@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.
Files changed (2414) 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 +2917 -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 +589 -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 +55 -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 +330 -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
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  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
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  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
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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@@ -0,0 +1,123 @@
1
+ # Mobile QA: is it native to a phone?
2
+
3
+ The critic panel scores stills (each seat re-reading the phone captures), and the blind player plays by touch.
4
+ Neither asks whether the game was made for the phone it runs on. An ice-slide puzzle (round 3,
5
+ 29 Sep 2026) scored mobile 7 and up from the panel and passed its blind phone round, and the owner
6
+ opened it on an iPhone simulator and saw desktop thinking: the board under half the screen, four
7
+ large on-screen arrows repeating the swipe the board already took, Undo/Restart/Hint panels in the
8
+ bottom third, a tip banner over play. The Mobile QA seat is the reviewer that catches that, from
9
+ what phones showed.
10
+
11
+ ## What it sees
12
+
13
+ `npx @funpixel/tools mobile-qa` (alone) and `playtest` (as one of its seats) gather it, free:
14
+
15
+ | Where | What it adds | Cost |
16
+ |---|---|---|
17
+ | Chromium at phone size (the capture set) | every view at 390x844 (844x390 held sideways), touch on, DPR 2, the review phone's insets | seconds |
18
+ | Playwright's WebKit | the play view in Safari's engine: its CSS and layout, no Safari bars | seconds, optional install |
19
+ | iOS Simulator, real Mobile Safari (`funtools phone`, both orientations) | Safari's bars, the notch and home bar, DPR 3, iOS taps, the start control pressed by name, the page's own frames and errors | about a minute a run, Apple Silicon and baguette |
20
+ | Key parity at phone size | each declared key against the on-screen controls that name it | seconds |
21
+ | `look --fit`, five windows (1700x800, 1280x600, 1024x1024, the phone sideways and upright) | per window, opened fresh: how long it stays one flat colour, then the first screen and the play view: the content's share of the window, flat bars at the edges, content bunched in a corner | a few seconds a window, a minute at most |
22
+ | audit-screens, look --hud | text under 12 px, hit areas under 44, safe-area pieces; how much of play the HUD covers | from the playtest's measurements |
23
+ | The blind phone round | how a stranger tried to move (drags against taps) and what hurt | the player's round |
24
+
25
+ Our phone viewport is already touch-true (`isMobile`, `hasTouch`, DPR 2, `?funpixel_touch=1`) with a
26
+ desktop user agent; the Simulator is the one with Safari's own agent, DPR 3 and bars. `playtest
27
+ --phone` and `mobile-qa --phone` run `phone` first. Each platform is marked observed or not, and a
28
+ platform not observed is unknown, never a pass.
29
+
30
+ The phone runs press the start control and nothing else; the other images are stills. An idle board
31
+ after start is not a dead control. In the first calibration run the seat read a still board as a
32
+ swipe that did not register and filed a false high on a game whose swipe works; the prompt now says
33
+ what was pressed, and the finding went away.
34
+
35
+ ## What it judges, and why each
36
+
37
+ 1. **Controls native to touch.** Play by touching the play itself reads as made for a phone. A
38
+ button that repeats a gesture the play area already takes costs room and teaches the button
39
+ instead of the gesture. Controls a verb needs are never clutter: a fire button while a thumb
40
+ steers, a stick, pause, undo. Judge only repetition.
41
+ 2. **The play area's share of the screen.** Phone-native puzzle and arcade games give play most of
42
+ the screen. The seat says the share, measured when the gesture check has written it, else
43
+ estimated from the frame and said so.
44
+ 3. **Thumb reach.** What is pressed every few seconds belongs in the bottom third, or at the edges
45
+ when held sideways. The harness's mobile rules put primary actions in the bottom 30–40% and call
46
+ top-centre the worst place for a control pressed every session.
47
+ 4. **Tap targets.** 44 by 44 points of hit area; seven of the 28 phone fixes in one batch of 45
48
+ reviewed games were targets (skill `funpixel-mobile-ui`, `references/phone-check.md`).
49
+ 5. **Chrome during play.** Banners, stacked HUD rows, a tip still up after the first move.
50
+ 6. **Safe areas.** The HUD under the status bar is the harness reviewer's most common real defect.
51
+ 7. **Orientation and window fit.** Twelve of those 28 fixes were portrait fit, orientation or
52
+ scale: a landscape world in a sliver of a portrait screen. The captures use fixed sizes, so a
53
+ game can ship a wide, short desktop window that is black and mostly empty with its content
54
+ bunched in a corner (the owner found one at about 1700x800); `look --fit` sweeps the windows
55
+ people give a game. Its content is anything not the ground colour, so a busy backdrop counts:
56
+ it catches empty windows, bars and corners, not a small board on a painted sea (that is item 2).
57
+ 8. **Readability at arm's length.** What a phone shows at its size and brightness.
58
+ 9. **First touch.** Where to touch and what a touch does, from the first screen; the blind round is
59
+ the witness.
60
+
61
+ **Key parity** (research 01, B12): a declared key that no touch route reaches, neither a control nor a
62
+ gesture, is a finding, high when the game declares the phone its primary platform and medium
63
+ otherwise. The parity probe counts only controls that name a key, so it lists the arrows of a swipe
64
+ game as unreached; the seat decides whether the play area's gesture covers them and says which. A
65
+ gesture with no key is never a finding.
