios:** keep interacting/jointed bodies within ~10:1 (100:1 blows up). Very light bodies
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+ under very heavy ones jitter or get ejected.
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+ - **Never scale a collider at runtime.** Scaling the transform of a body with a collider (especially
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+ non-uniform scale) corrupts the shape and broadphase — swap the shape or size the shape resource
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+ instead.
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+ - **Never write `transform`/`position`/`rotation` on a dynamic (simulated) body.** It teleports past
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+ the solver, producing explosions, missed contacts, and ghost collisions. Move dynamics with
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+ forces/impulses/velocity; move kinematics with the provided API (`MovePosition`,
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+ `move_and_slide`, `SetWorldLocation` with sweep).
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+ - **Sleeping:** resting bodies sleep to save CPU and stop micro-jitter. Applying a force or a query
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+ may need to wake them (`RigidBody.sleeping = false`, `Rigidbody.WakeUp()`); don't fight the sleep
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+ system with tiny constant forces.
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+ - **Solver iterations:** if stacks/joints sag or jitter, raise solver iteration counts (Project/
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+ physics settings) before hacking masses.
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+
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+ ## Queries — raycast, shapecast, overlap
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+
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+ Run queries in the fixed tick so they see the simulated state, and filter by layer/mask/channel.
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+
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+ **Godot 4** — via the space state (works in `_physics_process`):
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+
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+ ```gdscript
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+ var space := get_world_3d().direct_space_state
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+ var q := PhysicsRayQueryParameters3D.create(from, to)
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+ q.collision_mask = 0b0001 # only scan layer 1
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+ q.exclude = [self] # ignore ourselves
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+ var hit := space.intersect_ray(q) # {} if nothing; else position, normal, collider, ...
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+ ```
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+
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+ Shape sweep: `PhysicsShapeQueryParameters3D` + `intersect_shape` (overlap) or `cast_motion` (how far
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+ a shape can move before hitting). Node helpers `RayCast2D/3D` and `ShapeCast2D/3D` update every tick.
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+
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+ **Unity 6:**
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+
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+ ```csharp
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+ int mask = LayerMask.GetMask("Ground");
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+ if (Physics.Raycast(origin, dir, out RaycastHit hit, dist, mask)) { /* hit.point, hit.normal */ }
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+ if (Physics.SphereCast(origin, radius, dir, out RaycastHit sh, dist, mask)) { /* swept */ }
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+ Collider[] hits = Physics.OverlapSphere(center, radius, mask); // overlap test
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+ bool blocked = Physics.CheckSphere(center, radius, mask); // cheap boolean
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+ ```
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+
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+ Use `RaycastNonAlloc` / `OverlapSphereNonAlloc` in hot paths to avoid garbage. 2D equivalents live on
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+ `Physics2D` (`Raycast`, `OverlapCircle`, `CircleCast`).
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+
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+ **Unreal (UE5):**
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+
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+ ```cpp
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+ FHitResult Hit;
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+ FCollisionQueryParams Params(NAME_None, /*bTraceComplex=*/false, this);
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+ bool bHit = GetWorld()->LineTraceSingleByChannel(
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+ Hit, Start, End, ECC_Visibility, Params); // trace channel
114
+ GetWorld()->SweepSingleByChannel( // shapecast
115
+ Hit, Start, End, FQuat::Identity, ECC_Pawn,
116
+ FCollisionShape::MakeSphere(30.f), Params);
117
+ TArray<FOverlapResult> Overlaps; // overlap test
118
+ GetWorld()->OverlapMultiByChannel(
119
+ Overlaps, Center, FQuat::Identity, ECC_WorldDynamic,
120
+ FCollisionShape::MakeBox(FVector(50)), Params);
121
+ ```
122
+
123
+ Use `...ByObjectType` variants to query by object channels, `...ByChannel` for trace channels. Set
124
+ `bTraceComplex = true` only when you need per-triangle precision (costly).
