@funpixel/tools 0.0.0-stage → 0.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +115 -0
- package/NOTICE +28 -0
- package/README.md +110 -2
- package/bench/LICENSE +674 -0
- package/bench/README.md +10 -0
- package/bench/entrypoint.py +94 -0
- package/bench/handlers/__init__.py +53 -0
- package/bench/handlers/apply_skin.py +192 -0
- package/bench/handlers/apply_texture.py +195 -0
- package/bench/handlers/audit_clips.py +351 -0
- package/bench/handlers/author_clips.py +297 -0
- package/bench/handlers/author_motion.py +298 -0
- package/bench/handlers/bake_emissive.py +136 -0
- package/bench/handlers/build_level.py +395 -0
- package/bench/handlers/decimate.py +220 -0
- package/bench/handlers/fit_rig.py +273 -0
- package/bench/handlers/fracture.py +233 -0
- package/bench/handlers/humanoid.py +119 -0
- package/bench/handlers/inspect.py +212 -0
- package/bench/handlers/level_check.py +68 -0
- package/bench/handlers/level_geo.py +150 -0
- package/bench/handlers/level_proof.py +117 -0
- package/bench/handlers/level_props.py +135 -0
- package/bench/handlers/lod.py +83 -0
- package/bench/handlers/merge_clips.py +122 -0
- package/bench/handlers/mirror_limb.py +336 -0
- package/bench/handlers/motion_specs.json +11 -0
- package/bench/handlers/normalize_materials.py +182 -0
- package/bench/handlers/normalize_transform.py +174 -0
- package/bench/handlers/prune_clips.py +141 -0
- package/bench/handlers/raster.py +98 -0
- package/bench/handlers/render.py +239 -0
- package/bench/handlers/render_views.py +101 -0
- package/bench/handlers/retarget_clips.py +185 -0
- package/bench/handlers/scene.py +311 -0
- package/bench/handlers/sheet.py +118 -0
- package/bench/handlers/texels.py +176 -0
- package/bench/handlers/views.py +232 -0
- package/dist/api/generated/openapi.js +1 -0
- package/dist/api/http.js +71 -0
- package/dist/api/jobs.js +94 -0
- package/dist/assets/bakeoff.js +61 -0
- package/dist/assets/counts.js +60 -0
- package/dist/assets/gen.js +230 -0
- package/dist/assets/lock.js +77 -0
- package/dist/assets/manifest.js +236 -0
- package/dist/assets/palette-fit.js +99 -0
- package/dist/assets/pixelart.js +192 -0
- package/dist/assets/pixels.js +131 -0
- package/dist/assets/plan.js +169 -0
- package/dist/assets/process.js +209 -0
- package/dist/assets/script.js +194 -0
- package/dist/assets/steps.js +294 -0
- package/dist/bin.js +8 -0
- package/dist/board/board.js +99 -0
- package/dist/cast/library.js +102 -0
- package/dist/cast/measure.js +222 -0
- package/dist/cli.js +2917 -0
- package/dist/clip/clip.js +83 -0
- package/dist/commands/account.js +158 -0
- package/dist/commands/assets-pixels.js +106 -0
- package/dist/commands/assets.js +473 -0
- package/dist/commands/beats.js +77 -0
- package/dist/commands/board.js +162 -0
- package/dist/commands/boxes.js +89 -0
- package/dist/commands/capture-all.js +92 -0
- package/dist/commands/cast.js +84 -0
- package/dist/commands/character.js +58 -0
- package/dist/commands/check.js +404 -0
- package/dist/commands/clip.js +112 -0
- package/dist/commands/compare-takes.js +204 -0
- package/dist/commands/compare-target.js +149 -0
- package/dist/commands/compare.js +117 -0
- package/dist/commands/compose-variations.js +202 -0
- package/dist/commands/compose.js +163 -0
- package/dist/commands/cut.js +13 -0
- package/dist/commands/decide.js +90 -0
- package/dist/commands/depth.js +171 -0
- package/dist/commands/dev.js +138 -0
- package/dist/commands/directions.js +106 -0
- package/dist/commands/doctor.js +281 -0
- package/dist/commands/export.js +88 -0
- package/dist/commands/feedback.js +496 -0
- package/dist/commands/feel.js +144 -0
- package/dist/commands/fidelity.js +95 -0
- package/dist/commands/find.js +116 -0
- package/dist/commands/firstlook.js +138 -0
- package/dist/commands/flow.js +600 -0
- package/dist/commands/framing.js +53 -0
- package/dist/commands/gdd.js +227 -0
- package/dist/commands/gen.js +512 -0
- package/dist/commands/greenlight.js +148 -0
- package/dist/commands/hook.js +171 -0
- package/dist/commands/init.js +234 -0
- package/dist/commands/inspect.js +161 -0
- package/dist/commands/job.js +41 -0
- package/dist/commands/jobs.js +87 -0
- package/dist/commands/journal.js +58 -0
- package/dist/commands/journey.js +228 -0
- package/dist/commands/judge.js +191 -0
- package/dist/commands/lanes.js +571 -0
- package/dist/commands/lessons.js +74 -0
- package/dist/commands/life.js +134 -0
- package/dist/commands/login.js +134 -0
- package/dist/commands/look-3d.js +105 -0
- package/dist/commands/look-fit.js +116 -0
- package/dist/commands/look-hud.js +180 -0
- package/dist/commands/look-read.js +162 -0
- package/dist/commands/look-sheet.js +152 -0
- package/dist/commands/look-theme.js +136 -0
- package/dist/commands/look.js +373 -0
- package/dist/commands/loop.js +112 -0
- package/dist/commands/loudness.js +69 -0
- package/dist/commands/mobile-qa.js +119 -0
- package/dist/commands/model.js +256 -0
- package/dist/commands/models.js +93 -0
- package/dist/commands/motion.js +305 -0
- package/dist/commands/next.js +72 -0
- package/dist/commands/note.js +294 -0
- package/dist/commands/optimize.js +212 -0
- package/dist/commands/owner.js +109 -0
- package/dist/commands/pack.js +66 -0
- package/dist/commands/parts.js +635 -0
- package/dist/commands/phone.js +398 -0
- package/dist/commands/pick.js +146 -0
- package/dist/commands/pitch.js +205 -0
- package/dist/commands/places.js +89 -0
- package/dist/commands/play.js +368 -0
- package/dist/commands/playable.js +51 -0
- package/dist/commands/playtest.js +262 -0
- package/dist/commands/profile.js +292 -0
- package/dist/commands/progress.js +537 -0
- package/dist/commands/publish.js +165 -0
- package/dist/commands/reach.js +72 -0
- package/dist/commands/reel.js +177 -0
- package/dist/commands/review.js +112 -0
- package/dist/commands/rooms.js +180 -0
- package/dist/commands/schema.js +29 -0
- package/dist/commands/score.js +326 -0
- package/dist/commands/serve.js +67 -0
- package/dist/commands/setup.js +254 -0
- package/dist/commands/sim.js +179 -0
- package/dist/commands/simulator.js +154 -0
- package/dist/commands/smoke-build.js +305 -0
- package/dist/commands/smoke.js +37 -0
- package/dist/commands/spec.js +114 -0
- package/dist/commands/store.js +154 -0
- package/dist/commands/test.js +104 -0
- package/dist/commands/trailer.js +255 -0
- package/dist/commands/unity-editor.js +322 -0
- package/dist/commands/unity-player.js +672 -0
- package/dist/commands/unity.js +198 -0
- package/dist/commands/upgrade.js +186 -0
- package/dist/commands/variety.js +108 -0
- package/dist/commands/verify.js +293 -0
- package/dist/commands/walk.js +449 -0
- package/dist/commands/widen.js +133 -0
- package/dist/commands/world.js +175 -0
- package/dist/commands/wow.js +143 -0
- package/dist/commands/zero.js +71 -0
- package/dist/compose/adsheet.js +61 -0
- package/dist/compose/contract.js +248 -0
- package/dist/compose/facts.js +81 -0
- package/dist/compose/hyperframes.js +102 -0
- package/dist/compose/page.js +216 -0
- package/dist/compose/probe.js +160 -0
- package/dist/compose/run.js +170 -0
- package/dist/compose/sheet.js +92 -0
- package/dist/compose/starters.js +247 -0
- package/dist/compose/variations.js +203 -0
- package/dist/criteria.js +35 -0
- package/dist/depth/experience.js +61 -0
- package/dist/depth/fill.js +102 -0
- package/dist/depth/inventory.js +161 -0
- package/dist/depth/pacing.js +173 -0
- package/dist/depth/story.js +97 -0
- package/dist/dev/devtools.js +119 -0
- package/dist/dev/hold.js +46 -0
- package/dist/dev/lan.js +15 -0
- package/dist/dev/open.js +30 -0
- package/dist/dev/qr.js +124 -0
- package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
- package/dist/devtools/LICENSES/preact.LICENSE +21 -0
- package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
- package/dist/devtools/LICENSES/three.LICENSE +21 -0
- package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
- package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
- package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
- package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
- package/dist/direct/moves.js +234 -0
- package/dist/direct/read.js +59 -0
- package/dist/direct/round.js +80 -0
- package/dist/doctor/host.js +245 -0
- package/dist/doctor/unity-checks.js +380 -0
- package/dist/doctor/unity-history.js +589 -0
- package/dist/doctor/unity-host.js +160 -0
- package/dist/doctor/unity-import-rules.js +874 -0
- package/dist/doctor/unity-meta.js +225 -0
- package/dist/doctor/unity-project.js +297 -0
- package/dist/doctor/unity.js +171 -0
- package/dist/export/export.js +165 -0
- package/dist/export/metadata.js +25 -0
- package/dist/export/runtime.js +119 -0
- package/dist/export/scan.js +78 -0
- package/dist/export/select.js +193 -0
- package/dist/export/strip.js +42 -0
- package/dist/feedback/ab.js +55 -0
- package/dist/feedback/auto.js +44 -0
- package/dist/feedback/learn.js +255 -0
- package/dist/feedback/measure.js +49 -0
- package/dist/feedback/page.js +66 -0
- package/dist/feel/feedback.js +85 -0