66
+
67
+ ## Declaring the platform
68
+
69
+ `"platform": "phone"` in `funpixel.json` metadata says the phone is primary: the seat then ranks an unreachable key high. `"both"` is the
70
+ same seat without that; `"desktop"` says there is no phone target, and the seat is not prepared.
71
+ Undeclared, a game is a phone target: Funpixel games are played on phones.
72
+
73
+ ## Severity and the score
74
+
75
+ High is desktop thinking on the core loop or a phone player blocked: play under half the screen
76
+ while chrome takes the rest, controls that repeat the play area's gesture and take the room play
77
+ needs, the primary control out of reach on every frame, a start control that does not answer in
78
+ Mobile Safari. Medium costs a phone player something but plays. Low is polish. Phone-native 0–10:
79
+ 9–10 made for the phone (Threes, Suika Game, Monument Valley), 7–8 native with small misses, 5–6
80
+ plays but thinks like a desktop in one area, 3–4 a squeezed desktop layout.
81
+
82
+ A finding names the platforms that showed it. The report says a finding every observed platform
83
+ showed once, plainly, and prefixes one only some showed with them, "[iOS Safari landscape] …"
84
+ (research 01, B13): there the platform is the information.
85
+
86
+ ## Where it lands
87
+
88
+ - `playtest report` ranks its findings with the other seats: a high sits beside a blind player's
89
+ high defect (a phone player meets it first), above the panel's fixes; the report has an "On a
90
+ phone" section and a phone-native row against the last playtest.
91
+ - `mobile-qa report` does the same for a standalone run.
92
+ - The Stop hook's hand-back names an open high finding once per answer. It is advisory: the seat's
93
+ findings are yours to pick, edit or ignore. The harness's own MobileReview forces a corrective
94
+ turn on a high; the GDK does not.
95
+
96
+ ## Calibration (29 Sep 2026)
97
+
98
+ An ice puzzle's round 3 (read-only copy) and Drift, a scratch swipe puzzle made phone-first for this (swipe
99
+ anywhere, board 75% of the screen, one undo button bottom-left, pause top-right), each through one
100
+ seat, real Mobile Safari in both orientations:
101
+
102
+ | Game | Seat | Phone-native | High findings |
103
+ |---|---|---|---|
104
+ | Ice puzzle R3 | Opus-class | 5 | controls (four arrows repeat the swipe), play-share (board ~48%) |
105
+ | Ice puzzle R3 | Opus-class, second run | 6 | controls (arrows repeat the swipe; board ~37% of the screen) |
106
+ | Ice puzzle R3 | Sonnet-class | 4 | controls, play-share (board ~40%) |
107
+ | Ice puzzle R3 | Opus-class, with the window sweep | 6 | controls (arrows repeat the swipe; board ~44%) |
108
+ | Drift | Opus-class | 8 | none (landscape board small: medium) |
109
+ | Drift | Sonnet-class | 7 | none |
110
+ | Basket game R3 | Opus-class, with the window sweep | 6 | none; medium: left/right/Drop buttons beside a drag the basket takes, the basket ~35% of the Mobile Safari page, landscape a squeezed sidebar |
111
+
112
+ The first-paint times of the window sweep ran 2.5–7.7 s for the ice puzzle on a machine at load 50–60: read
113
+ them against runs made the same way, as the profile's numbers.
114
+
115
+ The funtools scaffold is gesture-first since one game's phone round: a swipe on the play steps,
116
+ a tap or swipe up hops, and its on-screen buttons are a setting, off by default.
117
+
118
+ ## Sources
119
+
120
+ - The harness's mobile reviewer: `mobile_review.txt` (severity discipline, plan as intent),
121
+ `quirks_mobile.txt` (thumb zones, targets, safe areas), `sections/base/mobile.txt`.
122
+ - Skill `funpixel-mobile-ui`, `references/phone-check.md`: the 28 phone fixes and the four looks.
123
+ - The ice puzzle's round 3 and the owner's look at it on an iPhone simulator.
@@ -0,0 +1,161 @@
1
+ # A great playtest, and why it works
2
+
3
+ A playtest is the mirror held up between creator rounds: free measurements, three blind critics and
4
+ a blind phone player look at the same build, and a short ranked list says what stands between this
5
+ round and the next. It applies nothing. This page is what one game's lane learned running that
6
+ loop on a survival-horror chapter in Three.js (29 Sep 2026): what made the evidence trustworthy,
7
+ what misled once, and what the person read. Take what fits your game.
8
+
9
+ That game, round by round, same panel words and bar:
10
+
11
+ | Round | Overall | Look and feel | What happened |
12
+ |---|---|---|---|
13
+ | v1 | 6.25 | 7.15 | first full playtest; past the gate, under the 7.3 aim |
14
+ | v2, first try | 4.9 | — | every capture sat at the opening shot; the seats said "no walker in any capture" |
15
+ | v2, fixed | 6.55 | 7.62 | same build with the capture views working; look past 7.0 by 0.62 |
16
+
17
+ ## The loop, and why each part is its own
18
+
19
+ `npx @funpixel/tools playtest` builds, verifies, captures every declared view at both sizes (a
20
+ moment view as a strip of frames), audits the phone screens, samples the HUD in play (`look --hud`),
21
+ reads the actors against their ground (`look --read`), reads what a 3D game's heroes are made of
22
+ (`look --3d`: code primitives read as stand-ins unless the style is declared), profiles, runs `sim` and
23
+ `feel` when their scripts exist, and writes one prompt file per seat. Each prompt opens with the numbers as facts F1,
24
+ F2… so a seat reads the instruments before the pictures.
