@funpixel/tools 0.1.0 → 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/bench/handlers/bake_emissive.py +2 -2
- package/bench/handlers/decimate.py +2 -2
- package/bench/handlers/fracture.py +1 -1
- package/bench/handlers/normalize_transform.py +3 -3
- package/bench/handlers/render_views.py +2 -2
- package/bench/handlers/views.py +6 -6
- package/dist/cli.js +8 -9
- package/dist/commands/feedback.js +5 -5
- package/dist/commands/init.js +1 -1
- package/dist/direct/read.js +1 -1
- package/dist/doctor/unity-checks.js +5 -5
- package/dist/doctor/unity-history.js +17 -33
- package/dist/feedback/ab.js +0 -40
- package/dist/gen/unity.js +3 -3
- package/dist/mcp/server.js +2 -1
- package/dist/pipeline/pipeline.js +6 -6
- package/dist/playtest/moments.js +1 -1
- package/dist/playtest/report.js +1 -1
- package/dist/production/mirror.js +2 -2
- package/dist/sim/curve.js +3 -3
- package/dist/spec/scaffold.js +1 -1
- package/dist/studio/pitch.js +1 -1
- package/dist/unity/probe/install.js +1 -1
- package/dist/vendor/verify/src/page/actors.js +2 -2
- package/dist/vendor/verify/src/page/capture_view.js +2 -2
- package/dist/vendor/verify/src/page/dressing.js +1 -1
- package/dist/vendor/verify/src/page/frame_honesty.js +1 -1
- package/dist/vendor/verify/src/page/front_door.js +2 -2
- package/dist/vendor/verify/src/page/grounding.js +3 -3
- package/dist/vendor/verify/src/page/hud.js +3 -3
- package/dist/vendor/verify/src/page/layout.js +5 -5
- package/dist/vendor/verify/src/page/life_anim.js +6 -6
- package/dist/vendor/verify/src/page/mechanic_check.js +1 -1
- package/dist/vendor/verify/src/page/phone_check.js +2 -2
- package/dist/vendor/verify/src/page/recorder.js +2 -2
- package/dist/vendor/verify/src/page/surfaces.js +2 -2
- package/dist/vendor/verify/src/page/world_actors.js +3 -3
- package/package.json +2 -2
- package/plugins/README.md +16 -0
- package/plugins/claude/README.md +2 -3
- package/plugins/claude/agents/art-director.md +2 -2
- package/plugins/claude/commands/playtest.md +2 -2
- package/plugins/claude/hooks/brief.md +1 -1
- package/plugins/claude/hooks/guidance.json +1 -1
- package/plugins/claude/hooks/vendor/pipeline/pipeline.mjs +6 -6
- package/plugins/claude/hooks/vendor/studio/pitch.mjs +1 -1
- package/plugins/claude/skills/3d/references/bake-off.md +3 -3
- package/plugins/claude/skills/3d/references/characters.md +1 -1
- package/plugins/claude/skills/3d/references/hero-route.md +5 -5
- package/plugins/claude/skills/3d/references/level-spec.md +1 -1
- package/plugins/claude/skills/3d/references/levels.md +3 -3
- package/plugins/claude/skills/3d/references/light-and-places.md +3 -3
- package/plugins/claude/skills/3d/references/painted-target.md +7 -7
- package/plugins/claude/skills/3d/references/three-loading.md +4 -4
- package/plugins/claude/skills/3d/references/unity.md +13 -13
- package/plugins/claude/skills/art/references/animation.md +1 -1
- package/plugins/claude/skills/art/references/cast.md +3 -3
- package/plugins/claude/skills/art/references/effects.md +2 -2
- package/plugins/claude/skills/art/references/frames.md +6 -6
- package/plugins/claude/skills/art/references/judging-frames.md +8 -8
- package/plugins/claude/skills/art/references/look.md +4 -4
- package/plugins/claude/skills/art/references/pipeline.md +2 -2
- package/plugins/claude/skills/art/references/prompts.md +4 -4
- package/plugins/claude/skills/art/references/ui.md +15 -15
- package/plugins/claude/skills/art/references/unity.md +14 -14
- package/plugins/claude/skills/audio/references/adaptive-music.md +4 -4
- package/plugins/claude/skills/audio/references/engine.md +2 -2
- package/plugins/claude/skills/audio/references/measure.md +1 -1
- package/plugins/claude/skills/audio/references/unity.md +20 -19
- package/plugins/claude/skills/game-feel/SKILL.md +4 -4
- package/plugins/claude/skills/game-feel/references/contact.md +6 -6
- package/plugins/claude/skills/game-feel/references/unity.md +18 -23
- package/plugins/claude/skills/game-logic/SKILL.md +3 -3
- package/plugins/claude/skills/game-logic/references/balance.md +2 -2
- package/plugins/claude/skills/game-logic/references/depth.md +2 -2
- package/plugins/claude/skills/game-logic/references/escalation.md +5 -5
- package/plugins/claude/skills/game-logic/references/probes.md +10 -10
- package/plugins/claude/skills/game-logic/references/unity.md +28 -28
- package/plugins/claude/skills/game-spine/SKILL.md +1 -1
- package/plugins/claude/skills/game-spine/references/performance.md +2 -2
- package/plugins/claude/skills/game-spine/references/replay.md +11 -11
- package/plugins/claude/skills/game-spine/references/room-api.md +1 -1
- package/plugins/claude/skills/game-spine/references/sdk.md +1 -1
- package/plugins/claude/skills/gdd/SKILL.md +2 -2
- package/plugins/claude/skills/gdd/references/as-built.md +2 -2
- package/plugins/claude/skills/gdd/references/design-measures.md +2 -2
- package/plugins/claude/skills/gdd/references/design-note.md +1 -1
- package/plugins/claude/skills/gdd/references/first-look.md +1 -1
- package/plugins/claude/skills/gdd/references/floors.md +2 -2
- package/plugins/claude/skills/gdd/references/gameplay-contract.md +1 -1
- package/plugins/claude/skills/gdd/references/genre-puzzle.md +4 -4
- package/plugins/claude/skills/gdd/references/genre-racing.md +2 -2
- package/plugins/claude/skills/gdd/references/genre-rpg.md +2 -2
- package/plugins/claude/skills/gdd/references/genre-shooter.md +2 -2
- package/plugins/claude/skills/gdd/references/genre-survival.md +2 -2
- package/plugins/claude/skills/gdd/references/invent-first.md +3 -3
- package/plugins/claude/skills/gdd/references/level-and-fun.md +11 -11
- package/plugins/claude/skills/gdd/references/pages.md +2 -5
- package/plugins/claude/skills/gdd/references/plan-at-size.md +5 -5
- package/plugins/claude/skills/gdd/references/production-tiers.md +11 -11
- package/plugins/claude/skills/gdd/references/sections.md +7 -7
- package/plugins/claude/skills/gdd/references/spec-folder.md +3 -3
- package/plugins/claude/skills/gdd/references/the-path.md +3 -4
- package/plugins/claude/skills/gdd/references/world-and-identity.md +4 -4
- package/plugins/claude/skills/gdd/references/worth.md +4 -4
- package/plugins/claude/skills/mobile-ui/SKILL.md +3 -3
- package/plugins/claude/skills/mobile-ui/references/hud-and-title.md +3 -3
- package/plugins/claude/skills/mobile-ui/references/phone-check.md +1 -1
- package/plugins/claude/skills/mobile-ui/references/recipes.md +1 -1
- package/plugins/claude/skills/mobile-ui/references/restyle-ui.md +11 -11
- package/plugins/claude/skills/mobile-ui/references/unity.md +23 -23
- package/plugins/claude/skills/publishing/references/compose.md +1 -1
- package/plugins/claude/skills/publishing/references/server-build.md +1 -1
- package/plugins/claude/skills/store/SKILL.md +3 -3