@@ -0,0 +1,115 @@
1
+ # Collision layers & masks — the filtering that trips everyone up
2
+
3
+ The single most common physics bug that is not a crash: "these two things should collide and they
4
+ don't," or "this ghost trigger fires on everything." Both are filtering. The concept is universal;
5
+ only the words change.
6
+
7
+ **Layer = what I *am*. Mask = what I *scan for*.** They are independent bit sets. A body being in
8
+ layer 3 says nothing about what it collides with — that is the mask's job.
9
+
10
+ ## Godot 4
11
+
12
+ Two properties on every `CollisionObject2D/3D` (StaticBody, RigidBody, CharacterBody, Area):
13
+
14
+ - `collision_layer` — the layer bits this body occupies (what it *is*).
15
+ - `collision_mask` — the layer bits this body scans (what it *looks for*).
16
+
17
+ **The rule:** a contact is registered when **either** body's `collision_mask` intersects the
18
+ other's `collision_layer`. It is an **OR**, which is why detection can be *asymmetric* — body A can
19
+ detect body B even if B does not scan for A. This is deliberate (one-way triggers, sensors) but is
20
+ also the classic footgun. **Keep layer/mask symmetric for solid collisions** unless you truly want
21
+ one-way behavior.
22
+
23
+ For an `Area2D/3D`, the split matters: the Area's **mask** determines which bodies/areas it
24
+ *detects* (fires `body_entered` / `area_entered`); the Area's **layer** determines whether something
25
+ else can detect the Area. A detector-only Area often has a mask set and layer cleared.
26
+
27
+ Name your layers in **Project Settings → Layer Names → 2D/3D Physics** so the inspector shows
28
+ "player / enemy / world / pickup" instead of bare numbers. Set bits from code with the helpers, not
29
+ raw math:
30
+
31
+ ```gdscript
32
+ set_collision_layer_value(2, true) # I am on layer 2
33
+ set_collision_mask_value(1, true) # I scan layer 1
34
+ set_collision_mask_value(3, true) # ...and layer 3
35
+ ```
36
+
37
+ Bits are 1-indexed in these helpers; the raw `collision_layer` int is a bitmask (layer 1 = value 1,
38
+ layer 2 = value 2, layer 3 = value 4, ...). `collision_layer = 0b101` means layers 1 and 3.
39
+
40
+ ## Unity 6
41
+
42
+ Physics filtering is layer-pair based, not per-object masks:
43
+
44
+ 1. Assign each GameObject a **Layer** (Inspector top-right; define names in Tags & Layers). Physics
45
+ layers are the same 32 layers used everywhere.
46
+ 2. **Project Settings → Physics → Layer Collision Matrix** (and Physics 2D separately) is a
47
+ checkbox grid: an unticked cell means those two layers **never** collide or trigger. This is the
48
+ global filter.
49
+ 3. Toggle a single pair at runtime: `Physics.IgnoreLayerCollision(layerA, layerB, true)` — or
50
+ `Physics.IgnoreCollision(colliderA, colliderB)` for two specific colliders.
51
+
52
+ Queries take a **`LayerMask`** argument, which is a *different* use of the same layers — it says
53
+ which layers the ray/overlap considers:
54
+
55
+ ```csharp
56
+ // Build a mask from names, then raycast only against Ground + Enemy.
57
+ int mask = LayerMask.GetMask("Ground", "Enemy");
58
+ if (Physics.Raycast(origin, dir, out RaycastHit hit, 50f, mask)) { /* ... */ }
59
+ ```
60
+
61
+ A `LayerMask` is a bitfield: `1 << layerIndex`. Combine with `|`, exclude with `~`. A common mistake
62
+ is passing a layer *index* where a *mask* is expected — always shift or use `LayerMask.GetMask`.
63
+
64
+ ## Unreal (UE5, Chaos)
65
+
66
+ Two axes per primitive component, configured via **Collision Presets** (Details → Collision):
67
+
68
+ - **Object Type** — the single channel this component *is* (WorldStatic, WorldDynamic, Pawn,
69
+ PhysicsBody, or a custom object channel). This is "what I am."
