@funpixel/tools 0.0.0-stage → 0.1.0

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Files changed (2420) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2918 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +605 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +95 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +329 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
  336. package/dist/model/clips.js +34 -0
  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
  344. package/dist/optimize/helper.js +80 -0
  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
  350. package/dist/pack/limits.js +51 -0
  351. package/dist/pack/report.js +35 -0
  352. package/dist/phone/baguette.js +139 -0
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  354. package/dist/pipeline/pipeline.js +929 -0
  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
  358. package/dist/play/condition.js +45 -0
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  360. package/dist/play/input.js +118 -0
  361. package/dist/play/pointer.js +21 -0
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  363. package/dist/play/server.js +274 -0
  364. package/dist/play/session.js +231 -0
  365. package/dist/play/steps.js +192 -0
  366. package/dist/playable/build.js +90 -0
  367. package/dist/playable/cta.js +88 -0
  368. package/dist/playable/networks.js +33 -0
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  370. package/dist/playtest/after-round.js +60 -0
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  376. package/dist/playtest/history.js +115 -0
  377. package/dist/playtest/hits.js +48 -0
  378. package/dist/playtest/hosted.js +98 -0
  379. package/dist/playtest/keep.js +110 -0
  380. package/dist/playtest/ledger.js +77 -0
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  382. package/dist/playtest/measure.js +181 -0
  383. package/dist/playtest/mobile-qa.js +391 -0
  384. package/dist/playtest/mockups.js +198 -0
  385. package/dist/playtest/moments.js +28 -0
  386. package/dist/playtest/prepare.js +162 -0
  387. package/dist/playtest/rank.js +184 -0
  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
  390. package/dist/playtest/seats.js +128 -0
  391. package/dist/playtest/sheet.js +38 -0
  392. package/dist/playtest/stop.js +54 -0
  393. package/dist/playtest/stuck.js +47 -0
  394. package/dist/production/contract.js +61 -0
  395. package/dist/production/mirror.js +96 -0
  396. package/dist/production/tier.js +66 -0
  397. package/dist/profile/compare.js +171 -0
  398. package/dist/progress/answers.js +35 -0
  399. package/dist/progress/holds.js +106 -0
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  402. package/dist/publish/build.js +54 -0
  403. package/dist/publish/folder.js +106 -0
  404. package/dist/publish/funpixel.js +96 -0
  405. package/dist/publish/hosts.js +48 -0
  406. package/dist/reach/envelope.js +111 -0
  407. package/dist/reach/load.js +84 -0
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  411. package/dist/reel/encode.js +34 -0
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  415. package/dist/relay/local.js +82 -0
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  417. package/dist/review/audio.js +72 -0
  418. package/dist/review/ledger.js +60 -0
  419. package/dist/review/media.js +114 -0
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@@ -0,0 +1,109 @@
1
+ # Unity traps, one line each
2
+
3
+ Unity 6000.6.0f1 on iOS, from the field report §10 (and §9 for the batch runs). Each one failed
4
+ silently or cost a build in one of the nine games. The skill that owns the fix is named where there
5
+ is one.
6
+
7
+ ## Checked by `funtools doctor`
8
+
9
+ Run it at project start and before every build: it reads the project's files and this Mac, never
10
+ starts Unity, and prints each finding with its fix. One line per trap it catches:
11
+
12
+ - Git LFS pointer files where binaries belong (FSBTool "Failed decoding audio clip", blank textures): fails, names the repository to pull in.
13
+ - `activeInputHandler: 0`, the old Input Manager alone, on an iOS or Android project (no touch in a player build): fails.
14
+ - `UnityEngine.Input` calls on a project set to the Input System only (each throws): fails.
15
+ - The Input System hooked at `AfterAssembliesLoaded` (throws on iOS; `BackButton` hooks on first read): warns.
16
+ - TextMesh Pro used with no Essential Resources (`CreateFontAsset` returns null): fails; a batch-mode ImportPackage of them (hangs): warns.
17
+ - A camera in a scene or made in code with nothing adding an AudioListener (a silent build; `Sfx.EnsureListener()`): warns.
18
+ - `Shader.WarmupAllShaders` (segfaults with URP keyword spaces; warm a ShaderVariantCollection): fails on URP.
19
+ - A GLB glTFast cannot decode (meshopt, Draco or Basis without its decoder package, WebP ever): fails, because it imports as nothing.
20
+ - `Shader.Find` of a project shader nothing references (null in a build): warns.
21
+ - `enableWordWrapping`, a bare `new RenderParams{}`, runtime `QualitySettings.antiAliasing`, `-quit` with `-runTests`: warn.
22
+ - ProjectSettings drifted from the project's setup method (Knockout Lap's iOS graphics APIs went back to automatic three times): warns; build through `Setup.Configure`.
23
+ - A build module a target needs (Mac IL2CPP and Windows were missing): warns with the Unity Hub line.
24
+ - No distribution certificate, Xcode account or App Store Connect key on an iOS project (each blocks TestFlight): warns.
25
+
26
+ ## Build and import
27
+
28
+ - A mipmapped texture that is not a power of two ships as RGBA32 even with an ASTC override, and Unity
29
+ says nothing about it (`funpixel-art`, Unity page).
30
+ - glTFast decodes textures embedded in a GLB to RGBA32; its "latest" tag pointed at an experimental
31
+ 7.0, so pin 6.20 (`funpixel-3d`, Unity page).
32
+ - `UnityRuntime.framework`'s plist says iOS 15.0 and its binary 16.0: ITMS-90208 (`IosPostprocess`).
33
+ - High stripping removes an assembly reached only through `RuntimeInitializeOnLoadMethod`, and Unity
34
+ ignores a package's own `link.xml` (`com.joydle.firebase` hands its file to the linker).
35
+ - TMP outline and underlay variants of materials made at runtime are stripped, and so are
36
+ `shader_feature` variants: use `multi_compile_local`.
37
+ - TMP lives in uGUI 2.x, not a package of its own; its Essential Resources still go in `Assets/TextMesh Pro`.