- package/dist/feel/judge.js +420 -0
- package/dist/feel/run.js +185 -0
- package/dist/feel/spec.js +124 -0
- package/dist/feel/sweep.js +156 -0
- package/dist/fidelity/consistency.js +205 -0
- package/dist/fidelity/match.js +675 -0
- package/dist/fidelity/run.js +107 -0
- package/dist/find/keywords.js +97 -0
- package/dist/find/names.js +45 -0
- package/dist/find/route.js +59 -0
- package/dist/firstlook/quality.js +261 -0
- package/dist/firstlook/render.js +111 -0
- package/dist/firstlook/set.js +218 -0
- package/dist/flow/flow.js +455 -0
- package/dist/flow/look.js +139 -0
- package/dist/frame/behaviour.js +53 -0
- package/dist/frame/clock.js +117 -0
- package/dist/frame/contract.js +111 -0
- package/dist/frame/genre.js +65 -0
- package/dist/frame/idle.js +58 -0
- package/dist/frame/opening.js +171 -0
- package/dist/frames/loop.js +52 -0
- package/dist/frames/sheet.js +69 -0
- package/dist/gdd/book.js +483 -0
- package/dist/gdd/chapters.js +71 -0
- package/dist/gdd/design.js +135 -0
- package/dist/gdd/doc.js +32 -0
- package/dist/gdd/levelmap.js +428 -0
- package/dist/gdd/measures.js +477 -0
- package/dist/gdd/page.js +111 -0
- package/dist/gdd/rubric.js +250 -0
- package/dist/gdd/size.js +83 -0
- package/dist/gdd/tiers.js +148 -0
- package/dist/gdd/world.js +98 -0
- package/dist/gdd/worth.js +507 -0
- package/dist/gen/kinds.js +451 -0
- package/dist/gen/local/doctor.js +25 -0
- package/dist/gen/local/index.js +3 -0
- package/dist/gen/local/kokoro.js +334 -0
- package/dist/gen/local/master.js +248 -0
- package/dist/gen/local/provider.js +65 -0
- package/dist/gen/local/voice-rules.js +156 -0
- package/dist/gen/models.generated.js +469 -0
- package/dist/gen/models.js +53 -0
- package/dist/gen/prompt-lint.js +35 -0
- package/dist/gen/record.js +73 -0
- package/dist/gen/save.js +101 -0
- package/dist/gen/title.js +55 -0
- package/dist/gen/unity.js +334 -0
- package/dist/goals/goals.js +204 -0
- package/dist/goals/run.js +90 -0
- package/dist/greenlight/ambition.js +42 -0
- package/dist/greenlight/bible.js +138 -0
- package/dist/greenlight/lock.js +48 -0
- package/dist/greenlight/match.js +19 -0
- package/dist/greenlight/md.js +82 -0
- package/dist/greenlight/page.js +100 -0
- package/dist/greenlight/pitches.js +66 -0
- package/dist/greenlight/worth.js +90 -0
- package/dist/guidance.js +24 -0
- package/dist/init/bare.js +114 -0
- package/dist/init/git.js +56 -0
- package/dist/init/starter.js +166 -0
- package/dist/init/starters.js +179 -0
- package/dist/inspect/describe.js +125 -0
- package/dist/inspect/devserver.js +40 -0
- package/dist/journey/diff.js +74 -0
- package/dist/journey/from-round.js +44 -0
- package/dist/journey/record.js +76 -0
- package/dist/journey/run.js +139 -0
- package/dist/journey/script.js +223 -0
- package/dist/judge/common.js +60 -0
- package/dist/judge/identity.js +68 -0
- package/dist/judge/sources.js +37 -0
- package/dist/judge/structure.js +59 -0
- package/dist/keys/device.js +145 -0
- package/dist/keys/store.js +167 -0
- package/dist/lanes/fence.js +108 -0
- package/dist/lanes/gate.js +123 -0
- package/dist/lanes/lanes.js +355 -0
- package/dist/lanes/union.js +62 -0
- package/dist/lanes/where.js +49 -0
- package/dist/lessons/motifs.js +97 -0
- package/dist/lessons/store.js +56 -0
- package/dist/look/anim.js +206 -0
- package/dist/look/boxes.js +209 -0
- package/dist/look/dressing.js +24 -0
- package/dist/look/feedback.js +50 -0
- package/dist/look/fit.js +123 -0
- package/dist/look/held.js +92 -0
- package/dist/look/hook.js +169 -0
- package/dist/look/hud.js +189 -0
- package/dist/look/image-io.js +50 -0
- package/dist/look/life.js +96 -0
- package/dist/look/light.js +42 -0
- package/dist/look/look.js +85 -0
- package/dist/look/loops.js +108 -0
- package/dist/look/made-of.js +242 -0
- package/dist/look/moments.js +32 -0
- package/dist/look/motion.js +44 -0
- package/dist/look/phone-play.js +142 -0
- package/dist/look/player.js +32 -0
- package/dist/look/png.js +117 -0
- package/dist/look/readability.js +100 -0
- package/dist/look/roles.js +109 -0
- package/dist/look/sheet.js +104 -0
- package/dist/look/theme.js +278 -0
- package/dist/look/touch.js +129 -0
- package/dist/look/ui-style.js +102 -0
- package/dist/machine/procs.js +117 -0
- package/dist/managed.js +15 -0
- package/dist/mcp/hosted.js +174 -0
- package/dist/mcp/models.generated.js +538 -0
- package/dist/mcp/models.js +35 -0
- package/dist/mcp/server.js +330 -0
- package/dist/memory/decisions.js +138 -0
- package/dist/memory/journal.js +108 -0
- package/dist/model/bench.js +83 -0
- package/dist/model/blender.js +106 -0
- package/dist/model/clips.js +34 -0
- package/dist/model/finalize.js +33 -0
- package/dist/motion/checks.js +173 -0
- package/dist/motion/contract.js +177 -0
- package/dist/motion/encode.js +37 -0
- package/dist/motion/render.js +167 -0
- package/dist/motion/starter.js +54 -0
- package/dist/optimize/check.js +29 -0
- package/dist/optimize/helper.js +80 -0
- package/dist/owner/bar.js +285 -0
- package/dist/owner/match.js +105 -0
- package/dist/pack/build.js +97 -0
- package/dist/pack/deps.js +28 -0
- package/dist/pack/leaks.js +77 -0
- package/dist/pack/limits.js +51 -0
- package/dist/pack/report.js +35 -0
- package/dist/phone/baguette.js +139 -0
- package/dist/phone/listen.js +65 -0
- package/dist/pipeline/pipeline.js +929 -0
- package/dist/plan/actions.js +18 -0
- package/dist/plan/notes.js +15 -0
- package/dist/play/clock.js +40 -0
- package/dist/play/condition.js +45 -0
- package/dist/play/frames.js +60 -0
- package/dist/play/input.js +118 -0
- package/dist/play/pointer.js +21 -0
- package/dist/play/report.js +124 -0
- package/dist/play/server.js +274 -0
- package/dist/play/session.js +231 -0
- package/dist/play/steps.js +192 -0
- package/dist/playable/build.js +90 -0
- package/dist/playable/cta.js +88 -0
- package/dist/playable/networks.js +33 -0
- package/dist/playable/scan.js +46 -0
- package/dist/playtest/after-round.js +60 -0
- package/dist/playtest/assemble.js +168 -0
- package/dist/playtest/experience-run.js +69 -0
- package/dist/playtest/experience.js +77 -0
- package/dist/playtest/facts.js +90 -0
- package/dist/playtest/fidelity.js +179 -0
- package/dist/playtest/history.js +115 -0
- package/dist/playtest/hits.js +48 -0
- package/dist/playtest/hosted.js +98 -0
- package/dist/playtest/keep.js +110 -0
- package/dist/playtest/ledger.js +77 -0
- package/dist/playtest/length.js +113 -0
- package/dist/playtest/measure.js +181 -0
- package/dist/playtest/mobile-qa.js +391 -0
- package/dist/playtest/mockups.js +198 -0
- package/dist/playtest/moments.js +28 -0
- package/dist/playtest/prepare.js +162 -0
- package/dist/playtest/rank.js +184 -0
- package/dist/playtest/report.js +209 -0
- package/dist/playtest/route.js +139 -0
- package/dist/playtest/seats.js +128 -0
- package/dist/playtest/sheet.js +38 -0
- package/dist/playtest/stop.js +54 -0
- package/dist/playtest/stuck.js +47 -0
- package/dist/production/contract.js +61 -0
- package/dist/production/mirror.js +96 -0
- package/dist/production/tier.js +66 -0
- package/dist/profile/compare.js +171 -0
- package/dist/progress/answers.js +35 -0
- package/dist/progress/holds.js +106 -0
- package/dist/progress/notify.js +25 -0
- package/dist/progress/progress.js +300 -0
- package/dist/publish/build.js +54 -0
- package/dist/publish/folder.js +106 -0
- package/dist/publish/funpixel.js +96 -0
- package/dist/publish/hosts.js +48 -0
- package/dist/reach/envelope.js +111 -0
- package/dist/reach/load.js +84 -0
- package/dist/reach/side.js +320 -0
- package/dist/reach/spec3d.js +338 -0
- package/dist/reach/tiles.js +163 -0
- package/dist/reel/encode.js +34 -0
- package/dist/reel/tour.js +81 -0
- package/dist/relay/bots.js +62 -0
- package/dist/relay/bridge.js +54 -0
- package/dist/relay/local.js +82 -0
- package/dist/relay/redis.js +40 -0
- package/dist/review/audio.js +72 -0
- package/dist/review/ledger.js +60 -0
- package/dist/review/media.js +114 -0
- package/dist/review/model.js +348 -0
- package/dist/review/picture.js +113 -0
- package/dist/review/specs.js +134 -0
- package/dist/review/video.js +248 -0
- package/dist/schema/game.js +308 -0
- package/dist/score/comfort.js +79 -0
- package/dist/score/light.js +62 -0
- package/dist/score/measure.js +386 -0
- package/dist/score/vision.js +59 -0
- package/dist/serve/webgl.js +415 -0
- package/dist/setup/lsp.js +42 -0
- package/dist/sim/curve.js +122 -0
- package/dist/sim/judge.js +240 -0
- package/dist/sim/skeleton.js +65 -0
- package/dist/simulator/lease.js +159 -0
- package/dist/simulator/orient.js +57 -0
- package/dist/simulator/screen.js +113 -0
- package/dist/simulator/simctl.js +79 -0
- package/dist/smoke/art.js +20 -0
- package/dist/smoke/checks.js +165 -0
- package/dist/smoke/logic.js +73 -0
- package/dist/smoke/orphans.js +78 -0
- package/dist/smoke/palette.js +16 -0
- package/dist/smoke/sources.js +36 -0
- package/dist/sound/beats.js +95 -0
- package/dist/sound/loudness.js +94 -0
- package/dist/spec/extract.js +123 -0
- package/dist/spec/lint.js +261 -0