70
+ - **Collision Responses** — for every channel, one of **Block / Overlap / Ignore**. This is "how I
71
+ react to each kind of thing."
72
+
73
+ For two components to physically **block**, *both* must respond Block to the other's object type. For
74
+ an **overlap** event, at least one responds Overlap (and the other not Ignore) and **Generate
75
+ Overlap Events** is enabled on both. Bundle a configuration into a named **Collision Preset**
76
+ (Project Settings → Collision) so a whole class of actors shares it — e.g. a `Trigger` preset that
77
+ overlaps Pawns and ignores everything else.
78
+
79
+ **Trace channels** (Visibility, Camera, or custom) are a *separate* set used only by line/shape
80
+ traces, distinct from object channels used for physical collision. A common error is tracing on an
81
+ object channel or vice versa.
82
+
83
+ ```cpp
84
+ // Custom object channel example (defined in DefaultEngine.ini as ECC_GameTraceChannel1).
85
+ Comp->SetCollisionObjectType(ECC_Pawn);
86
+ Comp->SetCollisionResponseToAllChannels(ECR_Ignore);
87
+ Comp->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block);
88
+ Comp->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
89
+ Comp->SetGenerateOverlapEvents(true);
90
+ ```
91
+
92
+ ## Worked example — player / enemy / pickup / wall
93
+
94
+ Desired: player and enemies collide with walls and each other; the pickup collides with nothing but
95
+ detects the player touching it.
96
+
97
+ | Thing | Godot layer | Godot mask | Unity layer / matrix | Unreal preset |
98
+ | --- | --- | --- | --- | --- |
99
+ | Wall | World | (none needed) | World; collides with Player, Enemy | BlockAll |
100
+ | Player | Player | World, Enemy, Pickup | Player; collides World, Enemy | Pawn (blocks World/Pawn) |
101
+ | Enemy | Enemy | World, Player, Enemy | Enemy; collides World, Player, Enemy | Pawn |
102
+ | Pickup (Area/Trigger) | Pickup | Player | Pickup; **only** Player pair ticked, `IsTrigger` | Custom `Pickup`: overlap Pawn, ignore all else |
103
+
104
+ The pickup is a **trigger/Area**: it scans only for the Player layer and produces an overlap event,
105
+ never a solid collision.
106
+
107
+ ## Debug checklist when a collision "doesn't happen"
108
+
109
+ - Do the layer/mask bits actually overlap? (Godot: is one body's mask covering the other's layer?)
110
+ - Unity: is the pair ticked in the **Layer Collision Matrix**, and did you use 2D matrix for 2D?
111
+ - Unity trigger: is there a **Rigidbody** on at least one of the two objects? Trigger events need one.
112
+ - Unreal: are **both** set to Block (for solid) or is Generate Overlap Events on **both** (for overlap)?
113
+ - Query returns nothing: are you passing a **mask/channel** that includes the target? Passing a raw
114
+ layer index instead of a shifted mask silently matches the wrong layer.
115
+ - One-way collision you did not intend → Godot asymmetric mask; make it symmetric.
@@ -0,0 +1,252 @@
1
+ ---
2
+ name: gamedev-shaders
3
+ description: "Use when writing shaders, materials, VFX, or post-processing for a game engine, or asking \"how do I make this effect\" — covers the vertex→fragment pipeline, UVs / normals / coordinate spaces, and per-engine authoring in Godot 4.x (shader_type spatial/canvas_item/particles, source_color, hint_screen_texture, ShaderMaterial), Unity 6 (Shader Graph vs HLSL, URP/HDRP, ShaderLab), and Unreal 5.x (Material graph, material domains, Custom HLSL node). Includes recipes for dissolve, rim/outline, toon/cel, water/flow, force field, hologram; full-screen post-process; and shader performance (overdraw, texture-sample cost, branching, mobile). Triggers: \"write a dissolve shader\", \"rim light\", \"toon shading\", \"screen-space effect\", \"my shader is slow on mobile\", \"cómo hago un shader de agua\". NOT gameplay or engine-API code (→ godot / unity / unreal) and NOT physics simulation, collision, or rigid bodies (→ gamedev-physics)."