- package/plugins/claude/skills/store/references/app-store.md +1 -1
- package/plugins/claude/skills/store/references/google-play.md +2 -2
- package/plugins/claude/skills/store/references/ios-release.md +19 -20
- package/plugins/claude/skills/store/references/money.md +2 -2
- package/plugins/claude/skills/store/references/purchases-and-review.md +18 -18
- package/plugins/claude/skills/store/references/readiness-page.md +1 -1
- package/plugins/claude/skills/store/references/readiness.md +3 -3
- package/plugins/claude/skills/store/references/unity-store.md +9 -12
- package/plugins/claude/skills/unity-game/SKILL.md +28 -35
- package/plugins/claude/skills/unity-game/references/agent-ops.md +9 -9
- package/plugins/claude/skills/unity-game/references/fixes.md +21 -21
- package/plugins/claude/skills/unity-game/references/from-a-web-game.md +17 -17
- package/plugins/claude/skills/unity-game/references/handing-off.md +4 -4
- package/plugins/claude/skills/unity-game/references/performance.md +10 -14
- package/plugins/claude/skills/unity-game/references/probe.md +4 -4
- package/plugins/claude/skills/unity-game/references/shared-mac.md +1 -1
- package/plugins/claude/skills/unity-game/references/traps.md +13 -14
- package/plugins/claude/skills/verifying/references/bar.md +1 -1
- package/plugins/claude/skills/verifying/references/fidelity.md +11 -11
- package/plugins/claude/skills/verifying/references/mobile-qa.md +10 -10
- package/plugins/claude/skills/verifying/references/playtest.md +14 -14
- package/plugins/claude/skills/verifying/references/unity.md +11 -11
- package/plugins/claude/skills/world-and-story/SKILL.md +1 -1
- package/plugins/claude/skills/world-and-story/references/atmosphere.md +4 -4
- package/plugins/claude/skills/world-and-story/references/living-world.md +2 -2
- package/plugins/claude/skills/world-and-story/references/opening-and-chapters.md +1 -1
- package/plugins/claude/skills/world-and-story/references/story-at-size.md +2 -2
- package/plugins/claude/skills/world-and-story/references/voice.md +1 -1
- package/plugins/codex/AGENTS.md +1 -1
- package/plugins/codex/README.md +1 -1
- package/plugins/codex/hooks/brief.md +1 -1
- package/plugins/codex/hooks/guidance.json +1 -1
- package/plugins/codex/hooks/host.md +1 -1
- package/plugins/codex/hooks/vendor/pipeline/pipeline.mjs +6 -6
- package/plugins/codex/hooks/vendor/studio/pitch.mjs +1 -1
- package/plugins/codex/skills/fp-art-director/SKILL.md +2 -2
- package/plugins/codex/skills/fp-art-director/references/codex.md +1 -1
- package/plugins/codex/skills/fp-audio-director/references/codex.md +1 -1
- package/plugins/codex/skills/fp-critic/references/codex.md +1 -1
- package/plugins/codex/skills/fp-lane/references/codex.md +1 -1
- package/plugins/codex/skills/fp-level-designer/references/codex.md +1 -1
- package/plugins/codex/skills/fp-mobile-qa-seat/references/codex.md +1 -1
- package/plugins/codex/skills/fp-player/references/codex.md +1 -1
- package/plugins/codex/skills/fp-playtest/SKILL.md +2 -2
- package/plugins/codex/skills/fp-qa-lead/references/codex.md +1 -1
- package/plugins/codex/skills/fp-studio/SKILL.md +1 -1
- package/plugins/codex/skills/funpixel-3d/references/bake-off.md +3 -3
- package/plugins/codex/skills/funpixel-3d/references/characters.md +1 -1
- package/plugins/codex/skills/funpixel-3d/references/hero-route.md +5 -5
- package/plugins/codex/skills/funpixel-3d/references/level-spec.md +1 -1
- package/plugins/codex/skills/funpixel-3d/references/levels.md +3 -3
- package/plugins/codex/skills/funpixel-3d/references/light-and-places.md +3 -3
- package/plugins/codex/skills/funpixel-3d/references/painted-target.md +7 -7
- package/plugins/codex/skills/funpixel-3d/references/three-loading.md +4 -4
- package/plugins/codex/skills/funpixel-3d/references/unity.md +13 -13
- package/plugins/codex/skills/funpixel-art/references/animation.md +1 -1
- package/plugins/codex/skills/funpixel-art/references/cast.md +3 -3
- package/plugins/codex/skills/funpixel-art/references/effects.md +2 -2
- package/plugins/codex/skills/funpixel-art/references/frames.md +6 -6
- package/plugins/codex/skills/funpixel-art/references/judging-frames.md +8 -8
- package/plugins/codex/skills/funpixel-art/references/look.md +4 -4
- package/plugins/codex/skills/funpixel-art/references/pipeline.md +2 -2
- package/plugins/codex/skills/funpixel-art/references/prompts.md +4 -4
- package/plugins/codex/skills/funpixel-art/references/ui.md +15 -15
- package/plugins/codex/skills/funpixel-art/references/unity.md +14 -14
- package/plugins/codex/skills/funpixel-audio/references/adaptive-music.md +4 -4
- package/plugins/codex/skills/funpixel-audio/references/engine.md +2 -2
- package/plugins/codex/skills/funpixel-audio/references/measure.md +1 -1
- package/plugins/codex/skills/funpixel-audio/references/unity.md +20 -19
- package/plugins/codex/skills/funpixel-game-feel/SKILL.md +4 -4
- package/plugins/codex/skills/funpixel-game-feel/references/contact.md +6 -6
- package/plugins/codex/skills/funpixel-game-feel/references/unity.md +18 -23
- package/plugins/codex/skills/funpixel-game-logic/SKILL.md +3 -3
- package/plugins/codex/skills/funpixel-game-logic/references/balance.md +2 -2
- package/plugins/codex/skills/funpixel-game-logic/references/depth.md +2 -2
- package/plugins/codex/skills/funpixel-game-logic/references/escalation.md +5 -5
- package/plugins/codex/skills/funpixel-game-logic/references/probes.md +10 -10
- package/plugins/codex/skills/funpixel-game-logic/references/unity.md +28 -28
- package/plugins/codex/skills/funpixel-game-spine/SKILL.md +1 -1
- package/plugins/codex/skills/funpixel-game-spine/references/performance.md +2 -2
- package/plugins/codex/skills/funpixel-game-spine/references/replay.md +11 -11
- package/plugins/codex/skills/funpixel-game-spine/references/room-api.md +1 -1
- package/plugins/codex/skills/funpixel-game-spine/references/sdk.md +1 -1
- package/plugins/codex/skills/funpixel-gdd/SKILL.md +2 -2
- package/plugins/codex/skills/funpixel-gdd/references/as-built.md +2 -2
- package/plugins/codex/skills/funpixel-gdd/references/design-measures.md +2 -2
- package/plugins/codex/skills/funpixel-gdd/references/design-note.md +1 -1
- package/plugins/codex/skills/funpixel-gdd/references/first-look.md +1 -1
- package/plugins/codex/skills/funpixel-gdd/references/floors.md +2 -2
- package/plugins/codex/skills/funpixel-gdd/references/gameplay-contract.md +1 -1
- package/plugins/codex/skills/funpixel-gdd/references/genre-puzzle.md +4 -4
- package/plugins/codex/skills/funpixel-gdd/references/genre-racing.md +2 -2
- package/plugins/codex/skills/funpixel-gdd/references/genre-rpg.md +2 -2
- package/plugins/codex/skills/funpixel-gdd/references/genre-shooter.md +2 -2
- package/plugins/codex/skills/funpixel-gdd/references/genre-survival.md +2 -2