- package/dist/spec/presets.js +30 -0
- package/dist/spec/rooms.js +188 -0
- package/dist/spec/scaffold.js +457 -0
- package/dist/spec/sections.js +16 -0
- package/dist/spec/tunables.js +74 -0
- package/dist/stage/harnessignore.js +90 -0
- package/dist/stage/stage.js +57 -0
- package/dist/stage/tar.js +41 -0
- package/dist/status/board.js +172 -0
- package/dist/status/file.js +112 -0
- package/dist/status/inbox.js +55 -0
- package/dist/status/status.js +311 -0
- package/dist/store/answers.js +47 -0
- package/dist/store/doctor.js +120 -0
- package/dist/store/images.js +65 -0
- package/dist/store/init.js +101 -0
- package/dist/store/lint.js +392 -0
- package/dist/store/plan.js +133 -0
- package/dist/store/sdks.js +107 -0
- package/dist/studio/forks.js +93 -0
- package/dist/studio/pitch.js +294 -0
- package/dist/studio/widen.js +212 -0
- package/dist/suite/node-run.js +81 -0
- package/dist/suite/test-types.js +71 -0
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# Choosing the money model
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A decision guide, not a market report: which way a game makes money, what the evidence says about each, and which
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fits a platform and a feel. The model and every price are the owner's decision (step 0 of the work); this page
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gives them the numbers to decide with, and the GDD records the choice in its Scope (skill `funpixel-gdd`).
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Numbers as of Oct 2026, from one racer's study (design/research/monetisation.md in that game's repository,
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researched 9 Oct 2026). Each figure keeps its source and date; **(snippet)** means it was seen only in a
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search-result summary, not on the page itself. Revenue from AppMagic, Sensor Tower and Steam trackers is a
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third-party estimate, not a company report. Read a source again before a price or a forecast is final.
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## The rule that decides most of it
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**The genre's big money comes from selling power.** In mobile racing that is CSR Racing 2 ($859.3M gross
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lifetime, AppMagic, (snippet) [PocketGamer.biz, 30 Jun 2026](https://www.pocketgamer.biz/zyngas-csr-2-celebrates-10th-anniversary-with-530m-cars-collected/)),
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Hill Climb Racing 2 ($88.3M net lifetime IAP, AppMagic, [WN Hub, 19 Dec 2024](https://wnhub.io/news/other/item-46592))
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and Asphalt (past $100M in about 3 years, (snippet) [GameDev Reports, 2021](https://gamedevreports.substack.com/p/app-annie-asphalt-9-legends-surpassed)).
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Sports and racing earn 71% from IAP and 29% from ads (Sensor Tower State of Gaming 2026, quoted second-hand by
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[Game Growth Advisor, 16 Apr 2026](https://gamegrowthadvisor.com/blog/2026-04-16-hybrid-casual-game-design-strategy-2026/)).
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Selling power is also where the backlash sits: Asphalt 9's multiplayer "biased towards people who have paid
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more" ((snippet) [Metacritic, 2018](https://legacy.prod.metacritic.com/game/ios/asphalt-9-legends)).
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A game that sells no power (upgrades earned by play, a fair race) gives most of that up. Plan for much lower
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revenue per player than those games, and choose ads, cosmetics or premium on purpose, in writing.
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## The models, and what the evidence says
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| Model | Evidence (dated, sourced) | Fits when |
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| **Premium** (Steam, console; a one-time price on mobile) | Star Wars: Galactic Racer, $59.99, Deluxe $79.99 of mostly cosmetic extras with "no direct advantage" ([Insider Gaming, 21 Sep 2026](https://insider-gaming.com/star-wars-galactic-racer-editions-pre-order-bonuses/)), sold as "complete at launch". Geometry Dash, $3.99 on iOS ([App Store, 9 Oct 2026](https://apps.apple.com/us/app/geometry-dash/id625334537)): $21M+ gross from 242M mobile downloads ([Sensor Tower, Sep 2018](https://sensortower.com/blog/geometry-dash-revenue)), modest next to its reach | The game is finished at launch, the feel is premium, the platform is PC or console; on mobile it sells steadily but small |
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| **Ads first, plus remove-ads** | Alto's Odyssey: 96% of its 4.5M downloads were on free Android, against $4.99 premium on iOS ([Sensor Tower, Oct 2018](https://sensortower.com/blog/altos-odyssey-revenue)); on free Android Alto, IAPs were "less than 1%" of revenue and opt-in video the main driver ((snippet) [Android Authority, c. 2016](https://www.androidauthority.com/games-make-money-interview-noodlecake-studios-publishers-altos-adventure-723910/)). Subway Surfers: 100M+ monthly users and only ~$882k of store revenue in two months of 2026 ([PocketGamer.biz, 27 Apr 2026](https://www.pocketgamer.biz/subway-surfers-city-runs-towards-2m-in-player-spending-in-two-months/)): ads pay at scale. Remove-ads $1.99 bundled with gems ([Beach Buggy Racing 2, App Store, 9 Oct 2026](https://apps.apple.com/us/app/beach-buggy-racing-2/id1399253988)) | A free mobile game with wide reach; rewarded ads at a natural moment (a revive, a retry), interstitials capped and never on a retry |
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| **Cosmetics and a season or realm pass** | Passes at $4.99 ([Hill Climb Racing 2, App Store, 9 Oct 2026](https://apps.apple.com/us/app/hill-climb-racing-2/id1146465836)) to $9.99–14.99 ([Asphalt Legends, App Store, 9 Oct 2026](https://apps.apple.com/us/app/asphalt-legends/id805603214)). Rocket League's pass can earn its 1,000 Credits back ((snippet) [Epic help](https://www.epicgames.com/help/en-US/rocket-league-c5719357623323/gameplay-c7262179951387/what-are-credits-in-rocket-league-a5720133436827)). In 2025's hybrid-casual top 10, a new battle pass was 5–7% of IAP ([GameDev Reports, 15 Sep 2025](https://gamedevreports.substack.com/p/appmagic-top-10-hybrid-casual-games)) | A content cadence (a new place every 6–8 weeks) and live operations every season; looks, never speed |
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| **VIP subscription** | $4.99 a month (Mario Kart Tour's Gold Pass, [Sensor Tower, Apr 2021](https://sensortower.com/blog/mario-kart-tour-200-million-downloads)) to $9.99 (Hill Climb Racing 2 VIP, App Store above). Hot Wheels Unlimited's free tier of 3 challenges a day was called "little more than a cash-grab" ([PocketGamer.biz, 26 Oct 2020](https://www.pocketgamer.biz/the-iap-inspector/74774/how-does-hot-wheels-unlimited-monetise/)) | Only with a daily loop deep enough to justify it; never by starving the free game |
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| **First act free, then one unlock** | Super Mario Run, $9.99: about 3% of ~90M downloads paid (Newzoo, [9to5Mac, 3 Jan 2017](https://9to5mac.com/2017/01/03/super-mario-run-revenue-conversion/)); 4M of 78M (~5%), which "did not meet our expectations" ((snippet) [Nintendo Wire, 24 Mar 2017](https://nintendowire.com/news/2017/03/24/super-mario-run-not-meet-nintendos-expectations-terms-sales/)). Monument Valley 3: two chapters free, then €5.99 ((snippet) [App Store](https://apps.apple.com/me/app/monument-valley-3/id6443563379)) | A finished story told in chapters, a premium feel on iOS; plan on 3–5% converting as the optimistic case, even Mario's |
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| **Gacha (random draws)** | Mario Kart Tour: $268.5M lifetime IAP from 276M+ downloads, and removing its gacha (Oct 2022) "hastened the IAP revenue decline" because the revenue had been built on it ([Mobilegamer.biz, 30 Sep 2026](https://mobilegamer.biz/mario-kart-tour-closes-after-seven-years-and-nearly-270m-in-revenue/)); its pipes kept it out of Belgium ((snippet) [iMore, 2019](https://www.imore.com/mario-kart-tour-not-available-belgium-due-loot-boxes)) | Not as a plan: loot-box law, and a revenue that cannot survive taking the draws out |
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## Benchmarks to plan with
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- **Payers:** the top 15% of games convert 0.8–1.2% of players ((snippet) GameAnalytics 2019, [WN Hub](https://wnhub.io/news/analytics/item-2261)). Plan on 1–2% payers for a free game; 3–5% for a one-time unlock is the optimistic case.