4
+ tags: [shaders, vfx, materials, post-processing, shadergraph]
5
+ recommends: [godot, unity, unreal, gamedev-shipping]
6
+ profiles: [full]
7
+ origin: risco
8
+ ---
9
+
10
+ # Shaders & VFX (game engines)
11
+
12
+ Author shaders, materials, and full-screen effects across Godot, Unity, and Unreal. One
13
+ mental model — the GPU pipeline — mapped onto each engine's authoring surface, plus recipes
14
+ for the effects people actually ask for. Fires on writing/debugging a shader or material,
15
+ building a VFX/post-process effect, or "how do I make X look like Y".
16
+
17
+ ## Version contract — read first
18
+
19
+ Target the current stable line of each engine and never emit its retired APIs. If unsure a
20
+ symbol is current, say so rather than guess.
21
+
22
+ | Engine | Target | Never emit → use instead |
23
+ | --- | --- | --- |
24
+ | **Godot** | 4.x (4.4/4.5 stable) | `SCREEN_TEXTURE`/`DEPTH_TEXTURE`/`NORMAL_TEXTURE` built-ins → declare a `uniform sampler2D … : hint_screen_texture` / `hint_depth_texture` / `hint_normal_roughness_texture`. `hint_color`/`hint_albedo` → `source_color`. `hint_white`/`hint_black` → `hint_default_white`/`hint_default_black`. GLES2-era guides. |
25
+ | **Unity** | 6 (6000.x LTS), URP/HDRP | Surface shaders (`#pragma surface`) — Built-in-RP only, they do **not** compile under URP/HDRP. `CGPROGRAM`+`UnityCG.cginc`, `UnityObjectToClipPos`, `mul(UNITY_MATRIX_MVP, v)` → `HLSLPROGRAM` + URP `Core.hlsl` and `TransformObjectToHClip(posOS)`. `OnRenderImage`/`Graphics.Blit` post FX → URP Renderer Feature / Fullscreen Shader Graph. |
26
+ | **Unreal** | 5.x (5.4+) | `SceneTexture:PostProcessInput0` outside a Post Process material; Opacity without a translucent blend mode; Opacity Mask without a Masked blend mode. Prefer graph nodes; drop to a Custom HLSL node only for logic nodes can't express. |
27
+
28
+ `shader_type` tokens in Godot 4 are exact: `spatial`, `canvas_item` (underscore), `particles`
29
+ (plural), `sky`, `fog`.
30
+
31
+ ## When to use / When NOT to use
32
+
33
+ **Use when:** writing or debugging a `.gdshader`/`ShaderMaterial`, a `.shader`/Shader Graph, or
34
+ a UE Material; building a VFX look (dissolve, rim, toon, water, shield, hologram, trails);
35
+ authoring post-processing / screen-space effects; a shader is slow, flickers, or looks wrong;
36
+ choosing per-vertex vs per-pixel; converting an effect between engines.
37
+
38
+ **When NOT to use (delegate):**
39
+
40
+ - Gameplay logic, nodes/components, input, engine APIs, scene setup → [`godot`](../godot/SKILL.md) /
41
+ [`unity`](../unity/SKILL.md) / [`unreal`](../unreal/SKILL.md). This skill owns the *shading*, not the C#/GDScript/Blueprint around it.
42
+ - Physics simulation, collisions, rigid bodies, character controllers → [`gamedev-physics`](../gamedev-physics/SKILL.md).
43
+ (A shader that *fakes* refraction is here; simulating fluid dynamics is not.)