25
+
26
+ Then every seat runs as a fresh agent handed only its prompt file: the three critics (veteran player,
27
+ UX designer, skeptic) in parallel, and the blind player at phone size with `player.md`. A seat that
28
+ sees the code or another seat's answer drifts toward them, and one told why a frame looks as it
29
+ does scores it kinder (0.2 in the calibration): the separation is the instrument. `npx @funpixel/tools playtest report` then ranks
30
+ 3 to 4 next steps, each with a quote, a frame and a number, beside the last round.
31
+
32
+ | Part | Sees | Why it is separate |
33
+ |---|---|---|
34
+ | free measures | the build | numbers nobody argues with: HUD cover, text size, contrast, ΔE, frame time, verb timings |
35
+ | three critic seats | premise, frames, facts | three personas notice different things; each re-reads the phone captures (no mobile seat) |
36
+ | blind phone player | premise, the screen, touch | the only seat that plays: it finds what stills cannot (one game: the camera entering walls, a tell too short to see on a muted phone, a tap that cut nothing and showed nothing) |
37
+ | report | all of the above | ranks what blocks a new player first, then what several seats asked for, weighted by where the game trails its genre hit most, so one loud seat does not set the agenda |
38
+
39
+ ## The loop, round after round (the default)
40
+
41
+ That game's v1 → v4 pages were worth reading because the instrument stayed the same; `playtest`
42
+ runs that loop by default, and a round can run less.
43
+
44
+ - **One route, one camera.** The first blind round's steps become the saved route; later playtests
45
+ replay it (same steps, viewport, seed) and shoot the plan's timed moments beside its targets.
46
+ - **Per moment, per rule**: art and creative per moment, UI and UX where the plan drew the screen,
47
+ each AD line held, partly or broken; a staged frame play never reached is flagged.
48
+ - **Round history** (`.funtools/playtest/history.json`), every round in one table, each drop marked
49
+ and listed: HN v4 fell on every axis (readability −0.85), which is why its next fix was right.
50
+ - **Last round's blockers first**, judged fixed, still there or changed by the ledger seat; one
51
+ still there ranks up. No evidence is never "fixed".
52
+ - **Do not regress.** Up to eight things the panel named as working ride every brief; one the
53
+ ledger seat finds lost leads the steps and fails the report.
54
+
55
+ ## Look at the captures before you trust a score
56
+
57
+ Its first v2 round scored 4.9, and the seats were right about what they were shown. When the
58
+ game was split into modules, the capture hooks reached the game through a loose cast; the replay
59
+ cursor and the intro timer had moved, the cast hid it, and every view's fast-forward silently left
60
+ the game at t = 0 behind the opening shot. Twenty frames of the title card's camera, scored as a
61
+ survival-horror fight. Typed against the real game, with an error logged when a view misses its
62
+ beat, the same build scored 6.55 / 7.62.
63
+
64
+ What guards against it:
65
+
66
+ - **Open a few frames first.** Does each named view show its beat: the walker in `firstWalker`, the
67
+ bead on the door in `seam`? A minute of looking saves a round of seats scoring the wrong game.
68
+ - **Type the hooks against the real game.** A view's `enter()` that reaches internals through `as
69
+ any` compiles after a refactor and does nothing. With the real type, the move breaks the build.
70
+ - **Let a view say when it misses.** After fast-forwarding, check the thing the view exists to show
71
+ and `console.error` when it is not there. `capture` reports what the page logged while a view
72
+ was entered, and `playtest` opens its report with "Look at the captures first" when views logged
73
+ errors or when several declared views are the same picture.
74
+
75
+ ```ts
76
+ import type { Game } from './game'; // the real type, so a moved field breaks the build
77
+ export function views(game: Game) {
78
+ return {
79
+ firstWalker: {
80
+ enter() {
81
+ game.replay.seek('first-walker'); // the recorded run, to its mark
82
+ if (!game.threats.some((t) => t.inView)) console.error('view firstWalker missed its beat: no walker in view');
83
+ },
84
+ },
85
+ };
86
+ }
87
+ ```
88
+
89
+ ## Measure the right things
90
+
91
+ - **Name the actors so the instruments find them.** `look --read` measures the player and the
92
+ threats against the ground around them. Name each actor's root node `player-…` or `threat-…`
93
+ (or set `userData.role`); once a scene tags a role, only tagged nodes play it. Without tags it
94
+ falls back to the usual words, which in that game took a prop, `hazard_barrier`, as a threat, and
95
+ the seats read "threat ΔE 0.7, weakest hazard_barrier at ΔE 0.5". Read the line `look --read` prints per role (how it found the
96
+ role, the nodes it took) before reading its number.
97
+ - **Wire `feel` early.** Expose `hero { x, y, grounded, unit, vx, state, invulnerable }`,
98
+ `threats [{ id, phase }]` with a tell and a strike phase, `dead` and `control` in `__FPX_STATE__`,
99
+ and write `test/feel.json` (skill `funpixel-game-feel`, references/measure.md). It read one
100
+ game's dodge back from real key presses: 1.92 m in 0.30 s against the design's 2.0 m in 0.26 s,
101
+ untouchable for 0.217 s against 0.21. Its script never reached a walker, so the tell, the death
102
+ beat and the restart stayed "not measured": a script that walks to the first threat is what
103
+ measures the fight.