38
+ - Burst can time out under heavy host load; never ship that export.
39
+ - Re-importing an atlas regenerates sprite ids, and a PNG of a new size keeps the old sprite rect, so
40
+ Unity drops the sprite.
41
+ - iOS caches launch storyboards by name across updates: rename the storyboard (`JoydleLaunch`).
42
+ - A project can be URP with `GraphicsSettings` saying none: the monorepo games assign the URP asset only
43
+ in `QualitySettings` (`m_CustomRenderPipeline: {fileID: 0}`), while Knockout Lap, Gallery Heist and
44
+ Particle Rush set it in `GraphicsSettings`. Read both before calling a project built-in; Floe Jam is
45
+ the one that is.
46
+ - A WebGL build compressed with Brotli fails on a phone over the Mac's LAN address
47
+ (`ERR_CONTENT_DECODING_FAILED`: Brotli needs https or localhost): serve it with `funtools serve`,
48
+ which falls back to gzip there.
49
+ - Addressables bundles built uncompressed (for a CDN to Brotli) weigh about twice as much from a
50
+ server that sends them raw (Gallery Heist's Room 1: 99.7 MB against 47.3 MB). `funtools serve`
51
+ compresses them on the fly as a CDN would, so its sizes and load times are what a player gets;
52
+ `--no-compress` shows the raw weight.
53
+
54
+ ## Runtime
55
+
56
+ - Mono never sees `simctl launch` arguments: read them natively (`LaunchArgs.Get()`).
57
+ - PlayerPrefs reads the launch-argument domain first: a flag `-coins` shadows the save key `coins`.
58
+ - A Unity API call in a field initializer throws: move it to `Start`.
59
+ - `OnApplicationPause(true)` also fires on resign-active (Control Center, Siri, call banners, Face ID).
60
+ - `StopCoroutine` does not dispose the iterator, so a `finally` in a stopped coroutine never runs.
61
+ - Static initialisation order: a cache declared after the colours it used threw
62
+ TypeInitializationException, and no build booted for about 7 hours.
63
+ - Glyphs added at runtime cost a frame (48 ms): warm them behind the title.
64
+ - `Screen.cutouts` allocates on every call: read it when the screen changes.
65
+ - `preserveAspect` fits around the pivot; a `Slider` stretches to the row height; stretch anchors
66
+ plus a non-zero `sizeDelta` double the width.
67
+ - The first scene load can eat about 1 s of a startup animation (`JoydleSplash` waits for it).
68
+ - Unity 6 renamed the draw-call profiler counter, so an old probe reads 0.
69
+ - C# `Math.Round` is banker's rounding, `List.Sort` is unstable, `Math.Sin` differs from V8 on about
70
+ 6% of inputs and a naive hypot on about 40% (`references/from-a-web-game.md`).
71
+
72
+ ## Captures, logs and the Editor
73
+
74
+ - `Debug.Log` on iOS goes to stdout, not the system log: launch with `--console-pty`.
75
+ - `Object.Destroy` does nothing in edit-mode captures: use `DestroyImmediate`.
76
+ - `CaptureScreenshotIntoRenderTexture` is upside down on Metal, and `ScreenCapture` stalls the next
77
+ frames.
78
+ - Frames a judge scores come from a capture rig, not the Editor (Particle Rush, Oct 2026):
79
+ - a player build with a scripting define that turns the launch flags on and is not a development
80
+ build, because a development build stamps its watermark and console into every frame;
81
+ - `-shotscale 2` (passed to `ScreenCapture.CaptureScreenshot`'s supersize) for a full-resolution phone
82
+ frame from a half-size window (1172×2532 from 586×1266);
83
+ - a driver that plays like a person (holds, eases, misses a little), not a perfect line;
84
+ - a separate development build for measuring (`funtools unity probe`: SetPass calls, triangles, GC
85
+ per frame), whose watermark is fine because no one judges those frames; `funtools unity capture
86
+ --all` builds the no-watermark variant itself (`FUNPIXEL_PROBE` for that build only).
87
+ - Unity wipes `Temp/` on launch, so a lock goes in `Logs/`; one Editor per project.
88
+ - Every headless run rewrites ProjectSettings, AudioManager and TMP font assets, and leaves
89
+ `Assets/Resources/PerformanceTestRun*.json`, which ships.
90
+ - Never pass `-quit` with a play-mode `-executeMethod` either (§9): the run ends Unity itself.
91
+ - Never pipe a build or a check through `| tail`: it hid a failing compile and a commit went through.
92
+ - Unity's NUnit is old: no `Assert.Multiple`, no `Does.Contain` on an enum.
93
+
94
+ ## Git
95
+
96
+ - A file written outside Unity needs its `.meta` committed, or its GUID changes per checkout.
97
+ - TMP dynamic font assets are rewritten by every batch run and conflict on every merge: keep shipped
98
+ fonts static, or clear them after captures.
99
+ - The root `.gitignore`'s `*.csproj` silently drops hand-written test and server projects.
100
+ - A copied project keeps its source's identity: Particle Rush's `.gitattributes` names The Hot Gates'
101
+ paths, its Android id is still Unity's template `com.UnityTechnologies…urpblank`, and standalone ids
102
+ are left as `com.DefaultCompany.2D-URP`. Check the ids and `.gitattributes` against the game's name.
103
+
104
+ ## Never changed by a script without a person looking
105
+
106
+ Signing identity and team; the bundle id; `ITSAppUsesNonExemptEncryption` (the owner: "do not flip");
107
+ App Privacy answers; the App Store Connect submission and the first purchase tick; the agent's own
108
+ settings and hooks; anything in a build pipeline every game shares without a per-game opt-in marker;
109
+ deleting "unused" assets: an agent deleted 20 files the game loads by name.
@@ -0,0 +1,109 @@
1
+ ---
2
+ name: funpixel-verify
3
+ description: Use when adding or changing a mechanic, control or screen, before saying the game works or testing it, and once verify passes, to judge how good it is (the critic panel, the blind phone player, fix rounds, a genre hit). Covers the __FPX_* hooks, the checks in funpixel.json and the real Play button. In Unity (a build that starts, plays to an ending, does not crash), follow references/unity.md.