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- **Revenue per daily user (ARPDAU):** top 15% $0.10–0.14, median $0.02 (same (snippet) source).
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- **Ads against IAP:** racing 71/29; lifestyle and puzzle 59/41; action and strategy 82/18 (Game Growth Advisor, above).
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- **Prices:** remove-ads $1.99–3.99; passes $4.99–14.99 on mobile, $29.99 for a console content pass ([Sonic Racing: CrossWorlds, Steam EU, 9 Oct 2026](https://store.steampowered.com/app/2486820/Sonic_Racing_CrossWorlds/)); cosmetics $0.99–2.99.
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- **Content keeps the money:** Mario Kart Tour was at ~$2M a month when new content ended ((snippet) [VGC, Sep 2023](https://www.videogameschronicle.com/news/4-years-after-launch-nintendo-is-ending-mario-kart-tour-content)) and ~$650k when its closure was announced (Mobilegamer.biz, above).
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## Platform × feel
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| Platform | Premium feel (a finished, ad-free game) | Free-to-play feel (a free install, many sessions) |
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| Steam, console | Premium, a cosmetic deluxe tier, free updates | Free with cosmetics and a pass works at Rocket League's scale; below it, stay premium |
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| iOS | First act free then one unlock, or premium at $3.99–4.99 | Rewarded ads, remove-ads with a visible bonus, cosmetics; a pass once there is live content |
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| Android | Free with rewarded ads (Alto's team found premium there "even harder", (snippet) [Engadget, 17 Jul 2018](https://engadget.com/2018/07/17/altos-odyssey-android-release-date-free-ios-interview)) | Same, with remove-ads and cosmetics |
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What players resent, whatever the model: paying to win races, grind tuned to sell currency, random draws, price
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shocks and things taken away, and too little free game.
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55
|
+
|
|
56
|
+
## Worked example: a racer that sells no power
|
|
57
|
+
|
|
58
|
+
A racer (Unity, iOS and Android first; modules unlock by play, never bought) chose, on 9 Oct 2026:
|
|
59
|
+
- **Mobile launch:** free with rewarded ads first; interstitials capped, never on a retry and removed by any
|
|
60
|
+
purchase; remove-ads at $2.99–3.99 bundled with a starter trail so the buyer sees something; cosmetics at
|
|
61
|
+
$0.99–2.99.
|
|
62
|
+
- **From the first post-launch realm:** a $4.99 cosmetic-only realm pass with a free track for everyone, paying
|
|
63
|
+
back part of its price in cosmetic currency. Nothing that changes speed, heat or modules is for sale.
|
|
64
|
+
- **Steam and console:** premium, with free realm updates.
|
|
65
|
+
- **Tested, not assumed:** "first act free, then unlock" as a soft-launch test cell against the above, chosen on
|
|
66
|
+
revenue per install, not on conversion. No $9.99 VIP until a daily loop justifies one.
|
|
@@ -0,0 +1,74 @@
|
|
|
1
|
+
# Purchases, ads and review: what the nine games found
|
|
2
|
+
|
|
3
|
+
From the Unity field report, sections 12 (monetisation, ads, analytics) and 13 (stores and live
|
|
4
|
+
operations). The skill's steps are the rules; this page holds the record behind them. Which model to
|
|
5
|
+
sell by in the first place: [readiness](readiness.md), `references/money.md`.
|
|
6
|
+
|
|
7
|
+
## If review rejects anyway
|
|
8
|
+
|
|
9
|
+
| Guideline | Cause | Fix |
|
|
10
|
+
|---|---|---|
|
|
11
|
+
| 2.1(b) | Purchase behind gameplay; reviewer on iPad could not find it | Step 2 |
|
|
12
|
+
| 2.3.3 | Screenshots hid the real HUD and controls | Step 9 |
|
|
13
|
+
| 2.3.7 | "free" in the subtitle | Step 11 |
|
|
14
|
+
|
|
15
|
+
After a metadata-only rejection, new screenshots uploaded through the API do not clear it; a person
|
|
16
|
+
edits and saves the version, then resubmits. Messages to App Review stay short.
|
|
17
|
+
|
|
18
|
+
## What 1.0 sold
|
|
19
|
+
|
|
20
|
+
| Kind | Sells | Examples |
|
|
21
|
+
|---|---|---|
|
|
22
|
+
| Casual | Coins, hints, boosters | four games |
|
|
23
|
+
| Premium | Free first chapter and one non-consumable, Family Sharing on | three games, at $2.99 and $4.99 |
|
|
24
|
+
|
|
25
|
+
Unity IAP 5.4.3 (StoreKit 2) through one shared purchase service, one-off products only, no server
|
|
26
|
+
receipt validation, no ads in premium games. Restore runs only from a tap (a launch-time restore shows
|
|
27
|
+
an Apple sign-in prompt); prices come only from the store's localised string; failure text is plain
|
|
28
|
+
and a cancel says nothing.
|
|
29
|
+
|
|
30
|
+
## What the starter wires, switched off
|
|
31
|
+
|
|
32
|
+
`IAdService` with no release implementation (test ads in development builds
|
|
33
|
+
only) and the pacing rules; the purchase service with Restore in Settings and the purchase screen from the
|
|
34
|
+
first launch; a `.storekit` file for Xcode runs; one purchase gate at the first line of `StartLevel`;
|
|
35
|
+
telemetry muted by every dev flag; a store interface even when 1.0 sells nothing.
|
|
36
|
+
|
|
37
|
+
## Ads
|
|
38
|
+
|
|
39
|
+
None were live at 1.0; every game shipped purchases only. As of the report (October 2026): AppLovin MAX
|
|
40
|
+
was closed to new sign-ups (August to September), AdMob was open but its sign-up phone check was never
|
|
41
|
+
completed, ironSource direct demand ended on 30 April 2026, and the legacy `com.unity.ads`
|
|
42
|
+
monetisation is unsupported since 31 January 2026. The plan: Unity LevelPlay 9.5.1 behind `IAdService`
|
|
43
|
+
in a package of its own, with Mintegral, Liftoff, Moloco and Pangle bidding, initialised after the
|
|
44
|
+
consent step and the tracking prompt (consent first, then the prompt, then the network).
|
|
45
|
+
|
|
46
|
+
Pacing, coded and off:
|
|
47
|
+
|
|
48
|
+
| Kind | Interstitial | Rewarded |
|
|
49
|
+
|---|---|---|
|
|
50
|
+
| Puzzle | from level 15, every third level | +3 balls |
|
|
51
|
+
| Idle | only after big unlocks, never in the first 5 minutes, at most one per 3 minutes | 2× cash and offline 2× |
|
|
52
|
+
| Versus | every third match after day one | double chest, timer skip with a daily cap |
|
|
53
|
+
|
|
54
|
+
Never ads in a premium game, and never a No Ads purchase while no network ships. The only retention
|
|
55
|
+
evidence is a teardown of Head Ball 2 from the owner's recording: ads took 44% of a session against
|
|
56
|
+
33% football, and a 105 s ad paid 2,500 coins.
|
|
57
|
+
|
|
58
|
+
## Privacy and analytics
|
|
59
|
+
|
|
60
|
+
Firebase Analytics and Crashlytics in every game through one telemetry boundary; events `level_start`,
|
|
61
|
+
`level_end`, `tutorial_complete`, `shop_open`, `unlock_card_view`, `unlock_tap`, plus each game's own.
|
|
62
|
+
No advertising identifier, no tracking prompt, ad personalisation pinned off (the shared Firebase
|
|
63
|
+
setup does all three). App Privacy (website only) declares Device ID, Purchase History, Coarse Location,
|
|
64
|
+
Product Interaction and Crash Data: not linked, no tracking; Purchase History only where there is a
|
|
65
|
+
purchase. The docs said "Data Not Collected" until Firebase shipped, and one draft missed Purchase
|
|
66
|
+
History. No age gate and no Kids category; the ratings came out 9+ and 12+ (fantasy violence). No
|
|
67
|
+
dashboard review is recorded in any session.
|
|
68
|
+
|
|
69
|
+
## After launch
|
|
70
|
+
|
|
71
|
+
What the first week watched was App Review's state: three games sat in "Waiting for Review" for over a
|
|
72
|
+
week after a resubmit. No content ships without a store release (no remote bundles or remote config;
|
|
73
|
+
one game's Addressables are built into the app, with no remote catalog), and a server's minimum-version check must compare the build number: the version string
|
|
74
|
+
is 1.0.0 on every TestFlight build.
|
|
@@ -0,0 +1,24 @@
|
|
|
1
|
+
# The readiness page
|
|
2
|
+
|
|
3
|
+
One page per store, in the game's own look (or the studio's, for several games), written to
|
|
4
|
+
`design/pages/<store>-readiness.html`. The shape that worked (a Google Play readiness page for four games):
|
|
5
|
+
|
|
6
|
+
1. **Header:** the studio, the store, the date checked; the games by name; one line of what the page
|
|
7
|
+
is based on (the repository at a named commit, the toolchain, the store's pages read that day, a
|
|
8
|
+
runbook).
|
|
9
|
+
2. **The verdict in a sentence**, then two short paragraphs: what is ready, what is missing, and
|
|
10
|
+
whether anything is fundamentally blocked.
|
|
11
|
+
3. **At a glance:** a card per game with its id, type and orientation, what it sells, its current
|
|
12
|
+
size, what to watch, and the effort.