- package/plugins/codex/skills/funpixel-gdd/references/invent-first.md +3 -3
- package/plugins/codex/skills/funpixel-gdd/references/level-and-fun.md +11 -11
- package/plugins/codex/skills/funpixel-gdd/references/pages.md +2 -5
- package/plugins/codex/skills/funpixel-gdd/references/plan-at-size.md +5 -5
- package/plugins/codex/skills/funpixel-gdd/references/production-tiers.md +11 -11
- package/plugins/codex/skills/funpixel-gdd/references/sections.md +7 -7
- package/plugins/codex/skills/funpixel-gdd/references/spec-folder.md +3 -3
- package/plugins/codex/skills/funpixel-gdd/references/the-path.md +3 -4
- package/plugins/codex/skills/funpixel-gdd/references/world-and-identity.md +4 -4
- package/plugins/codex/skills/funpixel-gdd/references/worth.md +4 -4
- package/plugins/codex/skills/funpixel-mobile-ui/SKILL.md +3 -3
- package/plugins/codex/skills/funpixel-mobile-ui/references/hud-and-title.md +3 -3
- package/plugins/codex/skills/funpixel-mobile-ui/references/phone-check.md +1 -1
- package/plugins/codex/skills/funpixel-mobile-ui/references/recipes.md +1 -1
- package/plugins/codex/skills/funpixel-mobile-ui/references/restyle-ui.md +11 -11
- package/plugins/codex/skills/funpixel-mobile-ui/references/unity.md +23 -23
- package/plugins/codex/skills/funpixel-publish/references/compose.md +1 -1
- package/plugins/codex/skills/funpixel-publish/references/server-build.md +1 -1
- package/plugins/codex/skills/funpixel-store/SKILL.md +3 -3
- package/plugins/codex/skills/funpixel-store/references/app-store.md +1 -1
- package/plugins/codex/skills/funpixel-store/references/google-play.md +2 -2
- package/plugins/codex/skills/funpixel-store/references/ios-release.md +19 -20
- package/plugins/codex/skills/funpixel-store/references/money.md +2 -2
- package/plugins/codex/skills/funpixel-store/references/purchases-and-review.md +18 -18
- package/plugins/codex/skills/funpixel-store/references/readiness-page.md +1 -1
- package/plugins/codex/skills/funpixel-store/references/readiness.md +3 -3
- package/plugins/codex/skills/funpixel-store/references/unity-store.md +9 -12
- package/plugins/codex/skills/funpixel-unity-game/SKILL.md +28 -35
- package/plugins/codex/skills/funpixel-unity-game/references/agent-ops.md +9 -9
- package/plugins/codex/skills/funpixel-unity-game/references/fixes.md +21 -21
- package/plugins/codex/skills/funpixel-unity-game/references/from-a-web-game.md +17 -17
- package/plugins/codex/skills/funpixel-unity-game/references/handing-off.md +4 -4
- package/plugins/codex/skills/funpixel-unity-game/references/performance.md +10 -14
- package/plugins/codex/skills/funpixel-unity-game/references/probe.md +4 -4
- package/plugins/codex/skills/funpixel-unity-game/references/shared-mac.md +1 -1
- package/plugins/codex/skills/funpixel-unity-game/references/traps.md +13 -14
- package/plugins/codex/skills/funpixel-verify/references/bar.md +1 -1
- package/plugins/codex/skills/funpixel-verify/references/fidelity.md +11 -11
- package/plugins/codex/skills/funpixel-verify/references/mobile-qa.md +10 -10
- package/plugins/codex/skills/funpixel-verify/references/playtest.md +14 -14
- package/plugins/codex/skills/funpixel-verify/references/unity.md +11 -11
- package/plugins/codex/skills/funpixel-world-and-story/SKILL.md +1 -1
- package/plugins/codex/skills/funpixel-world-and-story/references/atmosphere.md +4 -4
- package/plugins/codex/skills/funpixel-world-and-story/references/living-world.md +2 -2
- package/plugins/codex/skills/funpixel-world-and-story/references/opening-and-chapters.md +1 -1
- package/plugins/codex/skills/funpixel-world-and-story/references/story-at-size.md +2 -2
- package/plugins/codex/skills/funpixel-world-and-story/references/voice.md +1 -1
- package/plugins/cursor/README.md +1 -1
- package/plugins/cursor/agents/art-director.md +2 -2
- package/plugins/cursor/commands/playtest.md +2 -2
- package/plugins/cursor/hooks/brief.md +1 -1
- package/plugins/cursor/hooks/guidance.json +1 -1
- package/plugins/cursor/hooks/vendor/pipeline/pipeline.mjs +6 -6
- package/plugins/cursor/hooks/vendor/studio/pitch.mjs +1 -1
- package/plugins/cursor/rules/funpixel-brief.mdc +1 -1
- package/plugins/cursor/skills/funpixel-3d/references/bake-off.md +3 -3
- package/plugins/cursor/skills/funpixel-3d/references/characters.md +1 -1
- package/plugins/cursor/skills/funpixel-3d/references/hero-route.md +5 -5
- package/plugins/cursor/skills/funpixel-3d/references/level-spec.md +1 -1
- package/plugins/cursor/skills/funpixel-3d/references/levels.md +3 -3
- package/plugins/cursor/skills/funpixel-3d/references/light-and-places.md +3 -3
- package/plugins/cursor/skills/funpixel-3d/references/painted-target.md +7 -7
- package/plugins/cursor/skills/funpixel-3d/references/three-loading.md +4 -4
- package/plugins/cursor/skills/funpixel-3d/references/unity.md +13 -13
- package/plugins/cursor/skills/funpixel-art/references/animation.md +1 -1
- package/plugins/cursor/skills/funpixel-art/references/cast.md +3 -3
- package/plugins/cursor/skills/funpixel-art/references/effects.md +2 -2
- package/plugins/cursor/skills/funpixel-art/references/frames.md +6 -6
- package/plugins/cursor/skills/funpixel-art/references/judging-frames.md +8 -8
- package/plugins/cursor/skills/funpixel-art/references/look.md +4 -4
- package/plugins/cursor/skills/funpixel-art/references/pipeline.md +2 -2
- package/plugins/cursor/skills/funpixel-art/references/prompts.md +4 -4
- package/plugins/cursor/skills/funpixel-art/references/ui.md +15 -15
- package/plugins/cursor/skills/funpixel-art/references/unity.md +14 -14
- package/plugins/cursor/skills/funpixel-audio/references/adaptive-music.md +4 -4
- package/plugins/cursor/skills/funpixel-audio/references/engine.md +2 -2
- package/plugins/cursor/skills/funpixel-audio/references/measure.md +1 -1
- package/plugins/cursor/skills/funpixel-audio/references/unity.md +20 -19
- package/plugins/cursor/skills/funpixel-game-feel/SKILL.md +4 -4
- package/plugins/cursor/skills/funpixel-game-feel/references/contact.md +6 -6
- package/plugins/cursor/skills/funpixel-game-feel/references/unity.md +18 -23
- package/plugins/cursor/skills/funpixel-game-logic/SKILL.md +3 -3
- package/plugins/cursor/skills/funpixel-game-logic/references/balance.md +2 -2
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files. Keep the decision pure and beside the rules, as one game's `src/mix.ts` does:
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`musicMix(run, screen, lift) → { calm, swarm, lift }`, where `swarm` rises with the bugs on the
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field and sniffling ones count more. The `Music` class sets gains from it each frame, and a probe
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it follows (note, with the correlation), or it follows (r and the sample count).