4
+ ---
5
+
6
+ # Verify a Funpixel game, then judge it
7
+
8
+ Verify lets you be bold: rework anything and know in a minute whether the game still plays
9
+ through its real controls. It plays the build in a real browser and judges what the game declares,
10
+ so the hooks below are part of the game; a runtime crash builds green and shows a blank screen.
11
+
12
+ ## Tools
13
+
14
+ - `probe` plays a built or published game on Funpixel's browsers and returns the local verdict;
15
+ `screenshot` captures one view. Both take `click: "[data-fpx-start]"` to press the real Play first.
16
+ - `capture_view` shoots a named `__FPX_VIEWS__` state; `audit_screens` measures every view's layout
17
+ (text under 12 px, hit areas under 44 px, overlaps, the notch); `inspect_scene` reads the scene graph.
18
+ - Local and free: `npx @funpixel/tools verify` (`--watch` on every save), `capture`, `audit-screens`,
19
+ `scene`, and closer looks (`inspect`, `profile --compare`, `phone`, `clip`:
20
+ [references/eyes.md](references/eyes.md)); `build` and `preview` build on the platform.
21
+ - Judging: the `player` and `critic` agents, `npx @funpixel/tools play` (blind, never the source),
22
+ `capture --all`, `look --read|--hud`, and `/fp:playtest` (`npx @funpixel/tools playtest`); hosted,
23
+ for credits, `review` and `play`.
24
+
25
+ ## The hooks
26
+
27
+ | Hook | What it is |
28
+ |---|---|
29
+ | `window.__FPX_STATE__()` | The state worth checking: `{ screen, x, score, lives, ... }`; `screen` names the screen on show. |
30
+ | `window.__FPX_VERBS__` | One function per player action: `{ jump() {...}, fire() {...} }`. Real input and verbs run the same code. |
31
+ | `window.__FPX_VIEWS__` | Screens: `{ playing: { motion: true, enter() {...} } }`. Mark the gameplay screen `motion: true`; a `moment: true` view whose `enter()` drives the game into its payoff is what capture films ([references/checks.md](references/checks.md)). |
32
+ | `window.__FPX_KEYS__` | Keys the game reads: `{ ArrowLeft: 1, Space: 1 }`. Phone: a swipe (`data-fpx-gesture="ArrowLeft ArrowRight"` on the play) or a control (`data-fpx-touch="ArrowLeft"`). |
33
+ | `window.__FPX_SELFTEST__` | `[{ name, run() => boolean }]`: facts that must hold (a level is solvable, a spawn is inside the map). |
34
+ | `window.__FPX_AUDIO__` | Set it when the game has sound: `{ sfx: ['hit'], music: true }`. A run that then starts no sound at all fails. |
35
+ | `window.__FPX_ACTORS__()` | Where each person, creature and prop stands (feet, height, ground, task): `walk`, `life`, `framing`, `score` read it ([references/actors.md](references/actors.md)). |
36
+ | `window.__FPX_MOMENT__(name, weight)` | Call it at a payoff (`window.__FPX_MOMENT__?.('boss_down', 1)`): the capture tour shoots at the mark, the share video cuts on it. |
37
+
38
+ Named test scenes: [references/scenes.md](references/scenes.md); real-control journeys:
39
+ [references/journeys.md](references/journeys.md).
40
+
41
+ ## Checks in funpixel.json
42
+
43
+ ```json
44
+ "checks": [
45
+ { "mechanic": "left arrow moves the player", "verb": "moveLeft", "key": "ArrowLeft",
46
+ "field": "x", "expect": "decreases", "subject": "player", "times": 2 }
47
+ ]
48
+ ```
49
+ `key` presses the real key, `pointer` taps a real element, neither calls the verb; the rest is in
50
+ [references/checks.md](references/checks.md). One check per mechanic you claim, plus one that
51
+ reaches the win or loss, lets a failure name what broke.
52
+
53
+ ## The loop
54
+
55
+ 1. `npm run build`, then `npx @funpixel/tools verify` (`check`: both, plus tests) writes
56
+ `verify.json`: the verdict and a fingerprint of the files that ship, which publish checks.
57
+ 2. Read the exit code. 0 pass, 1 fail, 2 not observed (nothing measured: hooks missing or the page
58
+ did not load), 3 a tool error.
59
+ 3. Read every FAIL line; each names the check and why. A check made to pass by changing what it
60
+ reads (a flipped sign in `__FPX_STATE__`) stops measuring the game, so the fix goes in the
61
+ camera or the input mapping.
62
+ 4. **Front door.** Verify enters play through the hooks. Once per session, and after touching the
63
+ title, menus, audio unlock or input setup, prove the real start works: mark the title's start
64
+ control `data-fpx-start` (and each choice before it `data-fpx-choice`) and run
65
+ `npx @funpixel/tools verify --front-door`. It presses the button instead of calling `enter()`,
66
+ and fails a missing button or one that changes nothing. A start drawn inside the canvas gets a
67
+ transparent DOM button over it carrying the attribute.
68
+ 5. **Sound.** Four of our games shipped silent past every check; silence the design chose
69
+ (`Sound: none`) is a style. Declare `__FPX_AUDIO__`, mark sounding mechanics `"sound": true`, and read the counts in
70
+ `--json` ([references/checks.md](references/checks.md)).
71
+ 6. **Idle run.** `check` times one (no input after Play): deaths before the genre's floor are
72
+ worth a look unless the design means them.
73
+ 7. **Green means stop.** When the verdict is 0 and the goal of this step is met, stop editing and hand back. Every later edit needs a new reason from the person or a failing check.
74
+ An agreed complete game keeps going until its scope is met.