|
|
13
|
+
4. **The matrix:** every area by game, each cell a state (Ready, Partial, Missing, Check, To do, Fix)
|
|
14
|
+
and one line of evidence. On a phone it scrolls sideways with the area column pinned.
|
|
15
|
+
5. **The rules that apply now:** each with its date, what it means, and whether the games have it,
|
|
16
|
+
need it, or must verify it.
|
|
17
|
+
6. **The work, in order:** numbered phases, each saying who does it (the owner, an agent, both) and
|
|
18
|
+
how long, each item tagged with its area (build, firebase, runtime, iap, tools).
|
|
19
|
+
7. **Rough effort** per phase and game, saying when it was estimated.
|
|
20
|
+
8. **Risks** by level (high, medium, low), each with what lowers it.
|
|
21
|
+
9. **Questions for the owner.**
|
|
22
|
+
10. **Sources**, each with the date it was read.
|
|
23
|
+
|
|
24
|
+
Every "Ready" is something read or measured; every estimate says it is one.
|
|
@@ -0,0 +1,107 @@
|
|
|
1
|
+
# Store readiness
|
|
2
|
+
|
|
3
|
+
"Can it go on the store?" is answered by an audit, not a guess. The model that worked (a
|
|
4
|
+
Google Play readiness audit, 8 Oct 2026, four games) reads the repository and the toolchain, reads the
|
|
5
|
+
store's current policy pages, and writes one page: a verdict in a sentence, each game at a glance,
|
|
6
|
+
a matrix of every area by game, the store's rules that apply now, the work in order with who does
|
|
7
|
+
each part, the effort, the risks and the questions only the owner can answer.
|
|
8
|
+
|
|
9
|
+
Use it before store work starts and again before the first upload. It submits nothing: accounts,
|
|
10
|
+
consoles, forms and the submit button are the person's.
|
|
11
|
+
|
|
12
|
+
## The audit, for any store
|
|
13
|
+
|
|
14
|
+
Read, never assume. For each game, each of these is **Ready**, **Partial**, **Missing** or **Check**
|
|
15
|
+
(not known until a build runs), with the evidence in one line:
|
|
16
|
+
|
|
17
|
+
1. **The build the store takes.** Its format and wrapper (an AAB, an IPA, a desktop depot, a zip of
|
|
18
|
+
`index.html`), target SDK or OS floor, architecture, signing, a version number that only rises.
|
|
19
|
+
A web game is wrapped for a store; the wrapper is part of the build (references per store).
|
|
20
|
+
2. **Identity.** Package or bundle id, permanent once the app exists: the owner confirms it.
|
|
21
|
+
3. **Payments.** The store's own billing for digital goods, the products' ids and prices, restore,
|
|
22
|
+
pending and refunded purchases. Never a payment path around the store.
|
|
23
|
+
4. **Privacy.** Every SDK that collects anything (analytics, crash reports, ads ids) named and
|
|
24
|
+
declared truthfully. A listing that says "no analytics" while one ships is the most common first
|
|
25
|
+
rejection: fix the source text before anyone fills a form.
|
|
26
|
+
5. **Rating and audience.** The questionnaire, and an audience that keeps the game out of a
|
|
27
|
+
children's programme unless it is built for one.
|
|
28
|
+
6. **Input and system behaviour.** Back or Escape on every screen, pause on focus loss, haptics,
|
|
29
|
+
controllers where the store expects them, the platform's edge-to-edge and safe areas.
|
|
30
|
+
7. **Screens and performance.** Every aspect ratio the store's devices have; the low end of its
|
|
31
|
+
hardware, measured on a real device, not the developer's phone.
|
|
32
|
+
8. **Platform services.** Achievements, leaderboards, cloud saves: in 1.0 or later is the owner's
|
|
33
|
+
call; whatever the other platform's version shows must not dangle.
|
|
34
|
+
9. **Words.** No other store's name in the game or listing ("App Store" on Android, "Apple ID" on
|
|
35
|
+
Steam).
|
|
36
|
+
10. **Store art and listing.** Each store's own sizes (they differ and are checked at upload), real
|
|
37
|
+
gameplay in every screenshot, the listing's length limits.
|
|
38
|
+
11. **Size.** The download against the store's limit and its warning thresholds.
|
|
39
|
+
12. **Branch.** Store builds come only from a clean main; anything unmerged is a blocker.
|
|
40
|
+
|
|
41
|
+
## The page
|
|
42
|
+
|
|
43
|
+
Write it as `design/pages/<store>-readiness.html`, in the game's own look, linked from the GDD's
|
|
44
|
+
`## Linked pages` (skill funpixel-gdd, references/pages.md); a host lists and opens it. The shape is
|
|
45
|
+
in [readiness-page.md](readiness-page.md). Every policy fact carries the day it
|
|
46
|
+
was read and its source; a fact not read today says so.
|
|
47
|
+
|
|
48
|
+
## The rules of each store
|
|
49
|
+
|
|
50
|
+
- Google Play: [google-play.md](google-play.md)
|
|
51
|
+
- Apple App Store: [app-store.md](app-store.md) (a Unity game also has
|
|
52
|
+
[ios-release.md](ios-release.md) and [unity-store.md](unity-store.md))
|
|
53
|
+
- Steam: [steam.md](steam.md)
|
|
54
|
+
- itch.io, Poki, CrazyGames, Newgrounds and Funpixel: [web-portals.md](web-portals.md)
|
|
55
|
+
(pushing a build to itch.io is in funpixel-publish, references/other-hosts.md)
|
|
56
|
+
|
|
57
|
+
Stores change their rules every few months. The numbers in these references were true on the date
|
|
58
|
+
they carry; before the page is final, read each store's current page and correct what moved.
|
|
59
|
+
|
|
60
|
+
## The work, in order
|
|
61
|
+
|
|
62
|
+
0. **The owner's decisions:** ids, what ships in 1.0, the order and timing of releases, the money model and
|
|
63
|
+
prices ([money.md](money.md): each model's dated evidence, platform × feel).
|
|
64
|
+
1. **A shared foundation** before any one game: the build for that store, signing, the wrapper,
|
|
65
|
+
one back handler, the store's billing, the privacy manifest or declarations.
|
|
66
|
+
2. **Per-game fixes**, each one named with its file.
|
|
67
|
+
3. **Device test:** emulators and at least one real low-to-mid device; purchases with the store's
|
|
68
|
+
test accounts (buy, reinstall, refund, a slow payment).
|
|
69
|
+
4. **Store art:** a bake-off per asset type against the competitors' listings.
|
|
70
|
+
5. **The console**, by the person: the app record, the forms, the products, the listing.
|
|
71
|
+
6. **Release**, by the person: one game at a time, a staged rollout where the store has one, the
|
|
72
|
+
crash and stability numbers watched.
|
|
73
|
+
|
|
74
|
+
## Tools
|
|
75
|
+
|
|
76
|
+
- `probe` and `screenshot`: the build played and captured at a phone viewport.
|
|
77
|
+
- `store_shots`: store-size screenshots from the newest real capture run.
|
|
78
|
+
- `npx @funpixel/tools check`, `verify` and `capture --all`: the build each store takes, measured.
|
|
79
|
+
- The store's own checks: `zipalign -P 16` for an Android bundle, Xcode's validation for an iOS
|
|
80
|
+
archive, SteamPipe's preview build for Steam.
|
|
81
|
+
- `npx @funpixel/tools store init | doctor | lint | plan [--store play|ios|steam]`, read-only and
|
|
82
|
+
offline: `store/answers.json` (no secrets; unknowns are TODO; both privacy forms come from one
|
|
83
|
+
`sdks` list), what this Mac has for each store, the answers against each store's rules, and the
|
|
84
|
+
steps marked Script / Console / You as the references' tables say, with a plan hash. `store push`
|
|
85
|
+
and `store release` are not built yet: they wait for the owner's decisions on production rights.
|
|
86
|
+
|
|
87
|
+
## Worked example
|
|
88
|
+
|
|
89
|
+
Four Unity games for Google Play (8 Oct 2026): no Android build ever made, Unity IAP already
|
|
90
|
+
on Play Billing 9 (Play requires 8+), analytics in all four while two listings said "no analytics".
|
|
91
|
+
Verdict: none can upload today, none is blocked. A shared Android foundation first (an AAB pinned to
|
|
92
|
+
API 36, one upload key, the AD_ID permission removed, one back handler), then 2–8 days per game; the
|
|
93
|
+
screenshots re-composed (iOS sets were 2.17:1, Play allows 2:1); five questions for the owner.
|
|
94
|
+
|
|
95
|
+
## Common mistakes
|
|
96
|
+
|
|
97
|
+
- Calling a game ready because the code compiles: a store rejects on forms, art and words.
|
|
98
|
+
- A privacy form filled from a listing that is wrong about the SDKs.
|
|
99
|
+
- Another store's name left in the game or the listing.
|
|
100
|
+
- Screenshots resized from another store's set instead of re-composed from real play.
|
|
101
|
+
- A policy number from memory: every rule carries the day it was read.
|
|
102
|
+
- An agent pressing submit, or deciding an id, a price or a release date.
|
|
103
|
+
|
|
104
|
+
## Honesty
|
|
105
|
+
|
|
106
|
+
Effort says when it was estimated; "Ready" is read or measured, never "should be"; risks name the
|
|
107
|
+
store's own reasons for rejection and what lowers each; the owner's questions end the page.
|
|
@@ -0,0 +1,38 @@
|
|
|
1
|
+
# Steam
|
|
2
|
+
|
|
3
|
+
What a readiness page checks for Steam. Read Steamworks documentation on the day and date each fact;
|
|
4
|
+
Valve revises its graphics and review rules from time to time.