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it follows (note, with the correlation), or it follows (r and the sample count). That game's
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sound per overlapping frame turns one hit into four (the tide-pool chime in the skill's worked
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example read `sounds` +4 per match until a 50 ms cooldown made it 1). ±6% pitch jitter keeps a
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behind a wall go through a low-pass (
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+
behind a wall go through a low-pass (occlusion), so the voice and the room stay
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legible.
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- **Mute where the player looks first.** Players who want silence look on the first screen and in
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the HUD; a mute that resets on reload, or lives only in a settings menu, sends them away.
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@@ -88,7 +88,7 @@ ffmpeg -i pool.mp3 -af loudnorm=I=-18:TP=-1 -ac 1 -b:a 96k pool-m.mp3
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```
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89
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`loudnorm` cannot measure a clip under about 0.4 s (its integrated loudness needs longer blocks),
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-
and on short files it silently changes how it behaves.
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+
and on short files it silently changes how it behaves. One game (29 Sep 2026) levelled its short
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sounds by their loudest 100 ms instead (the snippet above uses a 300 ms window; shorten `w` for
|
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clips that short), and kept `loudnorm` for music and loops.
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@@ -4,9 +4,10 @@ The audio bug these games hit most was no sound at all. Four games went to TestF
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4
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5
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## Tools
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6
6
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7
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-
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7
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+
Not shipped by the kit: the Unity starter, its checks and the studio scripts (the upload pre-flight, a music length check, a one-funnel effect tap, the audio import rule). Do those with what exists:
|
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8
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|
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9
9
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- Generate into the project: `npx @funpixel/tools gen sound "<cue>" --unity .` (`gen music`, `gen line`; `--loop` for a bed), after `npx @funpixel/tools login`. It lands 48 kHz WAV (ffmpeg trims the MP3's encoder padding) in `Assets/_Game/Generated/Sfx/`, `Loops/`, `Music/` or `Voice/`, and a rule set once per file: effects mono, ADPCM, decompress on load, normalisation off; loops PCM; music Vorbis, streaming. The studio's `gen_sfx.py` and `gen_music.py` call the same providers with `.env` keys: no metering, no cost log.
|
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+
- A sound class of your own: 8 pooled one-shot sources with a pitch jitter of about 0.06, one looping music source at volume 0.45, an `AudioListener` added when none exists, and the player's Sound and Music toggles.
|
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11
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- Before every upload, read `ProjectSettings/AudioManager.asset` yourself: `grep "m_DisableAudio: 1"` must find nothing.
|
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- `npx @funpixel/tools loudness Assets/Audio` reads every cue against its loudness target (ffmpeg EBU R128); ffmpeg's `ebur128`, `volumedetect` and `silencedetect` filters do the same by hand. `npx @funpixel/tools beats Assets/Audio/Music` writes each track's beat map.
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- Music length: an Edit Mode test that compares each clip's `AudioClip.samples` with its reference length.
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## Procedure
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1. Make exactly one AudioListener and assert it at startup. A scene generated by code gets none by default;
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+
1. Make exactly one AudioListener and assert it at startup. A scene generated by code gets none by default; have the sound class add one when none exists.
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2. Set the project through the setup script, not a copied file: audio on (`m_DisableAudio: 0`) and `m_SampleRate` 48000. A cloned project carried `m_DisableAudio: 1`, and the Simulator mixed at 24 kHz without the rate.
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3. Write import rules in code and change the rule, never the `.meta`. A size pass that edited 190 SFX metas by hand was silently reverted by the rule on the next import.
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@@ -35,23 +36,23 @@ Checks: `audio_runtime` and `recording_check` are proposed, not built. The studi
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| Game | Figure |
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|---|---|
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-
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39
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-
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-
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-
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-
8. Mix in code. No game uses an AudioMixer asset.
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-
9. In a port, route every sound through one tap so an audit runs headless.
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-
10. Re-render procedural web audio offline in C# instead of synthesising live.
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|
-
11. Handle interruptions: an Ambient audio session (it respects the silent switch and other apps), sound held on pause
|
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+
| A 3D platformer | music −18.5 LUFS, peaks at most −1 dBFS |
|
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+
| A casual game | SFX mean −18 to −28 dB; music volume 0.45, about 7 dB under SFX |
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+
| An idle game | crowd bed −30 LUFS |
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+
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+
8. Mix in code. No game uses an AudioMixer asset. One port carries over its web mixer: buses, an 8-voice cap, round-robin variants, cooldowns, ±6% pitch, music crossfade, stinger ducks, and a tension loop that ducks music by 4 dB.
|
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+
9. In a port, route every sound through one tap so an audit runs headless. One port: 468 events, 0 mismatches against the web.
|
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45
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+
10. Re-render procedural web audio offline in C# instead of synthesising live. One game's 70 clips (17.7 s) warm in 64 ms at boot; another's 41 cues and 3 loops match Chromium sample for sample (138 tests).
|
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46
|
+
11. Handle interruptions: an Ambient audio session (it respects the silent switch and other apps), sound held on pause, resumed after backgrounding, calls or Siri. `OnApplicationPause(true)` also fires on resign-active (Control Center, Siri, call banners, Face ID).
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12. Run `audio_runtime` in the player: 1 listener, 48 kHz output, music playing within 3 s (of the splash's end, when one plays).
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13. Before sharing or uploading any video, run `recording_check`: 0 frame gaps over 34 ms and audio at 44.1 kHz or higher.
|
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14. Run the numeric lint (LUFS, peak, seam), then have a person listen. An agent can measure audio but not hear it, so the listen is a required gate on every game's ship-blocker list.
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50
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50
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-
Music that follows play:
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+
Music that follows play: one sports game's crowd volume swells near goals; another game crossfades and ducks on stingers. No game has layered adaptive music.
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## Worked example
|
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-
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+
A 2D port from Pixi, music loops and SFX levels:
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1. The MP3 loops decoded 1,245–1,997 samples long, so loops gapped.
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2. The loops were rebuilt as OGG from the web's `.m4a` at exact sample counts. Background music went 96 → 10 MB.
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@@ -62,12 +63,12 @@ Scrap Riot (a 2D port from Pixi), music loops and SFX levels:
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## Common mistakes
|
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- A code-made camera with no AudioListener: all four first games reached TestFlight silent; it cost one TestFlight round for three of them. `funtools doctor` warns when nothing adds one.
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-
- A cloned ProjectSettings:
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-
- No 48 kHz setting:
|
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-
- MP3 or ADPCM for loops: gaps
|
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-
- Uncommitted reimports: two review builds
|
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-
- Showing a recording before measuring it: a `simctl recordVideo` capture of
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-
- Generated audio nobody heard:
|
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-
- Many relaunches wedge the Simulator's CoreAudio (crash at audio init);
|
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66
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+
- A cloned ProjectSettings: one game inherited `m_DisableAudio: 1`; the studio's upload pre-flight (proposed for the kit) caught it.
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+
- No 48 kHz setting: one game mixed at 24 kHz and sounded muffled.
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+
- MP3 or ADPCM for loops: gaps or clicks.
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69
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+
- Uncommitted reimports: two review builds carried 190 reimported `.wav.meta` files, so main no longer matched what Apple reviewed.
|
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70
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+
- Showing a recording before measuring it: a `simctl recordVideo` capture of one game had 19 frame gaps up to 0.85 s and 24 kHz audio, cost about 1 h and was cancelled.
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+
- Generated audio nobody heard: one game's 70 sounds, as of 29 Sep.
|
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+
- Many relaunches wedge the Simulator's CoreAudio (crash at audio init); a Simulator build with audio off for that build only, restored after, avoids it for capture runs, and the upload pre-flight refuses any build with audio off.