44
+ - Shipping, platform export, shader-variant stripping in the build pipeline → [`gamedev-shipping`](../gamedev-shipping/SKILL.md)
45
+ (this skill keeps the per-shader performance work).
46
+
47
+ ## Shader fundamentals (the pipeline)
48
+
49
+ Every engine compiles your material into the same GPU stages. Two you write:
50
+
51
+ - **Vertex stage** — runs **once per vertex**. Transforms position into clip space and passes
52
+ interpolated data (UVs, normals, custom `varying`s) down. Cheap; scales with mesh vertex count.
53
+ - **Rasterizer** (fixed) turns triangles into fragments and *interpolates* the vertex outputs.
54
+ - **Fragment / pixel stage** — runs **once per covered pixel** (× overdraw). Samples textures,
55
+ does lighting, writes the final color. Expensive; scales with screen coverage.
56
+
57
+ **Per-vertex vs per-pixel is the core performance lever:** compute anything that interpolates
58
+ linearly (position offsets, un-normalized directions, scalar masks) in the vertex stage and pass
59
+ it as a `varying`; keep only what must be exact per-pixel (normalizing interpolated normals,
60
+ texture sampling, lighting, fresnel) in the fragment stage.
61
+
62
+ **UVs** are per-vertex 2D texture coordinates (0–1), interpolated across the face — you sample
63
+ textures and drive scrolling/tiling/masks with them. **Normals** are surface directions used for
64
+ lighting and rim; interpolated normals must be re-normalized per pixel. **Normal maps** store
65
+ directions in **tangent space** (unpack with `×2−1`); respect handedness.
66
+
67
+ **Coordinate spaces** — know which space each value is in before you do math on it:
68
+
69
+ | Space | Meaning | Typical use |
70
+ | --- | --- | --- |
71
+ | Object / model | mesh-local, origin at the pivot | authoring positions/normals start here |
72
+ | World | scene-global | world-space effects, triplanar, lighting |
73
+ | View / camera | relative to the camera | Godot spatial `NORMAL`/`VIEW` live here |
74
+ | Clip / NDC | post-projection homogeneous coords | the vertex stage's required output |
75
+ | Tangent | per-fragment surface basis (T,B,N) | normal maps are decoded here |
76
+ | Screen / UV | 0–1 across the framebuffer | post-process sampling (`SCREEN_UV`) |
77
+
78
+ ## Per-engine authoring
79
+
80
+ ### Godot 4.x
81
+
82
+ Godot ships its own GLSL-like language (`.gdshader`). Pick a `shader_type`, declare `uniform`s
83
+ (exposed as material parameters), pass data with `varying`, write `vertex()`/`fragment()`
84
+ (+`light()`). A **ShaderMaterial** binds the shader to a node and holds uniform values; set them
85
+ from code with `material.set_shader_parameter("name", value)`. Uniform hints: `source_color`
86
+ (sRGB→linear color pickers), `hint_range(a,b)`, `hint_default_white`, `hint_screen_texture`,
87
+ plus texture filters/repeats (`filter_linear_mipmap`, `repeat_enable`).
88
+
89
+ Small **canvas_item** (2D) shader — scroll and tint a texture:
90
+
91
+ ```glsl
92
+ shader_type canvas_item;
93
+ uniform sampler2D noise : repeat_enable;
94
+ uniform vec4 tint : source_color = vec4(1.0);
95
+ uniform float speed = 0.1;
96
+
97
+ void fragment() {
98
+ vec2 uv = UV + vec2(TIME * speed, 0.0); // UV is the node's texcoord
99
+ COLOR = texture(noise, uv) * tint * COLOR; // in COLOR = vertex/modulate color
100
+ }
101
+ ```
102
+
103
+ Small **spatial** (3D) shader — a fresnel rim glow (`NORMAL` and `VIEW` are **view-space** here):
104
+
105
+ ```glsl
106
+ shader_type spatial;
107
+ render_mode blend_add, cull_back;
108
+ uniform vec3 rim_color : source_color = vec3(0.2, 0.6, 1.0);
109
+ uniform float power : hint_range(0.0, 8.0) = 3.0;
110
+
111
+ varying vec3 v_normal;
112
+ void vertex() { v_normal = NORMAL; } // pass to fragment via varying
113
+ void fragment() {
114
+ float f = pow(1.0 - dot(normalize(v_normal), normalize(VIEW)), power);
115
+ EMISSION = rim_color * f;
116
+ ALPHA = f;
117
+ }
118
+ ```
119
+
120
+ Deep dive (built-in variables per type, render_modes, particles/sky/fog, screen/depth reads) →
121
+ `references/godot-shading-language.md`.