104
+ - **Run `feel` twice.** The first run's long frame (a warm-up shader compile) moved the wall-clock
105
+ windows; one run's dodge hit the rail. Two runs that agree are a measurement; one is an anecdote.
106
+ - **Faded screens.** The HUD judge and the phone audit skip what a faded or hidden ancestor hides.
107
+ One game's chapter card, faded to opacity 0 but still on the page, once counted as HUD all
108
+ chapter (41% of the play); taking faded layers out of the page after their fade also keeps them
109
+ from screen readers.
110
+
111
+ ## Films that show the game
112
+
113
+ A still cannot carry a fight, so the review page leads with one filmed run: a bot on the real
114
+ controls, nothing staged. Bots that only walk the route make films with no combat: one game's
115
+ route bots never fired the driver or used the knife, so no film showed the weapons the owner asked
116
+ for. A film-only `fighter` bot style that plays the verbs a keen player would fixed it, while the
117
+ tests keep the median bot, because tests measure a typical player and a film shows what the game
118
+ is at its best. Give the blind player and the films a stable build (`vite build`, then `vite
119
+ preview` on its own port): a dev server's hot reloads read as glitches to someone playing, and a
120
+ rebuild partway through a round leaves late steps on newer code (say so when it happens).
121
+
122
+ ## What the review page carries
123
+
124
+ `playtest report` writes `report.md`: the ranked steps, this round against the last and the genre
125
+ hit, what each seat said, the measures and the cost. The page that game's owner read added what
126
+ only the creator can assemble, and each part earned its place:
127
+
128
+ 1. **The score against the last round**, overall and look-and-feel, the seats' scores, each
129
+ axis as a bar with the last round beside it and the 7.3 aim marked, and the gate lines (6.0 overall,
130
+ 7.0 look) with pass or not yet. The person sees where the work moved the needle and where it did not.
131
+ 2. **A broken round, explained.** The 4.9 round stayed on the page with its cause and its fix;
132
+ a number that vanished would make every other number suspect.
133
+ 3. **What changed since the last round**, one line each, so the steps can be read against the work.
134
+ 4. **One filmed run**, 60 to 90 s of real play with the fight in it, and a few captioned stills
135
+ from it (the counter, the prompt lit, contact, the quiet after).
136
+ 5. **Screens**: the opening, a death with its cause, the chapter's end, the phone layout.
137
+ 6. **The HUD audit frames** (`look --hud`'s outlined frame), before and after the fix.
138
+ 7. **A measured-facts table**: instrument, what it read, verdict, with "not measured" rows kept
139
+ (a script that never reached a walker is a finding about the script, not a pass).
140
+ 8. **Target frames against the game**: each GDD target frame beside the same beat in the game,
141
+ one line each, "Close" or "Right idea", then what is missing.
142
+ 9. **A pillar audit against the GDD**: each pillar graded, what matches, what still drifts. One game
143
+ found requests made mid-build ("add guns", "make her faster") had quietly broken stated
144
+ pillars; re-reading the pillars after each request folded them back in.
145
+ 10. **The critics in their own words**: each seat's one-line quote and its overall.
146
+ 11. **The blind round**: the steps where it struggled, as frames, its verdict and the caveats.
147
+ 12. **Next, ranked**, most blocking first, each concrete ("a tell you can see: the arm builds to
148
+ white across the whole 0.7 s warning"), none needing new content where none is needed.
149
+
150
+ The kit does not build this page yet: `report.json` holds the numbers, `frames/` and
151
+ `hud-*-phone.png` the images, and the rest is the creator's. A page skeleton emitted from
152
+ `report.json` would save the assembly; it is an open idea, not a tool.
153
+
154
+ ## When the numbers disagree with your eyes
155
+
156
+ Trust neither alone. One game's threat read ΔE 0.7 on the phone, part of it measured on a prop, and
157
+ the critics independently called the walkers hard to read in the dark; the step stood on the
158
+ critics and the frames: light the dark a notch. When a
159
+ number says pass and the frames look wrong, the instrument may be measuring the wrong thing (the
160
+ prop, the faded card): read what it matched. When the frames look right and the score is low, open
161
+ them all: the seats may be scoring frames that never reached the game.
@@ -0,0 +1,105 @@
1
+ # The critic panel
2
+
3
+ **One verdict per round:** the targets (`score --target` at `accuracy_min`, default 75) and a blind
4
+ player with no high finding (`play`). **At hand-back, the panel too:** three blind critics on real
5
+ captures, phone shots included, at the bar our bar games passed (rule
6
+ R1): overall 6.0, look and feel 7.0; 7.3 the aim on a curated set. Other tools find why.
7
+ The local hook mirrors open evidence (advisory by default); a quiet hook is not acceptance.
8
+
9
+ ## Tools
10
+
11
+ - The judge is the `critic` agent in this kit, run once per persona. With the MCP,
12
+ `capture_view` shoots each declared view at a named state, held still, at a phone or desktop
13
+ size; `audit_screens` and `probe` supply measurements (text size, hit areas, overlaps, clipping,
14
+ safe area). Review what they miss, painted glyphs included.
15
+ - Locally and free: `npx @funpixel/tools capture --all` (every view, both sizes, repeatable; the Stop hook
16
+ reads its index) and `audit-screens --viewport phone`.