75
+
76
+ ## Judging it, once verify passes
77
+
78
+ One verdict per round: the targets (`score --target` at `accuracy_min`, default 75) and a blind
79
+ player at phone size with no high finding (`play`). At hand-back, the panel too: three blind
80
+ `critic` seats (veteran player, UX designer, skeptic) on fresh captures of every view at both sizes,
81
+ each given only the frames, a store description, the AD rules, `audit-screens`' numbers and its last
82
+ verdict; the bar our bar games passed is overall 6.0, look and feel 7.0. Settle
83
+ last round's findings first; under the bar, a recorded fix round; when three rounds stop moving the
84
+ means, report rather than respin. The declared style is the standard, never a finding. The panel, its seats and
85
+ the bar: [references/review.md](references/review.md), [references/bar.md](references/bar.md),
86
+ [references/playtest.md](references/playtest.md).
87
+
88
+ ## Worked example
89
+
90
+ Adding a jump:
91
+ 1. `jump()` in `__FPX_VERBS__` sets the vertical speed; the Space handler calls the same `jump()`.
92
+ 2. `__FPX_STATE__` returns `y`.
93
+ 3. Check: `{ "mechanic": "space jumps", "verb": "jump", "key": "Space", "field": "y", "expect": "changed", "trace": 20 }`.
94
+ 4. `npx @funpixel/tools check` prints `FAIL space jumps — y never changed`.
95
+ The keydown handler was bound to `canvas`, which never had focus. Bind it to `window`, rebuild,
96
+ verify: exit 0.
97
+ 5. Front door: the Begin button carries `data-fpx-start`; `verify --front-door` passes.
98
+ 6. Exit 0 and the jump was the whole request, so stop and hand back: "Space or the up button jumps; nothing else changed."
99
+
100
+ ## Common mistakes
101
+
102
+ - A verb that bypasses the input handler: the check passes and the real key stays broken. Route
103
+ both through one function.
104
+ - Self-tests that assume the starting state: checks run first and change it.
105
+ - Treating exit 2 as success: nothing was measured.
106
+ - Polishing after a pass. Each unrequested edit risks the pass and needs a new verify.
107
+ - Claiming a feature because the class exists: trace it from boot or an input, and check it.
108
+ - Verifying the dev server's live files instead of a fresh `npm run build`.
109
+ - Judging captures older than the files, or one critic playing all three seats.
@@ -0,0 +1,94 @@
1
+ # The actors contract: where everything stands
2
+
3
+ `npx @funpixel/tools walk` plays every route from the title and judges the world as it goes;
4
+ `life`, `framing` and `score` place and judge people, creatures and the hero. They read one global
5
+ the game answers, in metres, y up, the feet at `x, y, z`:
6
+
7
+ ```ts
8
+ window.__FPX_ACTORS__ = () => ({ unit: 'm', supports: ['gantryWalk'], actors: [
9
+ { id: 'ren', kind: 'player', type: 'person', x, y, z, h: 1.75, r: 0.35, ground: heightAt(x, z), node: 'player' },
10
+ { id: 'carter-3', kind: 'person', type: 'carter', scene: 'crane', task: 'haul', state: 'walk', reacting: 'wave', facing, x, y, z, h: 1.68, r: 0.3, ground, node: 'folk-3' },
11
+ { id: 'crab-3', kind: 'creature', type: 'crab', x, y, z, h: 0.32, r: 0.2, ground, solid: false, state: 'flee' },
12
+ { id: 'kite-1', kind: 'creature', type: 'kite', x, y, z, h: 0.4, r: 0.5, flying: true, ground },
13
+ { id: 'container-12', kind: 'prop', type: 'container', x, y, z, h: 2.6, w: 6.1, d: 2.44, yaw, ground },
14
+ { id: 'late-show', kind: 'machine', type: 'ship', landed: true, x, y, z, h: 13, w: 27, d: 9, yaw, ground: pad.top, mesh: 'lateShow' },
15
+ { id: 'pad', kind: 'prop', type: 'landing pad', support: true, x, y, z, h: 1.1, w: 28, d: 30, yaw, node: 'landingPad' },
16
+ ] });
17
+ ```
18
+
19
+ | field | meaning |
20
+ |---|---|
21
+ | `id` | stable per actor (`framing --actors ren`, the hero of a `score` moment) |
22
+ | `kind` | `player`, `person`, `creature`, `machine` or `prop`; a species or role word (`crab`, `townsfolk`, `npc`, `drone`) is read into one of those and kept as `type` |
23
+ | `type` | what it is, the key into `funpixel.json` `scale`; missing = `species`, `role`, or the id without its number |
24
+ | `x, y, z` | the feet, world space, metres (or `pos`/`position` as `{x,y,z}` or `[x,y,z]`) |
25
+ | `h` | height; without it scale is not judged |
26
+ | `r` or `w, d, yaw` | the footprint: a radius, or a box turned by `yaw` about +y |
27
+ | `ground` | the height of what is under the feet (the terrain, or the pad's deck under a landed ship); without it floating is not observed. `ground: true` (a boolean) on an entry instead marks its mesh as ground others stand on, as `support: true` does |
28
+ | `supports` | at the top of the answer: mesh names that are ground others stand on (a deck, a walkway, a pad) when their names do not say so |
29
+ | `flying` (or `flies`) | meant to be in the air: judged for a flap, not for floating or collisions; on a vehicle or prop, left out of grounding |
30
+ | `landed` | a vehicle or prop that must rest on the ground under its whole footprint, judged whatever its size |
31
+ | `gait` | the gait preset it moves on (`walk`, `run`, `sneak`, `carry`, `limp`, `old`, `child`, `quadruped`, `flyer`; the starter's `src/motion.ts`): `life` notes travel far from the preset's design speed (the feet moonwalk or scramble, measured with `h` as its height) and a declared gait that slides |
32
+ | `scene` (or `group`) | the little scene a person belongs to (`crane`, `stall`); people of one scene may stand close. It is authoritative: untagged people are read for one (facing each other within 2.5 m, or moving together) and reported "untagged: inferred scene"; two different tags close together are a clump |
33
+ | `facing` (or `heading`) | a person's or creature's forward as a world yaw, `atan2(forward.x, forward.z)`; without it the node's own turn is read |
34
+ | `solid` | default true; false for what may be walked through |
35
+ | `task` | the loop it is on (`haul`, `patrol`, `errand`) |
36
+ | `state` | what it is doing (`idle`, `walk`, `flee`); a change near the player counts as a reaction |
37
+ | `reacting` | what it is doing because of the player (`wave`, `look`, `yield`, `flee`) |
38
+ | `node` (or `mesh`) | the scene node's name, so `life` ties the animation it sees to this actor and its role, and `boxes`/`walk` find its mesh. With neither, an id is matched to a mesh by a word of it (`ship-lateShow` is the mesh `lateShow`), and for a machine or a landed entry by one name containing the other; a linked landed entry's `ground` and `x, z` are used to judge it |
39
+
40
+ Also read as the contract: a bare array (`__FPX_ACTORS__ = () => [...]`), an `{ id: actor }` map,
41
+ or an `actors` array in `__FPX_STATE__()`. With none, a Three scene is read from node names (ground
42
+ not observed) and the report says so.