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- `git commit -a` after a headless run: every run rewrites AudioManager.
|
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- The silent switch mutes Unity's Ambient session; accepted for casual games.
|
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@@ -46,7 +46,7 @@ responses. More particles or shake do not automatically mean better feel.
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compulsory bundle. Keep the most important event distinct from routine actions. In an action
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game with several weapons, one contact function they all call keeps the feel consistent and
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tunable in one place; a new weapon that opens or cashes a state the old verbs already make
|
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-
(a reeling enemy) gives combos without new systems.
|
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49
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+
(a reeling enemy) gives combos without new systems. One action game's values, its weapons as tools
|
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|
of a pillar, and what its blind player caught: [references/contact.md](references/contact.md).
|
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3. **Protect control and fairness.** Hitstop freezes the picture, not the player: a press during
|
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@@ -92,13 +92,13 @@ input problem may instead need a contact pose and a short impact cue.
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- Deleting feedback in reduced motion instead of replacing uncomfortable effects.
|
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- Calling effects measured in a quiet one-second sample proof that attacks read correctly.
|
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- A verb that exists only in the sim: with no pose, sound or visible result, players report it
|
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95
|
-
missing (
|
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96
|
-
- Limiting a helper the genre's hit never limits (
|
|
95
|
+
missing (one game's shove, for weeks).
|
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96
|
+
- Limiting a helper the genre's hit never limits (one game's capped jar, reported as a bug
|
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97
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twice; Peggle's bucket never runs out). A real resource keeps its empty state visible.
|
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98
|
- A tell carried by sound alone: a muted phone never hears it, so the visual has to build across
|
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the whole warning.
|
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100
100
|
|
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101
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-
Where this comes from: our own games (the juice tables,
|
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|
+
Where this comes from: our own games (the juice tables, one action game's contact work, the `feel`
|
|
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102
|
measures) and the hits in research 18; the juice vocabulary from Vlambeer's talks and "Juice it or
|
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103
|
lose it"; review habits from Claude Code Game Studios (MIT); hitstop that freezes the picture, not
|
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104
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the player, began as a platform engine note.
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
# Contact, verbs and weapons in an action game
|
|
2
2
|
|
|
3
|
-
What one 3D action game learned about hits, verbs and weapons.
|
|
3
|
+
What one 3D action game learned about hits, verbs and weapons. It is a third-person
|
|
4
4
|
deep-sea horror game in three.js, built with the GDK's tools in September 2026 (its making notes:
|
|
5
5
|
`design/MAKING.md`, `PERF.md`, `assets.md`). Between its first and second playtest, the round
|
|
6
6
|
that added the contact work below, the blind critic panel's juice score went 5.60 → 6.17 and look
|
|
@@ -9,10 +9,10 @@ reason, not a proven recipe. A quiet puzzle needs none of this.
|
|
|
9
9
|
|
|
10
10
|
## One contact function
|
|
11
11
|
|
|
12
|
-
Every weapon in
|
|
12
|
+
Every weapon in it calls one `impact(target, dir, kind)`, so a weapon added later inherits
|
|
13
13
|
the feel, and tuning happens in one place. What that function did:
|
|
14
14
|
|
|
15
|
-
| Part |
|
|
15
|
+
| Part | Its value | Why |
|
|
16
16
|
|---|---|---|
|
|
17
17
|
| Target jolt | along the hit direction | shows where the force went |
|
|
18
18
|
| Flash | the struck part goes white for a few frames | says "that one", even in the dark |
|
|
@@ -40,7 +40,7 @@ export function impact(t: Target, dir: Vec3, kind: 'hit' | 'sever' | 'kill') {
|
|
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40
40
|
|
|
41
41
|
## A verb nobody can see does not exist
|
|
42
42
|
|
|
43
|
-
|
|
43
|
+
The game's shove worked in the sim for weeks with no body animation, and the owner asked "don't we
|
|
44
44
|
have a melee attack?". To a player, a verb without a pose, a sound and a visible result is not
|
|
45
45
|
there. A two-handed shove and a slash fixed it. `funtools feel` reads each actor's look per state
|
|
46
46
|
([measure](measure.md)), which shows a state that borrows another's pose.
|
|
@@ -61,7 +61,7 @@ A question to ask of any new verb or weapon: which state does it open, and which
|
|
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61
61
|
|
|
62
62
|
## Weapons as tools that serve a pillar
|
|
63
63
|
|
|
64
|
-
|
|
64
|
+
The game's three tools each answer a design pillar and draw on the one shared resource (the gas
|
|
65
65
|
canister), so adding them kept the economy:
|
|
66
66
|
|
|
67
67
|
- the cutter takes joints (the core verb);
|
|
@@ -104,7 +104,7 @@ sound can add to it without carrying it alone.
|
|
|
104
104
|
|
|
105
105
|
## Films need a bot that fights
|
|
106
106
|
|
|
107
|
-
|
|
107
|
+
The game's route bots only cut, so films made from their runs showed no combat and a review could
|
|
108
108
|
not judge the weapons. A `fighter` bot style, for films only (the tests keep the median bot), plays
|
|
109
109
|
the verbs a keen player would: Counters, knives, rivets, a death. If the payoff is a fight, film a
|
|
110
110
|
fight.
|
|
@@ -1,28 +1,23 @@
|
|
|
1
1
|
# Game feel: motion, juice and haptics
|
|
2
2
|
|
|
3
|
-
Feel bugs pass every test.
|
|
3
|
+
Feel bugs pass every test. One soccer game's sim (the engine-free rules, stepped at a fixed 60 Hz) was correct, but 1 frame in 8 advanced 0 or 2 sim ticks, so the ball stalled and then jumped all match; the owner called it trembling. This skill gives each moment a measured answer and names the effects that were built, then removed.
|
|
4
4
|
|
|
5
5
|
## Tools
|
|
6
6
|
|
|
7
|
-
|
|
8
|
-
|
|
9
|
-
- `Juice.Tween(duration, step, unscaled)` with `EaseOutBack`, `EaseOutCubic` and `EaseInQuad`; `Juice.Pop` (scale 0.18 over 0.22 s, keeping the true rest scale) and `Juice.Shake` (0.08 over 0.25 s); `Juice.Ring` and `Juice.Dot` sprites for ripples and sparkles.
|
|
10
|
-
- `Haptics.Light`, `Medium`, `Heavy`, `Success` and `Error`: iOS taptics through the package's native plugin, Android vibration effects, off when `Settings.Haptics` is. The throttle and merge in step 5 are the game's.
|
|
11
|
-
|
|
12
|
-
Not in the kit or the package: the Unity starter, a frame-owner `GameDriver`, an interpolation blend with a trace flag, a near-miss tracker and the `moment_freq` check. Write those yourself:
|
|
7
|
+
Not in the kit: the Unity starter, coroutine tweens (a pop, a shake, eases), haptics by strength (iOS taptics through a native plugin, Android vibration effects, off with the player's setting), a frame-owner `GameDriver`, an interpolation blend with a trace flag, a near-miss tracker and the `moment_freq` check. Write those yourself:
|
|
13
8
|
|
|
14
9
|
- A frame owner: one `MonoBehaviour` that reads input, steps the sim at a fixed rate (`sim.Update(dt)`), sends events to presenters and draws with `Render(alpha)`.
|
|
15
10
|
- Interpolation and its trace: blend the drawn state between the last two ticks, and a dev-only launch flag that writes per-frame tick counts to a `trace.csv`.
|
|
16
11
|
- A near-miss detector in the engine-free core, so bots can count it.
|
|
17
12
|
- Frequency tests: bot batches in an Edit Mode test (`funtools unity run -- -nographics -runTests -testPlatform EditMode -testResults results.xml`, never with `-quit`: the test runner exits by itself), or `dotnet test` on an engine-free core, at 30 and 60 fps.
