stylegallery 0.1.2 → 0.1.4

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 (42) hide show
  1. package/AGENTS.md +8 -1
  2. package/DOMAINS.md +3 -1
  3. package/GOVERNANCE.md +3 -1
  4. package/README.md +12 -7
  5. package/consumer-reference/agent-native/README.md +12 -1
  6. package/consumer-reference/agent-native/v2/admission-policy.json +106 -1
  7. package/consumer-reference/agent-native/v2/material-registry.json +1 -1
  8. package/consumer-reference/agent-native/v2/schema/admission-policy.schema.json +3 -3
  9. package/consumer-reference/agent-native/v2/schema/material-record.schema.json +1 -1
  10. package/design-engineering/consumer-migration-readiness.md +124 -0
  11. package/design-engineering/interface-craft.md +107 -0
  12. package/design-terminology/concept-families.md +78 -0
  13. package/design-terminology/conflict-cases.md +120 -0
  14. package/design-terminology/index.md +65 -0
  15. package/design-terminology/relation-types.md +103 -0
  16. package/design-terminology/source-kinds.md +77 -0
  17. package/design-terminology/source-vocabularies.md +79 -0
  18. package/game-ui/classification.md +82 -0
  19. package/game-ui/reference-record.md +62 -0
  20. package/game-ui/screen-hierarchy.md +107 -0
  21. package/game-ui/unity/architecture.md +166 -0
  22. package/game-ui/unity/cli-loop.md +84 -0
  23. package/game-ui/unity/org-wiki.md +146 -0
  24. package/game-ui/unity/repository-map.md +102 -0
  25. package/game-ui/unity/ui-systems.md +85 -0
  26. package/guides/vocabulary.md +1 -1
  27. package/index.md +2 -1
  28. package/log.md +5 -0
  29. package/motion/practice-reference.md +145 -0
  30. package/motion/review-workflow.md +86 -0
  31. package/motion/vocabulary.md +82 -0
  32. package/package.json +22 -1
  33. package/platform-guides/apple-interaction.md +89 -0
  34. package/quality/claim-records/design-terminology-domain-scope.md +57 -0
  35. package/quality/evidence/executable-evidence.md +1 -1
  36. package/quality/index.md +2 -2
  37. package/scripts/agent-native/v2/material-admission.mjs +1 -1
  38. package/scripts/agent-native/v2/material-cli-adapter.mjs +9 -4
  39. package/scripts/agent-native/v2/material-identity.mjs +2 -2
  40. package/scripts/agent-native/v2/material-mcp-adapter.mjs +3 -3
  41. package/scripts/agent-native/v2/material-operation-registry.mjs +2 -1
  42. package/scripts/agent-native/v2/material-queries.mjs +70 -16
@@ -0,0 +1,146 @@
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+ ---
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+ type: Domain Guide
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+ title: Unity Organization Compressed Wiki
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+ description: Independent cluster index over a tracked snapshot of 804 public Unity-Technologies repositories for bounded Game UI source discovery.
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+ domain: game-ui
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+ lifecycle: experimental
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+ platform: Unity-Technologies public GitHub organization
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+ platform_version: public repository snapshot captured 2026-07-14T12:59:16Z
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+ reviewed_on: 2026-07-15
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+ ---
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+
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+ # Unity Organization Compressed Wiki
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+
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+ Primary role: bounded organization-wide source discovery for Unity Game UI research.
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+
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+ > **Independent research — not affiliated with or endorsed by Unity Technologies. Snapshot evidence, not a support-status catalog.**
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+
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+ This locally authored index compresses **804** public repositories into one tracked data inventory and 20 exclusive primary clusters. It is not produced, sponsored, endorsed, or maintained by Unity Technologies. Organization placement does not establish authorship of forked, mirrored, vendored, or third-party content. Each repository retains its own license and terms.
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+
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+ The machine-readable source is [`data/unity-technologies-public-repositories.json`](data/unity-technologies-public-repositories.json). It records one row per captured public repository, including stable identity, repository URL, raw fork/archive/template state, default branch and observed HEAD when resolved, snapshot time, license metadata, UI relevance, and one exclusive `primary_cluster`.
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+
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+ The source snapshot was captured at `2026-07-14T12:59:16Z`. The pre-projection inventory SHA-256 was `8291b471251053a8921651eb7c791d13a4794984b73670a51cdb1116deb49657`; the tracked JSON SHA-256 is `b1438e6e8d438bab3eff2ff02f5a10e9374fdfb89b0581ffb936a42920fa2e05`. It records 59 archived repositories, 356 forks, and 4 templates.