43
+
44
+ ## What reads it
45
+
46
+ - `walk`: clipping, placement, floating, scale, stalls, challenge, losses and retry, people who
47
+ move through space vs animate in place, the hero's face on a crowd, flyers without a flap,
48
+ reactions; the crowd's placement (clumps within 1.5 m with no shared `scene`, tagged or inferred, stretches of the
49
+ path with nobody in view, the count against `walk.crowd.people`); and every 4 s the world itself,
50
+ as `boxes` reads it.
51
+ - Big props and vehicles need no entry: `boxes` and `walk` read them from the scene (anything with
52
+ a 2.5 m footprint, or a node named like a vehicle: ship, craft, crawler, truck…) and raycast the
53
+ surfaces under where each touches down (its lowest vertices cell by cell, or its box's corners):
54
+ hovering, hanging over a drop, sunk, judged against the nearest surface below it. Surfaces are the
55
+ terrain (a mesh named `ground`, `terrain` or `floor`) and the supports: a mesh whose name ends in
56
+ deck, pad, platform, ramp, bridge, pier, dock, floor, street, walkway, stairs (`rampDeck`,
57
+ `landingPad`; not `padCrates`, not `padLeg`), one the contract lists in `supports` or marks
58
+ `ground: true`/`support: true`, and one the player or a person is found standing on. A leg,
59
+ trestle, piling or post going down into a pit with its top under a support is braced, not sunk; a
60
+ railing or kerb within 1.5 m of its deck is attached. A painted cut-out stands where its picture's
61
+ lowest opaque row does. Name the node in the contract with `landed: true` to judge a small one,
62
+ `flying: true` to leave one out (a ship taking off). The headline lists the worst first, landed
63
+ things and vehicles before props.
64
+ - `boxes` and `walk` name a person or creature of the contract (with its `node`) built of a handful
65
+ of boxes, whatever its size on screen (`BOX FIGURES`). A style lock that says the world is faceted
66
+ (`flat-shaded`, `faceted`, `low-poly` in `design/style-block.txt`, `design/plan.md` or
67
+ `funpixel.json` `metadata.artStyle`) keeps terrain and rock out of the boxes read ("style: faceted (not
68
+ judged as boxes)") unless one facet covers more than 12% of the frame.
69
+ - Routes in `funpixel.json` `walk.routes`:
70
+ `[{ name, start: ["press Enter", "click .play"], hold: ["ArrowUp"], steer, progress, done, max_s, then, continue }]`.
71
+ `steer` holds a state field near a value (`{ field: "lat", to: 0, lower: "ArrowLeft", raise:
72
+ "ArrowRight" }`); with no lateral field, `waypoints: [[x, z], …]` (or a `path` in the state)
73
+ steers by the player's position and learns which key turns which way. `then: "run01"` goes on
74
+ from where a route arrives in the same page and the same film (a prologue, then the first run);
75
+ `--chain a,b` does it ad hoc. A chained leg skips its `start` steps (they lead from the title) and
76
+ plays its `continue` steps instead, if it has any. A leg that arrives in under 3 s (its `done`
77
+ already held, often a chained leg with no `continue` steps) is "not observed" and nothing on it is
78
+ judged.
79
+ - Framing is judged on time, not the mean: more than 15% of the walk outside the `framing` band
80
+ warns and names the stretches (`s 44–96 at 13–14% (floor 18%)`).
81
+ - The hero's face on a crowd is judged by CONTENT, for people only: a picture by its URL or pixel
82
+ hash, a mesh by vertex count, bounds and name, so the hero's file loaded twice (once for the
83
+ player, once for the crowd) is still the hero's body; the shared parts are named.
84
+ - `life`: one view, the same life verdicts. Travel is labelled with its window (10 s) and defers to
85
+ `walk.json` when walk ran (people on task loops wait at their stops; a short look under-counts).
86
+ A moment whose view jumps through its payoff and fires every cue at once is flagged, not read as
87
+ the world answering. `framing`: each actor's share of the frame. `score`: the hero's share
88
+ against the target's `hero_share` (a `--capture` still has no contract: the hero is "not read").
89
+ - `funpixel.json` beside it: `scale` (metres), `framing` (`{ "ren": [0.16, 0.22] }`), `moments` and
90
+ `accuracy_min`, `life` (`{ "people": "regex", "creatures": "regex" }` for node names; `"hero": "rides"`, or
91
+ flies, rolls, swims, for a hero with no walk to judge),
92
+ `walk.crowd` (`{ "people": [6, 10], "clump_m": 1.5, "gap_m": 40 }`).
93
+
94
+ Every finding is a warning; what the game does not expose is "not observed", never a pass.