|
|
5
|
+
|
|
6
|
+
## Rules to read and date
|
|
7
|
+
|
|
8
|
+
- **Steam Direct.** A fee per app (recoupable once the game earns enough, per Valve's current
|
|
9
|
+
terms); the store page and the build are each reviewed before release, and a "Coming Soon" page is
|
|
10
|
+
visible for a minimum time before release. Read the current fee, threshold and waiting time.
|
|
11
|
+
- **The content survey**, including Valve's disclosure of AI-generated content in the game and its
|
|
12
|
+
store page.
|
|
13
|
+
- **Pricing and regions** set in Steamworks; Valve's suggested regional prices.
|
|
14
|
+
|
|
15
|
+
## The build
|
|
16
|
+
|
|
17
|
+
- A web game is wrapped as a desktop app (Electron, Tauri or NW.js) with its `dist/` inside, for
|
|
18
|
+
each operating system it lists; Steam's overlay and achievements through a Steamworks binding
|
|
19
|
+
(such as steamworks.js).
|
|
20
|
+
- A Unity game builds for each desktop platform; the Steamworks SDK through a binding such as
|
|
21
|
+
Steamworks.NET.
|
|
22
|
+
- Uploaded with SteamPipe (depots and branches); a beta branch first.
|
|
23
|
+
- **Steam Deck:** controller input for every action, text legible at 1280×800, no launcher that
|
|
24
|
+
needs a mouse, and Valve's compatibility review.
|
|
25
|
+
|
|
26
|
+
## Store art
|
|
27
|
+
|
|
28
|
+
Steam asks for a family of capsules at fixed sizes (header, small, main and vertical capsules, the
|
|
29
|
+
page background, the library capsule, hero and logo), at least five screenshots of real gameplay
|
|
30
|
+
(16:9, 1920×1080 or larger) and a trailer. Read the current sizes from Steamworks' graphical assets
|
|
31
|
+
page; each is checked at upload. The logo for the library is a transparent PNG.
|
|
32
|
+
|
|
33
|
+
## Matrix rows
|
|
34
|
+
|
|
35
|
+
Steamworks account and payment · app fee · wrapper and builds per OS · SteamPipe depots · controller
|
|
36
|
+
support and Steam Deck · achievements, cloud saves · content survey and AI disclosure · capsules at
|
|
37
|
+
each size · screenshots and trailer · Coming Soon page and its waiting time · price · other stores'
|
|
38
|
+
words · branch.
|
|
@@ -0,0 +1,55 @@
|
|
|
1
|
+
# Store listing, purchases and review
|
|
2
|
+
|
|
3
|
+
Four of eight first submissions were rejected (guideline 2.1(b) twice, 2.3.3, 2.3.7). Each fix was cheap; each resubmitted game then sat over a week in "Waiting for Review". This skill moves those findings in front of the submission.
|
|
4
|
+
|
|
5
|
+
## Tools
|
|
6
|
+
|
|
7
|
+
- `npx @funpixel/tools store init --store ios` writes `store/answers.json` (listing, products, the
|
|
8
|
+
SDK list, review notes); `npx @funpixel/tools store lint --store ios` checks lengths, price words and
|
|
9
|
+
the privacy answers against the SDKs. App Store Connect (web or API) takes the listing.
|
|
10
|
+
- Screenshots: `funtools sim shot <udid>` on your own `funtools sim lease` (upright for a landscape game) at the game-state markers in the log, framed by
|
|
11
|
+
moving and scaling pixels, never redrawing them; `sips` reads sizes and alpha.
|
|
12
|
+
- Previews: `xcrun simctl io <udid> recordVideo` on the lease, then `ffprobe` for duration, fps, codec, colour
|
|
13
|
+
tags, pixel aspect and audio bitrate; `ffmpeg` re-encodes.
|
|
14
|
+
- An icon sheet of your own: candidates masked at 100/60/40 px in a mock search row beside competitors' icons.
|
|
15
|
+
- A fake store behind a dev-only flag (`-fakestore ok|cancel|fail|pending|offline`) or a `.storekit`
|
|
16
|
+
configuration.
|
|
17
|
+
- Not in the kit: the studio's listing, screenshot and preview scripts, and the checks named below
|
|
18
|
+
(`iap_pending_once`, `restore_real`, `iap_reach`, `iap_truth`, `store_shots`, `recording_check`,
|
|
19
|
+
`preview_validate`); each step says what it measures.
|
|
20
|
+
|
|
21
|
+
## Who does what
|
|
22
|
+
|
|
23
|
+
| An agent may | Only a person |
|
|
24
|
+
|---|---|
|
|
25
|
+
| Push listings, with approval | App Privacy answers (website only, no API) |
|
|
26
|
+
| Compose screenshots, validate previews | Picking the icon and name; deciding prices |
|
|
27
|
+
| Run the lint and bake-off sheets | The first IAP tick; Submit |
|
|
28
|
+
|
|
29
|
+
## Procedure
|
|
30
|
+
|
|
31
|
+
1. Sell only what the binary holds (`iap_truth`). Every IAP id needs an App Store Connect product and an entry point, and copy names nothing unbuilt. Store copy promised modes that existed only as data, and a Supporter IAP had nothing to buy (guideline 3.1.1). No ad network is live, so hide No Ads (four such IAPs had to be held): while no ad network is available, every ad button is hidden. Put one purchase gate at the first line of `StartLevel`, and a store interface even when 1.0 sells nothing (report §12).
|
|
32
|
+
2. Put Buy within two taps of the title on a fresh install (`iap_reach`): an Unlock row in Settings next to Restore, plus a title-screen entry. Name the path in the review notes.
|
|
33
|
+
3. Make Restore real (`restore_real`). It calls `RestoreTransactions` only from a tap, because a launch-time restore shows an Apple sign-in prompt, and it ends in "restored" or "nothing to restore". App Review always taps Restore; one game's only fetched purchases and spun for 45 s.
|
|
34
|
+
4. Show prices only from the store's localised string. Failure text is plain; a cancel says nothing.
|
|
35
|
+
5. Grant a pending order exactly once (`iap_pending_once`). Unity IAP 5 routes pending orders to `OnPurchasePending`; a shared purchase service granted them again from the fetch too, until the fix of 7 Oct (it now grants once per transaction). A game built before it needs a new build.
|
|
36
|
+
6. Buy end to end before review. Products never load on the Simulator without a StoreKit configuration, and no game bought an IAP end to end before submitting; a person checks IAP and Restore on a device.
|
|
37
|
+
7. Derive App Privacy from the SDKs linked (`store lint`: declared ⊇ collected). With Firebase Analytics and Crashlytics the games declare Device ID, Coarse Location, Product Interaction and Crash Data, plus Purchase History where there is an IAP: not linked, no tracking, no tracking prompt (with the advertising identifier turned off). A person enters them.
|
|
38
|
+
8. Pick the icon small. 1024×1024 RGB, no alpha (check with `sips`); one big idea, judged at 60 and 40 px against competitors. Make candidates with `npx @funpixel/tools gen image "<the idea>" --size 1024x1024 --out design/icons/` (metered, after `npx @funpixel/tools login`; a generator's default may be 9:16); the pick goes to `Assets/_Game/Art/Icon/app_icon.png`.
|
|
39
|
+
9. Compose 5–8 screenshots at 6.9": 1320×2868 portrait or 2868×1320 landscape, from real captures taken at game-state markers in the log. `store_shots` passes when sizes are exact, the real HUD is visible, no tutorial UI shows and each caption is true of its frame. How capture bursts are taken: not in the report.
|
|
40
|
+
10. Validate any video before it is shared or uploaded. `recording_check`: 0 frame gaps over 34 ms, audio ≥ 44.1 kHz. `preview_validate`: 15–30 s, ≤ 30 fps, bt709 tags, square pixels, AAC ≤ 256 kb/s; after upload, `previewImage.width > 0`.
|
|
41
|
+
11. Run `store lint --store ios` (lengths; "free" or any price word in name, subtitle, keywords and captions), then push the listing to App Store Connect.
|
|
42
|
+
|
|
43
|
+
Rejections by guideline, what 1.0 sold and the ad plan: `purchases-and-review.md`.
|
|
44
|
+
|
|
45
|
+
## Worked example
|
|
46
|
+
|
|
47
|
+
One game's App Preview: 25 s, 1920×886, cuts about every 1.5 s. App Store Connect showed a red "!" on it twice. The causes were an sRGB colour tag where bt709 is required, non-square pixels, and audio at 263 kb/s against the 256 cap. Setting the poster time through the API then made the preview image 0×0. What held: validate with `ffprobe`, upload, read back `previewImage.width > 0`, leave the poster frame alone.
|
|
48
|
+
|
|
49
|
+
## Common mistakes
|
|
50
|
+
|
|
51
|
+
- Resubmitting fast instead of linting first: three games each went back to "Waiting for Review" for over a week.
|
|
52
|
+
- Icons by prompt alone: one game spent $21.46 over 7 rounds before a pick, round one at 720×1280 from the 9:16 default, no competitor benchmark until round 4. Another's bake-off cost $5.95.
|
|
53
|
+
- A Restore label whose hit area covers the shop card: taps on products showed "Restoring purchases" in four games.
|
|
54
|
+
- "Data Not Collected" left in the docs after Firebase shipped in all games.
|
|
55
|
+
- A Simulator recording shown before it was measured: one game's `simctl recordVideo` clip had 19 gaps up to 0.85 s and 24 kHz audio.
|
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
# itch.io, Poki, CrazyGames, Newgrounds and Funpixel
|
|
2
|
+
|
|
3
|
+
Web portals take the built `dist/` (an `index.html` at the top of a zip) and play it in a frame.
|
|
4
|
+
What decides acceptance is the portal's own SDK, its load-time expectations and its rules on ads and
|
|
5
|
+
links. Read each portal's current developer page on the day and date it.