|
|
18
13
|
|
|
19
|
-
No game uses DOTween (
|
|
14
|
+
No game uses DOTween (coroutine tweens do). One game's views branch aims its camera with Cinemachine 6.6 and plays its intro on Timeline; the rest drive the camera in code. Nothing checks sliding feet or loop pops.
|
|
20
15
|
|
|
21
16
|
## Procedure
|
|
22
17
|
|
|
23
18
|
1. Render interpolated between the last two fixed sim ticks. Check: 100% of frames with steps other than 1 are blended, and drawn-ball jerk p99 is under a threshold (value not in the report). A teleported or thrown ball blends for 0.18 s.
|
|
24
19
|
2. Tie per-frame effects to sim steps, or scale them by dt (`1 - Math.Pow(0.4, dt*60)`). Check: headless runs at 60 and 120 Hz give the same end-state hash and effect counts per sim second.
|
|
25
|
-
3. Buffer the main action.
|
|
20
|
+
3. Buffer the main action. The soccer game's kick has a 200 ms buffer (`BufferMs`): a press arms it and the foot swings when the ball arrives.
|
|
26
21
|
4. Answer each moment from the table.
|
|
27
22
|
|
|
28
23
|
| Moment | Answer | Duration |
|
|
@@ -37,9 +32,9 @@ No game uses DOTween (`Juice` does the tweens). Gallery Heist's views branch aim
|
|
|
37
32
|
| Goal | net bulge, goal shake, the only big callout | no slow-mo |
|
|
38
33
|
|
|
39
34
|
5. Map haptics by strength: a web vibration of 30 ms or more is heavy, 14 ms or more medium, else light. Throttle to 80–90 ms and merge pulses inside 120 ms into the strongest, so a light tap does not swallow a heavy one.
|
|
40
|
-
6. Keep each tween's true rest scale (
|
|
41
|
-
7. Draw particles from fixed pools; the pool is the budget.
|
|
42
|
-
8. Frequency-test every juice event with bot batches at 30 and 60 fps.
|
|
35
|
+
6. Keep each tween's true rest scale (key it by Transform); otherwise a second pop records a mid-pop scale as the base.
|
|
36
|
+
7. Draw particles from fixed pools; the pool is the budget. One 2D game: 2 quad batches, 600 particles. The soccer game: 220 sprites, 120 confetti, 14 rings in 6 batched meshes. At most 120 spawns per second, oldest recycled; ambient at most 40 live.
|
|
37
|
+
8. Frequency-test every juice event with bot batches at 30 and 60 fps. The soccer game's targets: own goals at most 0.3 per match, misses and blocks 2–5 per 90 s.
|
|
43
38
|
9. Keep in-match overlays minimal; do not freeze or slow play while the clock runs.
|
|
44
39
|
10. Measure a camera change against the problem it is meant to fix, in frames.
|
|
45
40
|
11. Honour the effects setting: shake is skipped when "Shake & flashes" is off, and the kickoff dolly (about 1/3 closer over the 1.5 s countdown) when screen effects are off.
|
|
@@ -48,17 +43,17 @@ No game uses DOTween (`Juice` does the tweens). Gallery Heist's views branch aim
|
|
|
48
43
|
| Role | How | Numbers |
|
|
49
44
|
|---|---|---|
|
|
50
45
|
| Hero | code; ports copy the web's procedural rig | pose tweens 0.22–0.4 s |
|
|
51
|
-
| Rigged cast (
|
|
52
|
-
| Crowd
|
|
46
|
+
| Rigged cast (one game only) | Animator blend trees | transitions 0.12–0.15 s, exit time 0.9 |
|
|
47
|
+
| Crowd | vertex-animation textures, GPU instancing | 1,800 units in 18 draws |
|
|
53
48
|
| UI | coroutine tweens | defaults above |
|
|
54
49
|
|
|
55
50
|
Root motion is off everywhere: the sim owns positions.
|
|
56
51
|
13. Show the owner a zoomed close-up on one asset before rolling out a style.
|
|
57
|
-
14. Finish with a person playing on a phone:
|
|
52
|
+
14. Finish with a person playing on a phone: the soccer game's feel bugs came from the owner's TestFlight play.
|
|
58
53
|
|
|
59
54
|
## Worked example
|
|
60
55
|
|
|
61
|
-
|
|
56
|
+
A soccer game (a 3D port from three.js):
|
|
62
57
|
|
|
63
58
|
1. A dev trace flag wrote `trace.csv`: at a 60 Hz sim, 1 frame in 8 (12%) advanced 0 or 2 ticks.
|
|
64
59
|
2. A blend draws every frame between the last two ticks.
|
|
@@ -68,11 +63,11 @@ Dawg Ball (a 3D port from three.js):
|
|
|
68
63
|
|
|
69
64
|
## Common mistakes
|
|
70
65
|
|
|
71
|
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- Slow-mo on goals
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- A sticker-border shader: a 2D mock-up style put on dogs, ball and goals before a close-up was shown. It did not transfer to 3D, broke static merging (dozens more draws), cost about 3 builds and was removed: "it was much better before". Four more decorations were reverted the same way in 24 h.
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- A 1.6 s freeze after goals read as "freezy".
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3. **Rules as numbered, named constants** (`R1 jump height 3.2 tiles`, `R2 coyote 80 ms`) in
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(`R2: a jump 70 ms after leaving a ledge still fires`).
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(`R2: a jump 70 ms after leaving a ledge still fires`). One game's rule ids let traversal tests
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catch a ledge with 64 px of headroom (research 12); a change then moves the note, the constant and
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the test together.
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speed alone.
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speed alone. One game's review found its ramp invisible: the area indicator was computed and not
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drawn. A ramp as a list of what changes, new things one at a time, waves with rests, and a ramp the
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player can see: [references/escalation.md](references/escalation.md).
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one, so tuning from bots, a frozen novice floor, a bot that finishes the level in `npm test` (in
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one game it caught a speed change that starved a route), a blind phone player, a parameter sweep
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and a hunt for what bots never do all come cheap once the rules stand alone. Each, with its reason
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and where it came from: [references/balance.md](references/balance.md); the five probe players and
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and fails the suite when it no longer reaches the end, is the other half: a balance change that
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makes the level unfinishable turns the tests red at once. A `funtools init` game starts with one
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(`rules.test.ts`: `botRound` wins a round on seed 5); a longer game grows it. This is a lesson from
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one game
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one game (a 3D horror chapter, September 2026, gathered by its lane), and no
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first-try action game has tested it yet.
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Its chapter test (`chapter.test.ts`, "Contract H", named after the GDD's numbers) carried:
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seeds. The bot plays through the same intent a thumb produces, with a human reaction budget.
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in one session can match a hit on feel per second; the next thing it loses on is depth. In our
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head-to-heads against the genre hits (29 Sep), the player seat chose the hit almost every time and
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said why: "a dense, escalating ten-minute score attack against a single sparse maze, a 1:38 run"
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(
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(a maze game against Pac-Man CE DX), "the early basket is too sparse, there is no packing pressure"
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(a merge game against Suika Game), "no endless mode, no leaderboard" (an arcade game). Depth here is
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structure and numbers, not content volume, so it is within a session's reach. Everything below is an
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option with its reason; pick what serves the game and write the choice into the design note.
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# Escalation that changes what the player does
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Detail for the escalation section of the game-logic skill. Faster alone leaves the game the same,
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only harder to read.
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only harder to read. One game's review found its ramp invisible: the area indicator was computed
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and not drawn. What has worked:
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1. A ramp written as a list of what changes: a new enemy type, a pattern, a narrower gap, a second
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novice and skilled players, how many clear each level, how many lose there and how long they spend.