@@ -0,0 +1,62 @@
1
+ # The release bar and the panel
2
+
3
+ The bar is the minimum the team's best shipped games clear. The panel is how a game is judged
4
+ against it: three critics, blind, from captures only, seven axes and an overall each (the phone
5
+ shots re-read on the same axes by every seat, `mobile` being that phone overall), gated as in
6
+ the bar's rule R1. The calibrated seat prompts and captures are the studio's historical
7
+ calibration. Apply the current scope and evidence rules here;
8
+ revised anchors have not yet been recalibrated against those games.
9
+
10
+ ## The bar
11
+
12
+ Each item is checked from frames; `unseen` means no captured frame shows it, so capture the view
13
+ that would.
14
+
15
+ | Item | Met when |
16
+ |---|---|
17
+ | `art_direction` | The frames break none of the five AD rules (matching `design/target.png` is the `art-director` agent's check, outside the scored panel) |
18
+ | `consistency` | Assets belong to the declared direction; differences in materials, outlines or detail are intentional and readable; recurring characters keep their identity |
19
+ | `motion` | Relevant actions and state changes read clearly across frames; intentional stillness is valid, while missing promised animation or an accidental bind pose is a finding |
20
+ | `juice` | The action has a readable result appropriate to the game; quiet placement and physical impact can use different techniques |
21
+ | `fun` | The ramp is visible (a wave, an area, a new threat, not only speed), the end screen gives a reason to play again, and verify reached the designed resolution (a win or close, and a loss where the design has one) |
22
+ | `screens` | A real title (the game's own art and name, a start control), play, pause, and an end screen with instant restart |
23
+ | `hud` | Every readout reads at phone size (no text under 12 px), never covers what the player steers, and draws the design's HUD idea in the game's theme |
24
+ | `sound` | Promised audio is checked by verify and listening; intentional silence is valid. A still-frame seat marks sound `unseen` |
25
+ | `input` | Keyboard and touch both wired; touch controls visible at phone size and within thumb reach |
26
+
27
+ ## The seats
28
+
29
+ Run the `critic` agent once per seat, in parallel, and name the seat in the request ("You sit as
30
+ the skeptic."). Each seat scores the same seven axes and overall; the persona decides what it looks at first.
31
+
32
+ | Seat | Looks first at | Typical finding |
33
+ |---|---|---|
34
+ | Veteran player | The hit frames against the juice table, the visible ramp, the reason to play again | "the before and after frames do not distinguish a hit from a miss" |
35
+ | UX designer | What to steer, chase and press; the screen set as one system | "pause is reachable only by Esc; no touch route" |
36
+ | Mobile producer | The first six seconds at phone size: thumb reach, safe area, text, the store-listing look | "title art is cropped under the notch at 390x844" |
37
+ | Skeptic | What gives it away as unfinished or generated | "enemies are orange diamonds; the backdrop is in a second style"; "the crate has no ink line, every model does" |
38
+
39
+ **Blind** means each seat gets what the calibrated panel gets: the frames, a store description, the
40
+ five AD rules, the screen audit's numbers and its own previous verdict, and nothing else: no design
41
+ note, no target frame, no verify summary, no builder's explanation, no other seat's scores, no code.
42
+ On the same Lanternfall frames, seats briefed with the note and the builder's summary scored 7.10 where
43
+ blind seats scored 6.90 (Sonnet, one panel each), and the whole in-loop panel ran 0.6 above the
44
+ calibrated anchored one, which also saw the payoff frame.
45
+
46
+ ## Scoring
47
+
48
+ - Each seat scores seven axes and an overall per surface ([rubric.md](rubric.md)); its score on an
49
+ axis is the mean over its surfaces.
50
+ - The gate: the seats' `overall` mean at least 6.0 and their `lookAndFeel` mean at least 7.0,
51
+ on standard captures (every declared view at both sizes, play frames, the screen audit). That is
52
+ where all three bar games pass; 7.3 overall is the aim, on a curated set of the game's peak
53
+ moments, which costs about half a point less to reach.
54
+ - A missing bar item or high finding stays open even above those means. Under the gate, run a named fix round: merge the findings, fix the highest (a `missing` bar item
55
+ first), verify, capture every view at both sizes again, and re-seat all three. Judge, fix, confirm once, then stop: one confirm round per milestone, and a
56
+ third panel on it re-reads taste (`playtest report` counts them). When rounds stop moving the
57
+ means, hand back both means, the open findings and the next round in the note's `## Fix round`
58
+ table.
59
+
60
+ **The panel informs.** `playtest report` exits 0 whatever the panel says; `playtest report --min-score
61
+ 6.5` fails under a number you ask for (CI, or a creator holding themselves to a floor). Only the owner's
62
+ `owner_gates.panel_min` in funpixel.json makes the panel stage an owner gate that may hold a session.
@@ -0,0 +1,69 @@
1
+ # Checks in funpixel.json, and the hooks in detail
2
+
3
+ ## A check
4
+
5
+ ```json
6
+ "checks": [
7
+ { "mechanic": "left arrow moves the player", "verb": "moveLeft", "key": "ArrowLeft",
8
+ "field": "x", "expect": "decreases", "subject": "player", "times": 2 }
9
+ ]
10
+ ```
11
+
12
+ - `expect` is `increases`, `decreases` or `changed`.
13
+ - `key` presses the real key; `pointer` taps a real element (a CSS selector); with neither, the
14
+ check calls the verb.
15
+ - `trace: 12` holds the input for 12 frames and samples each one, which catches a jump that rises
16
+ and lands.
17
+ - `subject` also reads that object's position on screen, along `axis`: `"x"` (the default) or
18
+ `"y"`, so a jump or a fall with a subject needs `"axis": "y"`.
19
+ - `"sound": true` fails the check when its drive starts no sound.
20
+ - A mechanic with no input (a timer, gravity, a spawn) gets a verb that lets time pass, awaited by
21
+ the check: `async wait() { await new Promise((r) => setTimeout(r, 500)); }`, then
22
+ `"verb": "wait"`. There is no wait field.
23
+
24
+ One check per mechanic you claim is what lets verify say which one broke; a check that reaches the
25
+ win or the loss is what proves the loop closes.