|
|
6
|
+
|
|
7
|
+
## Funpixel
|
|
8
|
+
|
|
9
|
+
`funtools publish` with a fresh `verify.json` on the files sent (skill funpixel-publish). The
|
|
10
|
+
readiness rows: verify passes on the build, the leak scan is clean, the store shots and the trailer
|
|
11
|
+
exist.
|
|
12
|
+
|
|
13
|
+
## itch.io
|
|
14
|
+
|
|
15
|
+
An HTML5 project: the build as a zip, "played in the browser" ticked, the embed size set, the
|
|
16
|
+
fullscreen button on. Limits from itch.io's HTML5 guide: at most 1,000 files, 500 MB extracted,
|
|
17
|
+
200 MB for any one file, 240 characters for a path, case-sensitive paths. A cover image, screenshots
|
|
18
|
+
and tags. Pushing with butler: funpixel-publish, references/other-hosts.md.
|
|
19
|
+
|
|
20
|
+
## Poki
|
|
21
|
+
|
|
22
|
+
An application through Poki for Developers; the Poki SDK in the game (game loading finished,
|
|
23
|
+
gameplay start and stop, ad breaks only where Poki's SDK puts them); no ads or links of the game's
|
|
24
|
+
own; works on mobile and desktop in Poki's frame; a fast first load. Read Poki's current technical
|
|
25
|
+
requirements for its size and load expectations.
|
|
26
|
+
|
|
27
|
+
## CrazyGames
|
|
28
|
+
|
|
29
|
+
The CrazyGames SDK (its current major version) for ads, the game's start and stop, and its account
|
|
30
|
+
features; no external links or ads of the game's own; an initial download inside CrazyGames' current
|
|
31
|
+
limits for desktop and mobile; a QA review before release. Read its developer documentation for the
|
|
32
|
+
numbers.
|
|
33
|
+
|
|
34
|
+
## Newgrounds
|
|
35
|
+
|
|
36
|
+
An HTML5 zip upload; medals and scoreboards through the Newgrounds.io API; a rating and the portal's
|
|
37
|
+
content guidelines.
|
|
38
|
+
|
|
39
|
+
## Matrix rows
|
|
40
|
+
|
|
41
|
+
The portal's SDK in the game · ads only through it · no external links · first-load size and time ·
|
|
42
|
+
works in the portal's frame (focus, fullscreen, audio after the first tap) · mobile and desktop
|
|
43
|
+
input · the portal's art (cover, thumbnails, screenshots) · description and tags · rating.
|
|
@@ -0,0 +1,103 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: funpixel-unity-game
|
|
3
|
+
description: Use when making a game in Unity (new from the starter, a port of a web game, a clone of a sibling), measuring or improving its frame time, memory, battery, load time or size, or running several agents on Unity projects on one Mac. Covers rules in C# tested outside the Editor, settings by script, launch flags, parity, player-side probes and Simulator leases.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Making a game in Unity
|
|
7
|
+
|
|
8
|
+
Games rebuilt from web builds played end to end 2 hours after kickoff. What goes wrong is silent:
|
|
9
|
+
all four first games reached TestFlight with no sound, cloned projects inherited a sibling's
|
|
10
|
+
settings, and Simulator timings measured the host. This skill makes each of these a failed check
|
|
11
|
+
at scaffold, and routes the measuring and the shared Mac to their references.
|
|
12
|
+
|
|
13
|
+
## Tools
|
|
14
|
+
|
|
15
|
+
- `funtools gen <kind> "…" --unity .` (after `funtools login`): pictures, sounds, music and models
|
|
16
|
+
into `Assets/_Game/Generated/` with import settings, metered; never a provider call with a `.env` key.
|
|
17
|
+
- `funtools unity run -- -nographics -executeMethod Setup.Configure`: your editor script, queued
|
|
18
|
+
(live: `funtools unity editor compile|console|play|shot`);
|
|
19
|
+
`dotnet test` on `CoreTests~`: the rules, without Unity.
|
|
20
|
+
- `funtools doctor`: the pre-flight at start and before each build; `funtools serve Builds/WebGL`.
|
|
21
|
+
- `funtools unity probe`: frame time, draws, memory in the player; `funtools sim lease`: your own Simulator.
|
|
22
|
+
- Not in the kit: the starter, its `check`, the studio's scripts (`references/traps.md`).
|
|
23
|
+
|
|
24
|
+
## Route by the job
|
|
25
|
+
|
|
26
|
+
| The job | Read |
|
|
27
|
+
|---|---|
|
|
28
|
+
| A new game, or a clone of a sibling | the procedure below; settings come from step 6, never a copied ProjectSettings |
|
|
29
|
+
| A game first made for the web (Pixi, three.js) | below, then `references/from-a-web-game.md`: shipped code, goldens, `parity.md` |
|
|
30
|
+
| Frame time, memory, battery, load time, app size | `references/performance.md`: budgets, the probe in the player, fixes |
|
|
31
|
+
| Several agents or sessions on one Mac | `references/agent-ops.md`: worktree, Simulator lease, the queue, disk |
|
|
32
|
+
| Traps found only at runtime | `references/traps.md` |
|
|
33
|
+
| TestFlight, App Review, the App Store listing | skill `funpixel-store` |
|
|
34
|
+
|
|
35
|
+
## Procedure
|
|
36
|
+
|
|
37
|
+
1. Pick the start from the table above.
|
|
38
|
+
|
|
39
|
+
2. Fix the design facts before the project exists: orientation (puzzle and idle portrait, action
|
|
40
|
+
landscape), devices (a phone game: iPhone only for 1.0, oldest iPhone 11 at a locked
|
|
41
|
+
60 fps), the business model (skill `funpixel-store`, `references/money.md`), a content
|
|
42
|
+
minimum, which visual elements carry rules, and the name on the App Store. Targets: iOS
|
|
43
|
+
first, Android; WebGL without Firebase, whose C++ SDK has no web build; Mac and Windows by the
|
|
44
|
+
game's own build methods.
|
|
45
|
+
3. Add what the game uses: Input System 1.20.0, uGUI 2.6.0, URP 17.6.0
|
|
46
|
+
unless it stays built-in, glTFast 6.20.0 for 3D ("latest" was an
|
|
47
|
+
experimental 7.0). Remove collab-proxy, learn and visual scripting. Import TMP Essential
|
|
48
|
+
Resources.
|
|
49
|
+
4. Lay out `Assets/_Game/` as `Scripts/Core`, `Scripts/Game`, `Editor`, `Tests/Editor` (or
|
|
50
|
+
`Tests/EditMode`), `Art`, `Fonts`, `Scenes`, plus `design/`, `store/` and a README. The rules go
|
|
51
|
+
in `Scripts/Core`, an asmdef with `noEngineReferences: true`; the rest stays in Assembly-CSharp
|
|
52
|
+
(the monorepo games) or splits into Game, View and World asmdefs. Add `CoreTests~`
|
|
53
|
+
for `dotnet test` and un-ignore its project (`!**/CoreTests~/*.csproj`): the root `.gitignore`
|
|
54
|
+
drops every `*.csproj`. Play Mode tests get an asmdef of their own (`Tests/Play`).
|
|
55
|
+
5. Generate the one scene from code: a camera and one `GameDriver` (input, sim, each event to every
|
|
56
|
+
presenter once, render), so agents rebuild it headless and never conflict on a scene. Add the
|
|
57
|
+
AudioListener a code-made camera lacks; hold `audio_runtime`: 1
|
|
58
|
+
listener, 48 kHz, music within 3 s (of the splash's end, if one plays).
|
|
59
|
+
6. Set every setting in `Setup.Configure`: company name, bundle id, version, IL2CPP, a fixed
|
|
60
|
+
orientation, Unity splash off, the Android API levels and ARM64, then colour
|
|
61
|
+
space, 48 kHz audio, render scale 1, ProMotion, accelerometer off, physics auto-simulation off with
|
|
62
|
+
your own sim, and LZ4HC compression. Build through it. Keep a per-game manifest
|
|
63
|
+
(orientation, bundle id, colour space, a unique productGUID, audio on, render scale) to diff against.
|
|
64
|
+
7. Register the bundle id, the profile and (with Firebase) one Firebase project per game at scaffold; agents may,
|
|
65
|
+
with approval (who does what: funpixel-store).
|
|
66
|
+
8. Add dev-only launch flags for every screen and state, `-tour`, `-smoke` (plays to an ending, writes
|
|
67
|
+
`smoke.txt`) and the probe (`unity probe install`), read through one wrapper that returns nothing
|
|
68
|
+
unless `Debug.isDebugBuild`, with analytics muted
|
|
69
|
+
while a flag is on. Keep flag names apart from save keys: `-coins` shadows the PlayerPrefs key
|
|
70
|
+
`coins`. Judged frames: `references/traps.md`.
|
|
71
|
+
9. Wire purchases and ads switched off: the catalog with Buy and Restore in
|
|
72
|
+
Settings from the first build, no ads in release, a `.storekit` file for Xcode runs.
|
|
73
|
+
10. Never make a splash or a "Funpixel presents" card.
|
|
74
|
+
11. Plug content in through a registry, so parallel agents add files: one game's branches
|
|
75
|
+
without one cost 43 hand-resolved merge hunks.
|
|
76
|
+
12. Give each agent its own worktree and Simulator; one Editor per project, closed by its
|
|
77
|
+
opener (`references/agent-ops.md`).
|
|
78
|
+
13. Before the scaffold is done: `funtools doctor`, `dotnet test`, the Edit Mode tests, a Simulator build, one launch with no flags.