122
+
123
+ ### Unity 6
124
+
125
+ Two authoring paths, both on the Scriptable Render Pipeline (**URP** for most projects, **HDRP**
126
+ for high-end):
127
+
128
+ - **Shader Graph** — visual node graph feeding a *master stack* (Vertex + Fragment blocks).
129
+ Artist-friendly, URP/HDRP only, compiles to HLSL. Default choice for surface looks and VFX.
130
+ - **Hand-written HLSL** — a `Shader "…" { … }` (ShaderLab) wrapping `Properties` and `Pass`
131
+ blocks; the program goes in an `HLSLPROGRAM … ENDHLSL` block that `#include`s URP's `Core.hlsl`
132
+ / `Lighting.hlsl`. Use for full control, custom lighting, or compute-driven effects.
133
+
134
+ **Surface shaders are Built-in-RP only** — under URP/HDRP write a lit HLSL pass or a Shader Graph;
135
+ use `TransformObjectToHClip` for the clip transform, not the retired `UnityObjectToClipPos`. Set
136
+ parameters at runtime through a `MaterialPropertyBlock` or `Material.SetFloat/SetColor/SetTexture`.
137
+ Full URP unlit + lit HLSL pass and a Shader Graph mapping → `references/unity-and-unreal-shaders.md`.
138
+
139
+ ### Unreal 5.x
140
+
141
+ A **Material** is a node graph the engine compiles to HLSL. You wire outputs on the main result
142
+ node — Base Color, Metallic, Roughness, Emissive Color, Normal, Opacity / Opacity Mask, World
143
+ Position Offset. Key knobs on the material:
144
+
145
+ - **Material Domain** — what the material drives: *Surface* (default meshes), *Deferred Decal*,
146
+ *Light Function*, *Volume*, *Post Process* (full-screen), *User Interface*.
147
+ - **Blend Mode** (Opaque/Masked/Translucent/Additive…) and **Shading Model** (Default Lit,
148
+ Unlit, Subsurface, …). Opacity needs Translucent; Opacity Mask needs Masked.
149
+ - **Material Instances** expose parameters (scalar/vector/texture/switch) for cheap variants and
150
+ runtime tweaks via a Dynamic Material Instance (`SetScalarParameterValue`, …).
151
+ - **Custom node** — a raw HLSL escape hatch: set Output Type, add named Inputs, `return …;`.
152
+ Reach for it only when the node set can't express the logic (loops, bitops). Reuse via Material
153
+ Functions. UE5.5+ adds *Substrate* as an opt-in shading system; the standard material is still default.
154
+
155
+ Custom-node HLSL, domains, and a Godot↔Unreal recipe mapping → `references/unity-and-unreal-shaders.md`.
156
+
157
+ ## Common effect recipes (concepts)
158
+
159
+ Each is a *technique*, engine-agnostic — the reference has full per-engine code.