26
+
27
+ Each check after the first starts from the play view entered again, with `window.__FPX_SEED__ = 1`
28
+ set first when the page has none. So a check that ends the round or lights a one-shot power-up does
29
+ not break the ones after it, as long as the play view's `enter()` starts a fresh round (the
30
+ scaffold's does). An `enter()` that resumes a round keeps what the last check left, which is worth
31
+ knowing when a later check fails for no reason of its own.
32
+
33
+ `--front-door` reads the same state. When `__FPX_STATE__()` names a `screen` (or `phase`, `view`,
34
+ `scene`, `countdown`, `started`), the press started the game only if one of those moved; the
35
+ button's own pressed style or a ripple on the canvas does not count. A countdown that runs on the
36
+ title passes once the state says so, for example `phase: 'countdown'`.
37
+
38
+ ## The signature moment
39
+
40
+ `{ swarm: { moment: true, enter() {...} } }` in `__FPX_VIEWS__`: its `enter()` drives the game into
41
+ its payoff through its own rules (pack the horde, fire the shot; `funtools sim` names the seed and
42
+ time that stage the best one). A frame play cannot reach misleads
43
+ every reviewer who sees it, so the moment is staged by the rules, not drawn. `capture` plays it as a
44
+ burst (about 1.8 s) and keeps the frame at the heaviest `__FPX_MOMENT__` mark. A payoff that lands
45
+ after the last frame is reported with how late it was, since then every frame shows the run-up.
46
+
47
+ ## Seeing the player
48
+
49
+ For Pixi, set `window.__PIXI_APP__` and give the player a `.label`. For Three, set
50
+ `window.__THREEJS_SCENE__`, `window.camera` and `window.THREE`, and give the player a `.name`. With
51
+ those, a check can say whether the player can be seen, not just whether a number moved: a player
52
+ hidden (`visible = false`, alpha 0, scale 0) while its position moves fails as "cannot be seen".
53
+
54
+ ## Listening
55
+
56
+ Verify's `--json` carries an `audio` block (context state, sounds started, the most-played cues) and
57
+ each check's `sounds` and `sound_cues`, where `hit x4` is one hit playing four times. By hand, after
58
+ the first click `audio.ctx.state` is `'running'` (skill `funpixel-audio`).
59
+
60
+ ## Many mechanics
61
+
62
+ The `qa-lead` agent turns a verdict into a short test plan when a game has many mechanics.
63
+
64
+ ## The whole manifest, held to its shape
65
+
66
+ `npx @funpixel/tools schema` checks funpixel.json against every key a kit command reads (a mistyped
67
+ key is named with the one it meant; `--strict` makes it an error) and the plan files beside it:
68
+ `src/look.json`, `assets/assets.json`, `design/pipeline.json`, `design/spec/tunables.json` (a default
69
+ outside its range, a number with no reason) and a forged world (doors that name rooms it lacks).
@@ -0,0 +1,67 @@
1
+ # The experience bar: what the stills cannot see
2
+
3
+ The calibrated panel scores seven craft axes from still frames: look, readability, intuitiveness,
4
+ juice, fun as far as frames show it, mobile, HUD. Stills cannot see whether skill grows, whether new
5
+ things keep arriving, why anyone comes back, who wants what, which places a player remembers, where
6
+ a session breathes, or what the one idea is. The experience seats score those seven, 0–10 on fixed
7
+ anchors, beside the craft panel and never instead of it; the craft panel's words stay as calibrated.
8
+ The full bar, the hits' calibration and our games' scores are the studio's own record; this page carries what a run needs.
9
+
10
+ ## Running it
11
+
12
+ 1. `npx @funpixel/tools playtest` as usual. The blind player's round is now a long session
13
+ (`--long 10`, about ten minutes of game time; `--long 0` for a short round), ending with "would
14
+ you come back tomorrow, and why?" (`come_back` in its report).
15
+ 2. After the round is filed, `npx @funpixel/tools playtest experience` runs `funtools depth` for free
16
+ into the playtest's `experience/` folder and writes one prompt per experience seat: the designer
17
+ (depth, content, replay, the arc) and the storyteller (story, world, the arc, the signature).
18
+ `--quick` writes the designer only.
19
+ 3. Run each seat as a fresh agent handed only its prompt file, as the craft seats are.
20
+ 4. `npx @funpixel/tools playtest report` puts their means beside the genre hit's calibration, the
21
+ come-back answer, what the design claimed and nothing showed, and ranks their changes among the
22
+ next steps.
23
+
24
+ `npx @funpixel/tools depth` alone gives the evidence at any time: facts X1… (the bots' skill spread
25
+ from `sim`, the verb's windows from `feel`, the design's content tables, the shipped pictures, sounds,
26
+ music and words, what real play reached, the beat strip's numbers, the come-back answer, which
27
+ dimensions the GDD addresses), `text.md` (every sentence a player can read) and a beat strip.
28
+
29
+ ## The evidence it reads, and what makes it better
30
+
31
+ | Dimension | Free evidence | What lets it measure more |
32
+ |---|---|---|
33
+ | depth and mastery | `sim` cohorts (skilled, naive, novice, idle), `feel` windows | `test/probes.ts` and `test/feel.json` (without them it says "not measured") |
34
+ | content and progression | the GDD's content tables (claims), real play's places and firsts a minute | a `place` field in `__FPX_STATE__` (level, room, world, garden, wave…); a debut column |
35
+ | replay | the long session's come-back answer | a long blind session on the current build |
36
+ | story and storytelling | `text.md`, the beat strip, the GDD | lines the player reads in play, not only in the design |
37
+ | world building | places reached, frames | a `place` field; each place's own look and rule on screen |
38
+ | emotional arc and pacing | beats a minute, the longest flat stretch, tension peaks and releases | a `tension` field (0–1) in the state; `sim` timelines for music |
39
+ | originality | the seats, the head to head | a signature named in the GDD's promise |
40
+
41
+ ## Reading the scores
42
+
43
+ - **Delivered, not claimed.** The seats credit only what play, frames or readable text show, and
44
+ list the rest as `claimed`. Our games' largest gaps were claims: six gardens of which play reached
45
+ one, eight worlds of which play reached two levels. A playtest that plays further scores more
46
+ without a line of code changing.