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It warns on four shapes that lost players on 30 Sep:
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- **Flat**: everyone clears it, nobody loses, in under 45 s (
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- **Flat**: everyone clears it, nobody loses, in under 45 s (one game's first garden gave three
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stars in 35 s). A first level may teach; a flat level mid-ramp is time with nothing to learn.
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- **A wall for people**: the skilled bot clears it only at 60 decisions a second (one racer's last
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cup). Wrap the sharp policy in `humanRate` (12 decisions a second, 200 ms to react; a thumb makes
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10–15) and read both: a level the twin cannot clear asks for superhuman input.
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- **Cannot be lost**: no player lost a run over minutes of play (
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- **Cannot be lost**: no player lost a run over minutes of play (one of our games). A puzzle or toy on purpose
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says so; else a threat, a clock or a resource can end a run.
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- **No ramp**: the novice loses no more and takes no longer later than early.
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| Role | Plays | Finds | Where it came from |
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|---|---|---|---|
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| `idle` | never presses | standing still wins, or waves clear themselves |
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| `idle` | never presses | standing still wins, or waves clear themselves | one arcade game: the blind phone player idled ~12 s reading the screen and wave 3 cleared itself; `idle-probe.ts` then measured it on 40 seeds per wave |
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| `naive` | steers straight at the nearest target, human-slow | no skill ceiling: the objective set holds no challenge | Research 19 §15 lesson 9: if a naive steer-to-marker bot clears everything, the design note says so on purpose |
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| `taught` | does exactly what the tutorial teaches, with ~0.2 s reaction | a tutorial that teaches a losing line; a mechanic that hurts the player who uses it |
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| `taught` | does exactly what the tutorial teaches, with ~0.2 s reaction | a tutorial that teaches a losing line; a mechanic that hurts the player who uses it | the same game's `core-metrics.ts`: "tap a bug, wait for the wedge to go white, slip sideways out"; it measured how often the bee was safe from its own chain and whether the chain's reward reached it |
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| `skilled` | the sharp line, fast | exploits, and whether a win is reachable at all | every bar game's balance bot |
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| `novice` | slow, hesitates, one press in five wrong, only what a player sees | onboarding: does a newcomer reach the first success? |
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| `middle` (optional) | SOME of what is taught (leans and rests, never takes cover) | a difficulty cliff: half the lesson loses like none of it |
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| `novice` | slow, hesitates, one press in five wrong, only what a player sees | onboarding: does a newcomer reach the first success? | the same game's `novice.ts`: frozen policy and policy hash, 100 fixed seeds plus 100 held out, deaths by cause |
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| `middle` (optional) | SOME of what is taught (leans and rests, never takes cover) | a difficulty cliff: half the lesson loses like none of it | one game's round 4: the careless and the careful bots, nothing between |
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Each player sees only what a player could see: positions, marks, the HUD, never the rules'
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private state. A policy that clones the run or simulates seconds ahead (
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private state. A policy that clones the run or simulates seconds ahead (that round's sharp bot:
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`glare()` looked 4–7 s ahead) is not a person at any rate: say so with `foresight: '<what it
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knows>'` on the policy, and sim does not count its wins as a careful player's at a human pace. Freeze the novice (its code, its seeds) before tuning, or the floor moves with
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the balance.
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- **note**: no skill ceiling. The naive player wins as often, and as fast, as the sharp one; or
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wins as often and skill shows only as time. Fine for a toy, a relaxed game or a race against
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the clock: say so in the design note. Otherwise give the verb something to master: a risk that
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pays (
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pays (the arcade game's chain that reaches the bee), a line to read, a combo that holds.
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- **length**: how long the sharp bot's run lasts (with its spread over seeds, and the second it
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reached each level when `level(run)` is given) against 15 minutes (funpixel.json
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`play_min_minutes` moves it) and the design doc's `Play length:` line. Under it is a warn: a game
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- **ending**: `ended(run)` on the game names the ending (the last content reached, an end screen; a
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won outcome counts too), and the cohort reports `ended` (seeds) and `endedAt` (the mean second)
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apart from losses. A skilled run that never ends warns "no ending reached in 900 s" (content that
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loops, as
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loops, as one game's three mazes did); an endless score attack says "on purpose" on its line.
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- **curve** (with `level(run)`): clear rate, loss rate and time per level for each player. A flat
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level, a wall, a run nothing loses and a missing ramp are named ([escalation.md](escalation.md)).
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A human-rate twin of the sharp player (`humanRate(skilled, game.dt, { rest: 0 })` from `src/probe-human.ts`, 12 decisions a
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so when `sim` runs it; `--timeout` gives a campaign probe more than 300 s, and anything the probe
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prints to stderr is shown.
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The worst case matters, not the average (
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The worst case matters, not the average (one game's playtest tracked the deepest overlap and
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the longest stuck time over 240 s of AI against AI). What should not happen at all goes in `broken()`.
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## Stage the signature moment from the rules
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Critics judge stills, and a moment view that fakes its payoff shows a frame play cannot reach.
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`stageMoment(game, skilled, { seeds, at: [6, 8, 10, 12], window: 6, score })` plays each seed to
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each start time, then scores the events in the window after (
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each start time, then scores the events in the window after (the arcade game's `moment.ts`: the longest
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real chain within 6 s). `sim` prints the best seed and time. The moment view replays it through
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the rules:
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`capture` then shoots a payoff the game really reaches, and a later rules change that breaks the
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moment shows up as a lower score in `sim`, not as a stale picture.
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## Numbers from
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## Numbers from one arcade game (its own probes, 100 seeds unless named)
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- Idle: the blind phone player idled about 12 s and wave 3 cleared itself. On today's rules an
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idle bee clears 0 of 40 seeds in every combat wave and lives 17 to 28 s (`idle-probe.ts`, 29 Sep).
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1
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# Game logic in a Unity game
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Rules kept in plain C#, outside the engine, can be tested in seconds and played by bots thousands
|
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-
of times. That only helps when the tests and bots see what a player sees.
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+
of times. That only helps when the tests and bots see what a player sees. A 3D platformer's first
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TestFlight build drew every moving platform frozen after the first level behind 1,118 green
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tests, and
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tests, and a ball puzzle was tuned twice against bots that aimed worse than a person, who then
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cleared level 62 in one shot.
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## Tools
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studio's games, not in the kit. Until the starter ships, run what exists: `dotnet test` on an
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engine-free core (seconds, many agents at once), Unity's own test runner for the rest
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(`funtools unity run -- -nographics -runTests -testPlatform EditMode -testResults results.xml`,
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or `-testPlatform PlayMode` for tests that need a running scene, as
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or `-testPlatform PlayMode` for tests that need a running scene, as one game's `PlayTests` assembly does,
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queued one run per project across agents, and never with `-quit`: the test runner exits by itself), and each check below as an ordinary test in your own project.