160
+
161
+ | Effect | Core idea |
162
+ | --- | --- |
163
+ | **Dissolve** | Threshold a noise texture against an animated cutoff; `discard`/clip below it; add an emissive band at the edge. |
164
+ | **Rim / outline** | Rim = fresnel `pow(1 − N·V, p)`. Outline = inverted-hull pass (scale along normals, flip culling) **or** a post-process depth/normal edge detect. |
165
+ | **Toon / cel** | Quantize diffuse `N·L` into bands (`step`/`smoothstep` or a ramp texture); hard-stepped specular. |
166
+ | **Water / flow** | Scroll two normal maps at different speeds (or advect a flow-map's RG); refract the screen texture; depth-difference foam at shorelines. |
167
+ | **Force field** | Fresnel + scrolling hex/pattern texture + intersection glow from a scene-depth difference; additive. |
168
+ | **Hologram** | Scanlines `sin(worldY·f + TIME)` + fresnel + flicker + slight RGB channel offset; additive/translucent. |
169
+
170
+ **Worked example — dissolve (Godot spatial):**
171
+
172
+ ```glsl
173
+ shader_type spatial;
174
+ render_mode cull_disabled;
175
+ uniform sampler2D dissolve_noise : hint_default_white;
176
+ uniform float threshold : hint_range(0.0, 1.0) = 0.0; // animate 0 → 1
177
+ uniform float edge = 0.05;
178
+ uniform vec3 edge_color : source_color = vec3(1.0, 0.4, 0.0);
179
+
180
+ void fragment() {
181
+ float n = texture(dissolve_noise, UV).r;
182
+ if (n < threshold) discard; // cut the hole
183
+ float e = smoothstep(threshold, threshold + edge, n);
184
+ EMISSION = edge_color * (1.0 - e); // glowing burn ring
185
+ ALBEDO = vec3(0.6);
186
+ }
187
+ ```
188
+
189
+ Drive `threshold` from an `AnimationPlayer` or `set_shader_parameter`. The same math ports to
190
+ Unity (`clip(n - threshold)`) and Unreal (Opacity Mask + a threshold parameter). All six recipes,
191
+ per engine → `references/effect-recipes.md`.
192
+
193
+ ## Post-processing / full-screen effects
194
+
195
+ - **Godot** — a `canvas_item` shader on a full-rect `ColorRect` reading `hint_screen_texture`, or
196
+ a spatial unshaded full-screen quad reading `hint_screen_texture`/`hint_depth_texture`; or a
197
+ `CompositorEffect` (4.3+) for a custom render pass. Environment already covers glow/tonemap/SSAO.
198
+ - **Unity (URP)** — a **Full Screen Pass Renderer Feature** driving a *Fullscreen* Shader Graph
199
+ (or a Blit pass). HDRP uses Custom Pass / Fullscreen. Legacy `OnRenderImage` is Built-in-RP only.
200
+ - **Unreal** — a **Post Process Material** (Material Domain = Post Process) on a Post Process
201
+ Volume; read the frame with **SceneTexture** nodes (SceneColor, SceneDepth, custom stencil).
202
+ Blendable Location orders it against tonemapping.
203
+
204
+ ## Performance
205
+
206
+ - **Overdraw** is the top cost: transparent/additive layers each re-shade the same pixels. Prefer
207
+ opaque, sort and minimize overlap, keep particle fill low. `discard`/`clip` **disables early-Z**
208
+ — don't use it as a cheap "invisible".
209
+ - **Texture sampling** = a memory fetch + filter each call; *dependent* reads (UV derived from a
210
+ prior sample) stall the pipeline. Pack masks into channels, atlas, and cache samples in locals.
211
+ - **Branching**: a divergent `if` across a GPU warp can execute *both* sides. Prefer
212
+ `step`/`mix`/`clamp`; branches on a **uniform** (same value for all pixels) are cheap; static
213
+ branches compile out.
214
+ - **LOD & precision**: use mipmaps, shader LOD variants, and `mediump`/half precision on mobile;
215
+ full `float` only where banding shows. Move linear work to the vertex stage.
216
+ - **Mobile / tile GPUs**: bandwidth-bound — keep render targets small, avoid mid-pass framebuffer
217
+ reads, and note that `discard` and large full-screen passes break tile hidden-surface removal.