17
+ - Before the panel, locally and free: the `player` agent plays the build blind through
18
+ `npx @funpixel/tools play` (never the source); `look --read` measures whether the player and the
19
+ threats stand out from the ground, `look --hud` whether the HUD keeps out of play; `lessons add`
20
+ records a settled finding.
21
+ - Between creator rounds, `/fp:playtest` (`npx @funpixel/tools playtest`) runs all of this in one
22
+ pass and ranks 3 to 4 next steps, each with a quote, a frame and a number; games rose from
23
+ 6.8–7.05 to 7.4–7.6 over 3–4 rounds. The loop:
24
+ [playtest.md](playtest.md). Beside the panel, what stills cannot see: the plan
25
+ against the game ([fidelity.md](fidelity.md)), depth, story, world and
26
+ replay ([experience.md](experience.md)), and whether it is phone-native,
27
+ judged in real Mobile Safari ([mobile-qa.md](mobile-qa.md)).
28
+ - Hosted, for credits (quoted, confirm over 50): `review` runs the panel on your frames or the
29
+ draft, `play` the blind player on the draft; `playtest --hosted` uses both.
30
+
31
+ ## The checklist
32
+
33
+ 1. **After green.** A panel on a build verify has not passed spends its seats on what verify
34
+ already knows.
35
+
36
+ 1a. **Play it blind first.** The `player` agent at phone size, handed only the store description,
37
+ plays through `funtools play`, judges the `criteria` in `funpixel.json` and reports the three
38
+ worst defects with a screenshot and an exact repro each. A round with no high defect is the
39
+ usual point to move on. The Stop hook reads the latest
40
+ phone report on these files, so build before a round and keep source still during it.
41
+
42
+ 2. **Capture the matrix.** Every view in `__FPX_VIEWS__` (title, play, pause, end, and
43
+ any other; the `moment: true` view plays as a burst and keeps its payoff frame) at desktop and
44
+ at phone size in the game's orientation, after the last change to the files, plus each core
45
+ verb mid-answer (`capture --view playing --verbs <verb> --hold 60`) so the veteran seat can judge the juice table.
46
+ Run `audit-screens` at phone size too; use its measurements.
47
+
48
+ 3. **Seat the panel, blind.** Three `critic` runs in parallel in the foreground (a background
49
+ seat answers too late), one persona each: veteran
50
+ player, UX designer, skeptic ([bar.md](bar.md)). Each
51
+ sees what the calibrated panel saw: the frames by full path (a seat may not list folders), a
52
+ store description of four to six sentences (never the note's intentions), `audit-screens`'
53
+ numbers, the five AD rules and its own previous verdict. A seat told why a frame looks as it
54
+ does scores it kinder (briefed seats scored 0.2 above blind ones), so fix the frame; keep the
55
+ design note, target frame and verify summary out. A seat that sees another's scores,
56
+ the code or the builder converges on them. The bar was calibrated with Opus-class seats
57
+ (BAR.md), so a lighter model's scores sit on another scale. Target matching
58
+ is the `art-director` agent's job; its findings join the fix round unscored.
59
+
60
+ 4. **Settle the last round first.** Status per finding: `fixed`, `unchanged`
61
+ (same selector and number), `worse`, or `unseen` (name the view). A settled finding is never filed again in new words. A score moves only on an axis whose frame changed.
62
+
63
+ 5. **Compute the panel means.** Two numbers: the mean of the seats' `overall`, and the mean
64
+ of their `lookAndFeel`. Write the round to `design/review.json` (`/design/` in
65
+ `.harnessignore`).
66
+
67
+ 6. **The agreed bar.** Report both means and seat scores; the gate is a minimum, and a hit-level
68
+ slice has its own ([hit-bar.md](hit-bar.md)). Averages hide single
69
+ failures, so open player findings, a `missing` bar item and a high critic finding stay open
70
+ whatever the mean; `unseen` stays unproved.
71
+
72
+ 7. **Under the gate: a recorded fix round.** Merge the seats' findings, fix the highest-severity
73
+ ones (a `missing` release-bar item first), verify, capture the matrix again and re-run all four
74
+ seats (`compare --baseline` before, `compare` after). Record the round as the note's `## Fix round` table, one row per open finding by name
75
+ (bar key or finding id) with its next step; the Stop hook reports it as an unfinished
76
+ hand-back, and a finding it does not name stays open. A finding settled `fixed` goes to `funtools lessons add "<finding>" --fix
77
+ "<what fixed it>" --delta <mean change>`. How many rounds is yours: the bar games rose over
78
+ five to fourteen panels (BAR.md). When three rounds stop moving the means, report rather than respin: the mean, the open findings, the next round.
79
+
80
+ 8. **The declared style is the standard.** Pixel, flat, 1-bit, a two-ink print: if the design
81
+ chose it, "looks simple" is not a finding; inconsistent execution or an unfinished stand-in is.
82
+ Thumb controls over a phone scene are fine unless they hide what the player steers or are
83
+ under 44 px.
84
+
85
+ Seat prompts and the release bar: [bar.md](bar.md); the axes and output:
86
+ [rubric.md](rubric.md).
87
+
88
+ ## Worked example
89
+
90
+ Window-cleaner, verify 0.
91
+ 1. Captures: five views at both sizes; `audit-screens` flags the lives readout at 10 px.
92
+ 2. Three seats, blind: veteran 6.0 ("a pot hitting the cradle has no hit answer"), UX 5.5 (lives
93
+ at 10 px), skeptic 5.8 ("end screen is a flat colour"). Means 5.8
94
+ and 6.8 look: under the gate.