47
+ - **A slice is capped where only a longer game can go.** Content above about 4, replay and world
48
+ above about 6, and an arc above about 6 need more than one level. Compare a slice to its hit on
49
+ depth, story and originality, where a slice can reach the hit; read the rest as distance to a
50
+ full game.
51
+ - **The two seats agreed within one point on 97 of 98 dimension scores** (the hits and our six
52
+ games; one split of 3 on Suika Game's originality), and re-runs on lightly changed evidence moved
53
+ a game's mean by 0.14 at most. Differences under 0.5 on one dimension are noise.
54
+ - **The genre hit is not always high here.** Suika Game scores 3.1 (no story, no world, one jar),
55
+ Pac-Man Championship Edition DX 4.7; Hades 8.1 and Celeste 8.0. A craft score at the hit's and an
56
+ experience score far under it is the gap the owner named: the hits' extra point is depth.
57
+
58
+ ## What moves a game on this bar, cheapest first
59
+
60
+ 1. Wire `test/probes.ts`: the skill spread is the whole depth score's evidence, and a naive bot that
61
+ wins as fast as a skilled one is the most common depth finding.
62
+ 2. Put `place` and `tension` in `__FPX_STATE__`, so `depth` can count places and draw the arc.
63
+ 3. Make the reachable game match the claimed one: a long blind session that reaches the later
64
+ levels, or a design that claims what play reaches.
65
+ 4. One want, one turn, one payoff told through play (a place that changes as it is saved, an end
66
+ card that pays the first screen's want off).
67
+ 5. A reason to come back tomorrow that the title shows (a daily seed, an unlock, a best per level).
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+ # Looking closer: inspect, profile, phone, clip
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+
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+ Four local, free looks for when a verdict says *that* something is wrong and you want to see *what*.
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+ Each reports and never judges; pick the one that answers your question.
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+
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+ | Question | Look | What comes back |
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+ |---|---|---|
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+ | What is this thing on screen, and where is it made? | `npx @funpixel/tools inspect --at 50%,80%` or `--name hero` | each object under the point (HUD first), its state, the source `file:line` that created it |
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+ | Why did it throw? | `npx @funpixel/tools inspect` | every runtime error so far at its source line, and `__FPX_STATE__()` |
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+ | What did my change cost? | `npx @funpixel/tools profile --views playing --compare` | the moved numbers against the last run made the same way, GPU time when the browser has the timer |
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+ | Does it work in real iPhone Safari? | `npx @funpixel/tools phone` | screenshots from the iOS Simulator, the controls and their sizes, WebKit's frames and errors |
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+ | How does it feel in motion? | `npx @funpixel/tools reel --frames-only`, then `npx @funpixel/tools clip` | 12-frame strips and one prompt per clip seat for your own agent |
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+
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+ ## inspect
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+
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+ The platform's inspector (the one a person clicks in the Studio) answers from the game's own dev
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+ server, so it needs `npm install` and a Pixi or Three game; `--url` points it at a running
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+ `funtools dev`. `--view`, `--verbs` and `--front-door` get to the state first. On the scaffold,
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+ `--name player` answered `player (Container) … made at src/game.ts:18 const box = new
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+ PIXI.Container();` — the factory line; the call that used the factory is one step up in your
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+ code. Name the objects you will ask about (`label` in Pixi, `name` in Three); unnamed ones read as
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+ `Graphics` or `Sprite_12`. A planted `null.a` two lines under a TypeScript interface came back at
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+ its true line (104), where the raw transformed file said 86.
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+
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+ ## profile --compare
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+
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+ Frame times in a headless browser sit at the display's 16.7 ms until the CPU runs out, so a heavy
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+ change can leave them flat. On the scaffold, 30 blurred glows left frame p95 at 16.7 ms while GPU
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+ p95 went 0.67 → 11.78 ms and draw calls 2 → 274; taking them out read as the same numbers falling.
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+ The burn rate counts frames over the budget (`--budget`, default 18 ms) against a 1% allowance: 1×
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+ is right at the line, 3× sustained, 10× a stutter. Runs are compared only when made the same way
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+ (seed, viewport, throttle, renderer, frames); a changed condition is named instead. Moves inside
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+ ±5% are noise between two runs, `--repeat 3` narrows it.
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+
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+ ## phone
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+
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+ Optional: an Apple Silicon Mac, Xcode 26 and `brew install baguette` (`doctor` says which is
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+ missing). It opens the built game in Mobile Safari, taps the start control it finds by name, plays
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+ for `--seconds` and screenshots each step; `--taps "20%,80% 80%,80%"` presses during play. Its
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+ frame numbers are WebKit's pacing on the Mac, not a phone's speed; its value is WebKit itself:
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+ layout under Safari's bars and the notch, a start control that answers in Chrome and not in
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+ Safari. On the scaffold the page measured 402x714 CSS px under Safari's bars (Chromium's phone view
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+ is 390x844 with no bars) with every safe-area inset 0, and Play moved `screen` from `title` to
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+ `playing`. `--orientation landscape` plays too (its taps are mapped to the turned screen). The four
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+ looks from cheapest (Chromium, `--engine webkit`, `phone`, your own iPhone through `dev --phone`)
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+ and when each earns its cost: skill `funpixel-mobile-ui`, `references/phone-check.md`.
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+
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+ ## clip
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+
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+ Stills cannot judge feel. `clip` cuts strips of 12 consecutive frames, one per payoff the game
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+ marked with `__FPX_MOMENT__` and the rest spread over the run, and writes a prompt for a `player`
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+ and an `animator` seat (feel, juice, motion, clarity; each cites strips and frames). Run each prompt
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+ in a fresh agent with no other context, then `clip report`. Its words are separate from the
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+ calibrated still panel's, so its scores are not comparable to the panel's numbers or the hits'.