218
+
219
+ ## Guardrails / gotchas
220
+
221
+ - Godot 4: the `SCREEN_TEXTURE`/`DEPTH_TEXTURE` built-ins are gone — declare `hint_screen_texture`
222
+ / `hint_depth_texture` uniforms. `hint_color` → `source_color`. Author colors as `source_color`
223
+ so sRGB→linear conversion is correct.
224
+ - Unity: don't write a surface shader or include `UnityCG.cginc` for a URP/HDRP project.
225
+ - Unreal: `SceneTexture` post-process nodes only work in the Post Process domain; match Opacity to
226
+ the blend mode.
227
+ - Normalize interpolated normals per pixel; unpack normal maps (`×2−1`) and mind tangent handedness.
228
+ - Watch color space (linear vs sRGB) at every texture read and color output — the #1 "looks washed
229
+ out / too dark" bug.
230
+
231
+ ## Related skills
232
+
233
+ - [`godot`](../godot/SKILL.md) / [`unity`](../unity/SKILL.md) / [`unreal`](../unreal/SKILL.md) — the
234
+ engine skills own gameplay code, nodes/components, and scene wiring; this skill owns the shaders/materials.
235
+ - [`gamedev-physics`](../gamedev-physics/SKILL.md) — simulation, collision, rigid bodies (a shader that *fakes* an effect stays here).
236
+ - [`gamedev-shipping`](../gamedev-shipping/SKILL.md) — platform export and shader-variant stripping in the build.
237
+
238
+ ## Checklist
239
+
240
+ - [ ] Correct engine + version idiom (no banned API from the Version contract table).
241
+ - [ ] Right `shader_type` / render pipeline / material domain for the target (2D vs 3D, URP vs HDRP, Surface vs Post Process).
242
+ - [ ] Work placed in the right stage: linear math per-vertex via `varying`, exact math per-pixel.
243
+ - [ ] Colors authored in the correct space (`source_color` / sRGB handling); normals normalized and unpacked.
244
+ - [ ] Uniforms/parameters exposed and driven from code or an animation track — not hard-coded.
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+ - [ ] Performance sanity: overdraw, sample count, and branching considered; mobile precision set if targeted.
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+ - [ ] Post-process uses the engine's supported full-screen path (not a retired Built-in-RP mechanism).
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+
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+ ## References
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+
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+ - `references/godot-shading-language.md` — shader types, built-ins per type, render_modes, `varying`, screen/depth reads, ShaderMaterial from code.
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+ - `references/unity-and-unreal-shaders.md` — Unity URP HLSL pass + Shader Graph mapping; Unreal domains, Custom node HLSL, Material Instances.
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+ - `references/effect-recipes.md` — dissolve, rim/outline, toon/cel, water/flow, force field, hologram — full code per engine.
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+ # Eval harness — `gamedev-shaders` skill
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+
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+ These cases are run by the rsc skill-eval harness (a Claude agent with the full catalog loaded),
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+ or read manually. They assert two things: **triggering** — the description fires on shader /
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+ material / VFX / post-process / "how do I make X effect" prompts (including Spanish and
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+ symptom-only phrasings like "slow on mobile") and stays quiet on near-misses, routing each to the
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+ right sibling (`godot`/`unity`/`unreal` for gameplay-or-setup, `gamedev-physics` for simulation,
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+ `gamedev-shipping` for variant stripping, `sql` for the false-friend "optimize"); and
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+ **capability** — that with `SKILL.md` and its references loaded, the generated Godot 4 dissolve
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+ shader satisfies the rubric (valid `shader_type`, `discard` against an animatable threshold, an
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+ emissive `smoothstep` edge, `source_color` hints, no removed `SCREEN_TEXTURE`/`hint_color` APIs,
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+ code-driven animation, and an overdraw note). Run 3–5 trials per prompt since routing is
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+ non-deterministic; a prompt passes on a majority. No network needed — the capability rubric is
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+ judged by reading the output against the points.