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| Check | Pass | Status and tool |
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| `core_tests` | 0 failures, count ≥ baseline, csproj tracked | partial: a `CoreTests~` project; count and csproj checks proposed |
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| `core_engine_free` | no `UnityEngine` in Core | partial: compiler-enforced, no lint guards the flag |
|
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| `determinism_lint` | 0 uses of `Math.Round`, `List.Sort`, `Mathf.*` and similar outside the JS-math shims | proposed |
|
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| `web_goldens` | 0 diffs against web traces | partial:
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+
| `web_goldens` | 0 diffs against web traces | partial: one port |
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|
| `rules_guard` | `Rules.Mobile` with fix flags off equals `Rules.WebParity` | partial: branches |
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| `alloc_quiet` | 0 B per warm sim step | partial: an allocation test in one game |
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| `balance_gate` | every character 40–60% at every AI level, N ≥ 200 per pairing | partial:
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| `difficulty_bots` | sharp bot ≥ 2 shots past onboarding; noisy bot ≥ 75% clears per section | partial:
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| `softlock_bot` | 0 states with no valid action | partial:
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| `economy_pacing` | time to finish in band; offline pay ≤ next purchase | partial:
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| `physics_fuzz` | 0 inside-solid, tunnel, NaN or stuck | partial:
|
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| `balance_gate` | every character 40–60% at every AI level, N ≥ 200 per pairing | partial: one game, one level only |
|
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+
| `difficulty_bots` | sharp bot ≥ 2 shots past onboarding; noisy bot ≥ 75% clears per section | partial: one game |
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| `softlock_bot` | 0 states with no valid action | partial: one game's level tests |
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| `economy_pacing` | time to finish in band; offline pay ≤ next purchase | partial: two games |
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| `physics_fuzz` | 0 inside-solid, tunnel, NaN or stuck | partial: one game |
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`Rules` flags are default-off switches in the Core for experiments and mobile fixes. The report
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defines `Rules.WebParity` and `Rules.Mobile` only through `rules_guard`.
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| Pattern | Proof | Game |
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|---|---|---|
|
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-
| Generated, solvable by construction | a solver test |
|
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| Generated, fitted to a bot | budgets fitted to sharp-bot shots, then capped from human play |
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+
| Generated, solvable by construction | a solver test | a puzzle game: 600 levels by reverse removal, 29 tests |
|
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| Generated, fitted to a bot | budgets fitted to sharp-bot shots, then capped from human play | the ball puzzle |
|
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| Data from the web build | level laws as tests | every port |
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Level laws are properties held as tests.
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+
Level laws are properties held as tests. The platformer's: widest gap, dock distance, player at
|
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least 9% of screen height, every attack at least 0.6 s after its tell, plus a journey bot
|
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that frees all crew on 5 seeds.
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58
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5. Set difficulty with two bots and a person. A sharp bot plays like a sharp player and gives
|
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-
the floor; a noisy bot gives the clear rate; the cap comes from a person playing.
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the floor; a noisy bot gives the clear rate; the cap comes from a person playing. The ball
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puzzle ended at budget = bot estimate × 0.5, capped at 10 balls (one room) and 14 (two).
|
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6. Gate balance at every AI level, on unseen seeds, one change at a time. Four matches per
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pairing is ±5 points of noise, so use 200. Run the sweep before building art for a rule
|
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change:
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+
change: a soccer game built two rounds of goal art first.
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7. Judge a power-up with paired seeds at large N. Pass: the holder's goal delta is under 0.3
|
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either way (2,400 pairs, about 10 minutes, in
|
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+
either way (2,400 pairs, about 10 minutes, in the soccer game).
|
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8. Simulate the economy with offline earnings and a spend-everything bot.
|
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9. Hold the warm sim step at 0 B of garbage with a test: a 40-robot chain went from 4 KB to 0 B
|
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(game not in the report), and
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+
(game not in the report), and one port holds 0 B over 600 frames.
|
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10. Fuzz physics per level: a short fuzz every run, a deep fuzz before TestFlight.
|
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70
|
11. Test levels the way players reach them: enter each as a second or later level through Next,
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Continue or Restart (the check `entry_path`, proposed).
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12. Run each new regression test against the parent commit, where it must fail. A
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+
12. Run each new regression test against the parent commit, where it must fail. A soccer-game
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cheat test passed on the old server too.
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13. Play by hand through remote input after the bots pass. Bots miss readability: hand play in
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-
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+
the platformer found fans that looked walkable.
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14. Test the save: migration from every earlier format and corruption (the games test 12 kinds of
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bad JSON). Unity's NUnit is old (no `Assert.Multiple`, no `Does.Contain` on an enum), so write
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those tests for the plain .NET project or keep to the old asserts.
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15. Treat a hit you are measuring against as a reference, not a target: measure it frame by frame
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(the owner's recording at `ffmpeg -vf fps=1`, contact sheets, a timed log) before copying a
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-
number.
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+
number. The soccer game's ball was 40% too big and play 1.6× faster than Head Ball 2's; a taller goal
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to match it added 15–20% goals and was rejected ("if it makes scoring too easy, don't"). A tempo
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of 0.75 matched its 10.5 goals per 90 s.
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## Worked example
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-
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+
The soccer game's balance gate (a three.js port with several characters and AI levels):
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1. A narrower pitch with ground goals looked fine at the "good" AI level.
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2. At the Alpha level it spread 33–68%.
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3. The dead end cost about 220,000 simulated matches.
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@@ -93,16 +93,16 @@ Dawg Ball's balance gate (a three.js port with several characters and AI levels)
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## Common mistakes
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95
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96
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-
- Tuning against a weak bot:
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+
- Tuning against a weak bot: the ball puzzle's random-aim bot won 90–100% everywhere, and its
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"human-style" bot left 33 balls on level 72. Two redesigns in two days.
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98
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-
- Calibrating at one AI level:
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99
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-
- Leaving offline pay out of the economy sim:
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98
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+
- Calibrating at one AI level: one head then spread 15–76% at Alpha.
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99
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+
- Leaving offline pay out of the economy sim: an idle city game paid about $50K for two hours away
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at minute 5, about the price of the whole city. Offline pay is now ≤ the next pad's cost, and
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101
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cost growth 1.12 gives a 162-minute city.
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- A bot that takes only legal actions: it missed food picked up with nowhere to deliver it
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(reported with
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-
- Starting every level fresh at boot:
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(reported with the idle game).
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+
- Starting every level fresh at boot: the platformer's movers drew frozen in every level after the
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first; the audit's frozen count went 219 → 0 once fixed.
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106
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-
- Skipping the physics fuzz:
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106
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+
- Skipping the physics fuzz: the platformer had 1,988 respawns inside solid geometry on 24 of 26
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levels.
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-
- A test that never asserts:
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+
- A test that never asserts: the soccer game's "always ends with a winner" did not.
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@@ -70,7 +70,7 @@ bundles ESM packages, and a CDN script is a runtime fetch the build cannot see.
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70
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No model was trained on `@funpixel/sdk`, so a guessed name costs a build, and a guess that
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type-checks can do nothing at runtime: look it up in [references/sdk.md](references/sdk.md) or
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-
`node_modules/@funpixel/sdk/dist/*.d.ts`, never cast it. Pin it exactly (`"0.
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+
`node_modules/@funpixel/sdk/dist/*.d.ts`, never cast it. Pin it exactly (`"0.7.0"`). The six worth
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using: `setupGameResize` from `@funpixel/sdk` (the only root export), `AudioEngine` from
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`@funpixel/sdk/audio`, `SaveManager` from `@funpixel/sdk/save`, `initLiveParams` from
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`@funpixel/sdk/liveParams`, `safeArea` from `@funpixel/sdk/device`, and `Room`, `getGameKey`,
|
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@@ -86,10 +86,10 @@ handful of characters and some dozens of props spend about a millisecond in simu
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86
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## Worked examples
|
|
88
88
|
|
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89
|
-
- The per-stage frame budget:
|
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89
|
+
- The per-stage frame budget: one racer's `src/game/prof.ts`, with its marks in
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`src/game/loop.ts` (private repository; copy the approach). It reads as `window.__FPX_PROF__()`
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and on screen behind `#prof`.
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92
|
-
- Measuring a load:
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+
- Measuring a load: one game's repository (private; copy the approach, not a dependency) keeps
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93
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the measuring scripts in `game/tools/perf/`: `phone-load.mjs` (the throttled load: time to Play,
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94
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bytes before it, long tasks and 20 s of play, as one JSON line), `phone-ab.sh` (builds
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95
95
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alternated), `phone-profile.mjs` (a CPU profile of the load) and `gpu-mem.mjs` with `gputrack.js`
|