95
+ 3. Fix round 1: hits get flash, spray and 60 ms hitstop; lives to 24 px; an illustrated end screen.
96
+ 4. Round 2, the confirm round: prior findings `fixed`; mean 6.65, look 7.4: above the floor; stop.
97
+
98
+ ## Common mistakes
99
+
100
+ - Judging captures older than the files.
101
+ - A third panel on one milestone (judge, fix, confirm once, stop).
102
+ - One critic playing all three seats, or seats that see each other's scores: the panel collapses
103
+ into one opinion.
104
+ - Phone frames skipped because desktop looked fine.
105
+ - Handing back under the bar without naming the next round.
@@ -0,0 +1,67 @@
1
+ # The review rubric
2
+
3
+ Seven axes and an overall, scored 1 to 10 per surface (phone and desktop apart), one decimal
4
+ allowed: the calibrated panel's axes, so an in-loop verdict
5
+ and the milestone panel use the same fields. Revised presentation anchors require fresh
6
+ comparative calibration; historical numbers are context, not a demonstrated equivalent scale. The declared style is the standard: a flat two-colour
7
+ puzzle can earn an 8. Scores describe what is visible in a frame; frame rate is never part of one.
8
+
9
+ | Score | Means |
10
+ |---|---|
11
+ | 5 | substantial visible gaps |
12
+ | 6 | mostly coherent with noticeable gaps |
13
+ | 7 | coherent and readable with minor gaps |
14
+ | 8 | strong execution of the declared style |
15
+ | 9–10 | exceptional execution in the supplied evidence |
16
+
17
+ | Axis | The question |
18
+ |---|---|
19
+ | `lookAndFeel` | One world from title to end card? Art direction, coherence, coherent assets, readable state changes |
20
+ | `readability` | Can you read the state of play at a glance: you, the threats, what just happened? |
21
+ | `intuitiveness` | Would a new player know what to do and why? |
22
+ | `juice` | Do impacts, feedback and payoffs land? |
23
+ | `fun` | Does the loop offer decisions, as far as the frames show it? |
24
+ | `mobile` | Not its own rubric: the seat's overall on the phone shots, the same axes re-read for a hand (thumbs, safe areas, text at arm's length, the orientation it is held in). Touch controls are never clutter for being there |
25
+ | `hud` | HUD and UI placement, clutter, overlaps, one system |
26
+ | `overall` | The critic's own verdict, not an average |
27
+
28
+ The gate (BAR.md, R1): the seats' `overall` mean at least 6.0 and their `lookAndFeel` mean at
29
+ least 7.0 on standard captures. 7.3 overall is the aim, on a curated capture set: our bar games sit
30
+ at 6.05–6.60 overall and 7.28–7.42 look-and-feel on standard captures.
31
+
32
+ Scores do not predict enjoyment, store readiness or commercial success. Use blind play for
33
+ controls and timing, and actual player evidence for engagement.
34
+
35
+ **Severity.** `high`: the game cannot be played or presented from this frame (text that does not
36
+ read as words, a control that cannot be reached, a screen that never changes). `medium`: degraded
37
+ but playable. `low`: polish. Measure before filing a `high`: a bounding box or a contrast ratio,
38
+ at a stated viewport.
39
+
40
+ **Before a verdict is final**, write down what would prove it wrong ("is the heart really 18 px,
41
+ or was that the desktop frame?") and check each against the frames and measurements. Revise and
42
+ say so.
43
+
44
+ ## Output
45
+
46
+ ```json
47
+ {
48
+ "surface": "phone 390x844",
49
+ "persona": "UX designer",
50
+ "prior": [
51
+ { "id": "P1", "status": "fixed", "note": "hearts 28px, ink on bone" }
52
+ ],
53
+ "findings": [
54
+ { "id": "P3", "severity": "medium", "view": "playing", "where": ".hud-score",
55
+ "issue": "score digits 12px at 390 wide", "change": "clamp(18px, 5vmin, 28px)" }
56
+ ],
57
+ "scores": { "lookAndFeel": 7.3, "readability": 6.8, "intuitiveness": 6.5, "juice": 5.8, "fun": 6.2,
58
+ "mobile": 6.5, "hud": 6, "overall": 6.4 },
59
+ "bar": { "art_direction": "met", "consistency": "met", "motion": "met",
60
+ "juice": "missing", "fun": "met", "screens": "met", "hud": "met", "sound": "unseen", "input": "met" }
61
+ }
62
+ ```
63
+ The panel means are the mean of the seats' `overall` and of their `lookAndFeel`
64
+ ([bar.md](bar.md)). Ids continue across rounds so the next review can
65
+ settle them. Return both surfaces with every score, `findings` (even when empty), and at least
66
+ `art_direction`, `consistency`, `motion`, `juice`, `screens` in `bar`. Carry unresolved high findings
67
+ in `findings` as well as `prior`; passing means do not cancel missing bar items or high findings.
@@ -0,0 +1,49 @@
1
+ # Named test scenes
2
+
3
+ `window.__FPX_VIEWS__` is the game's library of repeatable scenes. Add one whenever a state is
4
+ slow to reach by hand — `boss-arrival`, `late-swarm`, `last-life`, the busiest moment of the
5
+ third wave — each entered through the game's own rules and a fixed seed, so every capture,
6
+ measurement and repair of that state starts from the same place.