|
|
79
|
+
|
|
80
|
+
Other day-one rules:
|
|
81
|
+
|
|
82
|
+
| Rule | Skill |
|
|
83
|
+
|---|---|
|
|
84
|
+
| No flags, second level of a session | funpixel-verify, its Unity page |
|
|
85
|
+
| Bots set the floor, a person the bar | funpixel-game-logic, its Unity page |
|
|
86
|
+
| Audit UI against the parent panel and the art | funpixel-mobile-ui, its Unity page |
|
|
87
|
+
| Pre-flight before every upload; a purchase within two taps | funpixel-store |
|
|
88
|
+
|
|
89
|
+
## Worked example
|
|
90
|
+
|
|
91
|
+
A new 2D puzzle game (URP 2D, Linear, portrait):
|
|
92
|
+
Playable on the Simulator in about 1.5 hours; 600 levels by reverse removal, solvable by
|
|
93
|
+
construction, 29 tests. The first TestFlight on day 1 was silent (no AudioListener), and its `-setcoins` flag worked in release builds (no dev gate, step 8).
|
|
94
|
+
|
|
95
|
+
## Common mistakes
|
|
96
|
+
|
|
97
|
+
- Cloning a sibling: two games launched in portrait, one inherited
|
|
98
|
+
`m_DisableAudio: 1`, and one still carries a sibling's `.gitattributes` paths.
|
|
99
|
+
- URP `m_RenderScale: 0.8`: one game drew soft.
|
|
100
|
+
- Patching one game's copy of shared code instead of the shared package.
|
|
101
|
+
- Ungated debug flags: an unlock flag granted paid floors in one game's release build.
|
|
102
|
+
- Rebuilding a web game from its design doc instead of its shipped code: one port's improvised
|
|
103
|
+
fixes were torn out (`references/from-a-web-game.md`).
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
interface:
|
|
2
|
+
display_name: "funpixel-unity-game"
|
|
3
|
+
short_description: "making a game in Unity (new from the starter, a port of a web game, a clone of a sibling), measuring or improving its fr"
|
|
4
|
+
policy:
|
|
5
|
+
allow_implicit_invocation: true
|
|
6
|
+
dependencies:
|
|
7
|
+
tools:
|
|
8
|
+
- type: "mcp"
|
|
9
|
+
value: "funpixel"
|
|
10
|
+
description: "Funpixel MCP (generation, build, probe, publish)"
|
|
11
|
+
transport: "streamable_http"
|
|
12
|
+
url: "https://api.funpixel.ai/mcp"
|
|
@@ -0,0 +1,54 @@
|
|
|
1
|
+
# Several agents on one Mac
|
|
2
|
+
|
|
3
|
+
Unity allows one Editor per project and every game here was built on one Mac with no CI, so parallel agents share a lock, the Simulators and the host's load. When they also shared a Simulator or scratch folder, runs were invalidated. When liveness meant "the process exists", a performance agent on one game sat idle about 8 hours overnight. This skill gives each agent its own resources and makes progress measurable.
|
|
4
|
+
|
|
5
|
+
## Tools
|
|
6
|
+
|
|
7
|
+
- `funtools unity run -- -nographics -executeMethod …`: every Unity batch run, through one queue
|
|
8
|
+
per project path shared by all sessions and repos, two Unity runs on the Mac at most;
|
|
9
|
+
`funtools unity jobs` lists it. Write no lock of your own: no repo's lock saw another's.
|
|
10
|
+
- `funtools sim lease`: a fresh Simulator of your own. Use its udid in every `xcrun simctl` call,
|
|
11
|
+
never `booted`, and `funtools sim release <udid>` at the end; `funtools sim shot` and `sim tap`
|
|
12
|
+
see and press a landscape game upright.
|
|
13
|
+
- `funtools unity editor console|compile|play|stop|shot|menu|call|hierarchy`: about 1 s through an open
|
|
14
|
+
Editor's bridge (`unity bridge install`), else queued.
|
|
15
|
+
- `funtools unity gc ~/Documents/github`: idle Unity folders and their sizes (`--yes` deletes).
|
|
16
|
+
- `funtools unity gc --disk`: free space and what is safe to reclaim (worktrees, target/, DerivedData, scratch); a report, `--apply --only <kind>` deletes.
|
|
17
|
+
- How these behave, the bridge included: `shared-mac.md`.
|
|
18
|
+
- `npx @funpixel/tools feedback log` for the dev log, and `npx @funpixel/tools progress card` at milestones.
|
|
19
|
+
- Not in the kit: the studio's upload scripts (they hard-code `/Applications/Unity/Hub/Editor/6000.6.0f1/`),
|
|
20
|
+
and the checks `sim_isolation`, `agent_hygiene`, `agent_liveness`, `lfs_audit`.
|
|
21
|
+
|
|
22
|
+
## Procedure
|
|
23
|
+
|
|
24
|
+
What to hand an agent and what never alone, where agents go wrong first, and what earns trust in a
|
|
25
|
+
build: `handing-off.md`.
|
|
26
|
+
|
|
27
|
+
1. Claim four things before the first build: a worktree, a leased Simulator, a remote-play port and a scratch folder. `sim_isolation` passes when the Simulator id, port and folder are unique per agent.
|
|
28
|
+
2. Send every batch run through `funtools unity run`, and run the engine-free tests between them. One batch run (1–2 min) per project serialised parallel agents, and a half-written file broke other agents' compiles until each had its own build folder.
|
|
29
|
+
3. One Editor per project, opened by the agent that needs it (`--open`, with the bridge) and closed by it (`funtools unity editor close`), never by another. With none open, batch through the queue. MCP for Unity got 0 calls in 29 sessions under a no-Editor rule: no `.mcp.json`, `settings.local.json` disables it, only one game lists `com.coplaydev.unity-mcp` (unpinned, `#main`).
|
|
30
|
+
4. Run anything over a minute in the background. Background agents stalled on the 600 s stream watchdog during foreground Unity and Xcode steps. Read the whole output; `| tail` hid a failing compile check and a commit went through.
|
|
31
|
+
5. Judge a running agent by progress (`agent_liveness`): files under the game changed in the last 30 minutes, or a Unity or `xcodebuild` process at work.
|
|
32
|
+
6. Expect host load to change results. Parallel sessions caused a Burst timeout in one export and slowed another session's 363-test suite from 10–15 to about 27 minutes, so read export logs before trusting a build made under load.
|
|
33
|
+
7. Stage by path. A broad commit glob staged another session's 18 files. Keep `git stash pop` and pattern `pkill` out of agent scripts; both hit work that was not the agent's (see Common mistakes).
|
|
34
|
+
8. Commit and push as work lands, and keep nothing in scratch or /tmp. `lfs_audit` passes at 0 tracked binaries over 500 KB outside LFS, 0 untracked paid art and 0 unpushed LFS objects; about 840 MB of paid generations lived on one Mac.
|
|
35
|
+
9. Publish status at milestones, merged, with the session id on every entry: a network drop killed three sessions and nobody knew which was which. The owner asked "where we are? what's left? how long?" every 20–60 minutes in long sessions; answer from a tracker updated by tools (step, status, who, clock time), not memory.
|
|
36
|
+
10. Sync before saying it is synced. The owner asked "did you sync to remote?" on three games. Push after green checks, rewrite status sections from repo state, and run a docs-freshness check at the end of each task.
|
|
37
|
+
11. Show nothing unverified: `ffprobe` gaps = 0 before sharing a video, and read a published page back. After a change, show the real draw path with the real HUD at full resolution, the player log's exception count, before and after numbers, and the all-screens sheet for UI work; never the Scene view.
|
|
38
|
+
12. After each change, sweep for leftovers: a workaround, a dead flag, a comment that says `(was …`, a date or "the owner". The owner: "no workarounds, remove all leftovers". Never delete an "unused" asset unasked: an agent deleted 20 files the game loads by name.
|
|
39
|
+
13. End a report with at most 3 numbered decisions, each with options, a default, and a picture when it is visual. The owner: "What actually you're asking me now?"
|
|
40
|
+
14. At hand-back, stop what you started (`agent_hygiene`): `funtools sim release` each lease, then your Unity batch processes, child processes and monitors, and only your own. Never quit Simulator.app or run `xcrun simctl shutdown all`.
|
|
41
|
+
|
|
42
|
+
## Worked example
|
|
43
|
+
|
|
44
|
+
One game's performance pass, overnight. The agent stalled twice on the stream watchdog and then sat about 8 hours idle; its login had expired. The heartbeat only checked that the agent existed. The probe that would have caught it is `find -mmin -30` under the game folder plus `pgrep Unity|xcodebuild`: no changed file and no build process for 30 minutes means stalled.
|
|
45
|
+
|
|
46
|
+
## Common mistakes
|
|
47
|
+
|
|
48
|
+
- Sharing a Simulator or scratch folder: invalidated runs, a tap in another agent's app, an install that killed the coordinator's remote-play session; quitting Simulator.app or `shutdown all` killed other agents' runs three times.
|
|
49
|
+
- A repo-wide status Stop hook (studio-wide): it forced a publish on every turn, fired on other sessions' files, hit the 200/day publish cap; the agent could not edit its own settings.
|
|
50
|
+
- `git stash pop` in a script (a seam fix, 30 Sep): an unquoted zsh `$FILES` stashed nothing, and the pop applied and dropped a stash that was not the agent's.
|
|
51
|
+
- `pkill -f` by pattern (Atlas session, 4 Oct): it killed other agents' runs.
|
|
52
|
+
- Uncommitted work: one port lived 11+ hours uncommitted, and 79 files of a size pass were nearly lost.
|
|
53
|
+
- Infrastructure in /tmp: a restart wiped a Caddy config and build 22 shipped pointing at a dead tunnel.
|
|
54
|
+
- Simulators left running: 5 at about 200% CPU, and a stale app ran 8.8 hours.
|