7
+
8
+ ```js
9
+ window.__FPX_VIEWS__ = {
10
+ playing: { motion: true, enter() { startRun({ seed: 7 }); } },
11
+ 'late-swarm': { enter() { startRun({ seed: 7 }); skipToWave(9); } },
12
+ 'boss-arrival': { moment: true, enter() { startRun({ seed: 7 }); spawnBoss(); } },
13
+ };
14
+ ```
15
+
16
+ Expose the counters that say what a scene holds in `__FPX_STATE__` (enemies alive, particles,
17
+ pooled objects, the wave, the frame budget in use). They turn "it felt heavy" into a number the
18
+ next change can be compared against on the same scene (skill `funpixel-game-spine`, performance).
19
+
20
+ An `enter()` that does nothing is worse than no entry: the checker believes it. A staged view
21
+ shows a state real play reaches, with numbers that agree: an end view gets there through a short
22
+ seeded run, so its card reads that run, and `playing` and `paused` sit over a live board. Our
23
+ generated games' staged cards read "0:00 · 0", "Score 0" over a full basket and a typed-in "1234",
24
+ and every blind critic cited them first. Leave a screen you cannot reach directly undeclared.
25
+
26
+ ## Repeatable frames
27
+
28
+ `funtools capture` (with `--all`, and `score --target`, `compare --target`) holds the page's clock
29
+ from before your first line and moves it in fixed 1/60 s frames from one seed, so two captures of a
30
+ view are the same frame and a round's before and after differ only by what the round changed. It
31
+ needs no code; what keeps your game repeatable under it:
32
+
33
+ - Seed every round from `window.__FPX_SEED__` (the starters' `rules.ts`); `--seed 7` plays another.
34
+ - Run the loop on `requestAnimationFrame` or timers and read time from `performance.now()` or the
35
+ frame's timestamp. `AudioContext.currentTime`, a Worker or `new Date()` run free.
36
+ - Let `enter()` reset what it shows: a fresh round, and the camera CUT to a named shot, never left
37
+ blending from the last one. Report the shot in `window.__FPX_CAMERA__()` as `{ shot }` (the 3D
38
+ starter's `shots.ts`).
39
+
40
+ Each shot says how it was framed: "repeatable: held clock, seed 1, … camera "play"", or
41
+ "free-running" with why (`--free-running` asks for the wall clock). `compare` names a pair that
42
+ was not framed alike as not comparable; read only a pair framed alike as before and after.
43
+
44
+ What a scene proves is limited: it reproduces a state; it says nothing about whether a player can
45
+ reach it. Acceptance is a separate journey from the visible start through the real controls:
46
+ `npx @funpixel/tools verify --front-door` presses the real start control, `funtools play`
47
+ gives a blind player only the screen, and `funtools journey` keeps a path as a script that replays
48
+ on the same seed and compares run to run ([journeys.md](journeys.md)). A staged victory is a test
49
+ fixture, never evidence of a winnable game.
@@ -0,0 +1,60 @@
1
+ # Proving a Unity build plays
2
+
3
+ This skill is the order of checks that shows a build boots, plays to a win and a loss, and logs no exception. The failure it prevents is trusting what a capture shows: one game's tour log held 321 exceptions while every screenshot looked fine, and another's first TestFlight build drew every moving platform frozen after the first level, behind 1,118 green tests. A check sees only the path it runs, so these steps run the paths players take.
4
+
5
+ ## Tools
6
+
7
+ Not shipped by the kit: the Unity starter, its one `check` command (exit codes 0 pass, 1 fail, 2 not observed, 3 error), the checks below and the studio scripts they were learned with (`unity_check.py`, `unity_sim.sh`, `smoke_sim.sh`, `pcplay.py`, `testflight.sh`'s pre-flight, per-game smoke, remote-play and perf scripts) are proposed. Until the starter ships, run each step with what exists:
8
+
9
+ - Compile and test: `dotnet build` and `dotnet test` on the engine-free core (its `CoreTests~` project; Unity ships a `dotnet` under `Contents/Resources/Scripting/DotNetSdk/`), and Unity's test runner for the rest: `funtools unity run -- -nographics -runTests -testPlatform EditMode -testResults results.xml` (the machine-wide queue: one run per project across agents; never with `-quit`: the test runner exits by itself). Play Mode tests run the same way with `-testPlatform PlayMode`; one game's `unity/build.sh test` runs Edit Mode then Play Mode and reads the NUnit XML, the only project that does.
10
+ - Build for the Simulator with the game's own build method: `funtools unity run -- -nographics -buildTarget iOS -executeMethod Setup.BuildSimulatorDev` (a development build: its dev flags and test ads work; keep a stripped release Simulator build beside it), then `xcodebuild -project Unity-iPhone.xcodeproj -scheme Unity-iPhone -sdk iphonesimulator build`; install and launch on a Simulator of your own (`udid=$(funtools sim lease)`) with `xcrun simctl install $udid <app>` and `xcrun simctl launch --console-pty $udid <bundle id> -smoke`, never `booted` (it may be another agent's), and `funtools sim release $udid` at the end. About 5–10 minutes a round.
11
+ - A smoke run: a dev-only launch flag in your game that plays from the title to an ending and writes `smoke.txt` to the app's Documents; read it with `xcrun simctl get_app_container $udid <bundle id> data`.
12
+ - Dev flags: launch arguments for dev builds that jump to a state or start a bot (the games used `-autoplay -startlevel N`, `-seed 7 -autoplay`, and a tour flag that writes every menu to PNG), read natively (Mono never sees `simctl launch` arguments) behind the game's own dev gate, with telemetry muted while a flag is on.
13
+ - Hand play from a script: `npx @funpixel/tools unity play start`, then `play tap`, `drag`, `key`, `pad`, `state`, `ui`, `shot`, `record` and `end` (the kit's `com.funpixel.probe`, lifted from one game's remote play: real Input System device state, in the game's own upright coordinates). `unity probe --path path.json` plays a scripted path and measures it; `unity capture --all` shoots every registered view (funpixel-unity-game, `references/probe.md`).
14
+ - Screens: `funtools sim shot $udid --out shot.png`, upright in the game's orientation; `funtools sim tap $udid x y` presses a point of that picture.
15
+
16
+ ## Checks
17
+
18
+ | Check | Passes when | Status |
19
+ |---|---|---|
20
+ | `compile_fast` | 0 errors | proposed (a studio script, not in the kit) |
21
+ | `core_tests` | 0 failures, count at or above baseline, csproj tracked in git | partial |
22
+ | `flag_free_launch` | 0 exceptions in 40–60 s with no dev flags | proposed |
23
+ | `smoke_to_ending` | ending reached, 0 errors, average 58 fps or more excluding capture frames | partial |
24
+ | `entry_path` | view state equals sim (rules) state in a level entered as the second or later | proposed |
25
+ | `console_exceptions` | 0 in the player log of any tour or autoplay | partial; tours not covered |
26
+ | `audio_runtime` | 1 AudioListener, 48 kHz, music playing within 3 s | partial |
27
+ | `frame_budget` | first entry under 34 ms, none over 20 ms after warm-up, p99 at most 17.5 ms | `funtools unity probe` (no phone measured yet) |
28
+ | `invisible_work` | 0 world cameras behind full-screen menus, 1 pass in play | proposed |
29
+ | `look_leak` | `RenderSettings` and shared materials identical before and after each level and warm-up | proposed |
30
+
31
+ ## Procedure
32
+
33
+ 1. Compile (`dotnet build` on the core, or a batch-mode Unity build). Read the full output: `| tail` hid a failing compile and a commit went through.
34
+ 2. Run the core tests: in the game's `CoreTests~` folder, run `dotnet test` (the SDK inside the Unity app, `Contents/Resources/Scripting/DotNetSdk/dotnet`, if none is on the PATH). Compare the count with the baseline.
35
+ 3. Build a stripped Simulator build onto your own Simulator, with your own port and scratch folder. One agent's install on a shared Simulator killed another's remote-play session.
36
+ 4. Launch once with no dev flags for 60 s and count exceptions. Dev flags mute telemetry, so a flagged launch skips code a player runs.
37
+ 5. Run the smoke to an ending and to a loss, and assert the ending itself.
38
+ 6. Enter at least one level through Next, Continue or Restart. Audits that start every level fresh at boot miss state the previous level left behind.
39
+ 7. Run the tour and require every registered screen. Fail the tour, and any autoplay, on one exception in the player log. `Debug.Log` on iOS goes to stdout, so launch with `--console-pty`.
40
+ 8. Run `audio_runtime`. Simulator captures carry no audio.
41
+ 9. Run the remaining Runtime checks in the table; funpixel-unity-game has the detail.
42
+ 10. End every fix loop by playing: `unity play` or a `unity probe --path` script, with a measured outcome such as kicks connected or falls per hop. This is the owner's direction, "verify it yourself by playing". Thresholds for those outcomes are not in the report.
43
+ 11. Run each new regression test against the parent commit and confirm it fails there.
44
+ 12. Before upload, run the archive pre-flight (funpixel-store says what it checks; the script is proposed).
45
+
46
+ A person still checks feel on a real phone and audio by ear.
47
+
48
+ ## Worked example
49
+
50
+ A three.js port with 26 levels. Build 1 went to TestFlight behind 1,118 green tests, and every level after the first of a session drew its movers frozen: a warm-up had left the views bound to a throwaway sim. Every audit had started levels fresh at boot, so none saw it. Once fixed, the audit's frozen category went from 219 to 0. A production gate (fresh install, every level through real flows, 7 kill-and-relaunch cycles, every setting persisted) found 4 more bugs behind 1,377 green tests. Hand play through the game's remote-play server found what bots had passed: fans that looked walkable, the smallest hero drawn as a speck, and threats under the buttons.
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+
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+ ## Common mistakes
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+
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+ - Launching with dev flags every time. One game's dev flags muted telemetry, so a Firebase crash path first ran when the owner launched normally.
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+ - A smoke that asserts only "no errors". One game's bot failed to beat the boss for 11 minutes, then stood holding USE; the run now uses a god-mode flag, `DebugBossHit` and a walk-to-lever script.
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+ - Reading screenshots and skipping the log. In one game a NullReferenceException in `Hud.Pad` hung a demo match silently.
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+ - Trusting benches for boot. A static cache declared after the colours it used threw a TypeInitializationException and no build booted for about 7 h; which game is not in the report.
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+ - Hand-written `.csproj` files left ignored by git. One game's tests could not run from a fresh clone.
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+ - A regression test that passes on the old code, as one game's cheat test did.
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+ - Shipping without the audio check. All four first games reached TestFlight silent, because a camera made in code has no AudioListener (`funtools doctor` warns before the build).