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+
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+ ## Repository Boundary
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+
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+ The inventory covers the public Unity-Technologies organization snapshot and no other owner. NGUI and other third-party sources remain outside its counts. Public organization metadata is discovery evidence; it is not an affiliation, authorship, quality, or support claim.
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+
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+ ## Reusable Method
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+
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+ 1. Start with [Unity UI Systems](ui-systems.md) for a current system-choice decision.
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+ 2. Use the [Unity Repository Map](repository-map.md) to find UI authority, examples, adjacent evidence, and historical material.
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+ 3. Use this page when a UI question depends on a broader engine subject such as rendering, input, ECS, networking, XR, platform integration, services, or tooling.
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+ 4. Open the tracked inventory for individual repository URLs and captured metadata.
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+ 5. Before turning a repository observation into guidance, resolve and pin the exact Unity/package version and source revision.
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+
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+ The evidence order is: versioned Unity manuals and package changelogs; SHA-pinned implementation source; current version-bounded examples; dated announcements; historical demos; then community anecdotes. Stars, recent pushes, and organization placement are discovery signals, not authority or support status.
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+
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+ ## Exclusive Cluster Index
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+
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+ First match wins. Fork and archive gates precede subjects; UI authority precedes adjacent technical subjects; technical subjects precede generic samples; the residual is an explicit covered value.
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+
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+ | Primary cluster | Repositories | Game UI use boundary |
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+ | --- | ---: | --- |
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+ | `meta-forks-mirrors` | 356 | Discovery only. GitHub `fork: true` does not establish first-party authority. |
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+ | `meta-archived-historical` | 32 | Archaeology and migration context, not current guidance. |
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+ | `game-ui-primary` | 9 | Explicit UI sources/examples; refine lifecycle and version before use. |
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+ | `graphics-rendering` | 38 | Rendering constraints, shaders, pipelines, VFX, materials, and display behavior. |
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+ | `ecs-dots` | 22 | Data-oriented runtime architecture that can constrain UI state flow. |
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+ | `networking` | 21 | Multiplayer state, transport, lobby, relay, matchmaking, and server flows. |
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+ | `xr-ar` | 25 | Spatial interaction, device input, world-space presentation, and XR constraints. |
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+ | `ml-ai` | 23 | ML, inference, perception, and synthetic-data context; no UI defaults. |
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+ | `robotics` | 6 | Simulation and operator-interface observations only. |
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+ | `2d` | 7 | Sprite, tilemap, 2D package, and pixel-oriented implementation context. |
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+ | `animation` | 10 | Timeline, rigging, Cinemachine, and animation-system dependencies. |
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+ | `audio` | 3 | Audio/DSP and spatial-audio state dependencies. |
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+ | `physics` | 1 | Physics-system context only. |
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+ | `editor-tooling` | 29 | Authoring, profiling, build, package, recorder, and asset-tooling surfaces. |
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+ | `ci-infra` | 2 | Build and test infrastructure; not product UI evidence. |
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+ | `language-runtime` | 3 | Runtime, compilation, scripting, and serialization dependencies. |
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+ | `services-cloud` | 3 | Authentication, economy, analytics, leaderboard, and remote-service states. |
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+ | `platform-mobile` | 9 | Native integration, safe areas, packaging, device constraints, and platform input. |
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+ | `samples-templates` | 30 | Observation-only examples without a stronger subject assignment. |
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+ | `other-mixed-or-insufficient-metadata` | 175 | Covered residual; no speculative subject claim. |
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+ | **Total** | **804** | Exactly one primary cluster per tracked row. |
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+
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+ `localization-text` remains a reserved search facet with zero primary rows in this snapshot. A zero primary count does not prove absence; use UI relevance and repository-specific inspection.
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+
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+ ## UI Authority Route
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+
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+ The current source triangle is deliberately split:
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+
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+ - [`uGUI`](https://github.com/Unity-Technologies/uGUI) owns the GameObject/Canvas UI package source and current TextMesh Pro source. Use the package version in the target project and a matching SHA.
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+ - [`UnityCsReference`](https://github.com/Unity-Technologies/UnityCsReference) contains the broad UI Toolkit reference implementation within engine C# reference source; it is not a package mirror.
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+ - [`InputSystem`](https://github.com/Unity-Technologies/InputSystem) owns UI-input integration such as action maps and `InputSystemUIInputModule`, not rendering or layout.
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+
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+ Open UnityCsReference as a Unity-engine C# study and reference textbook surface when tracing module architecture, ownership boundaries, and version-pinned implementation paths. It is valuable for readers who already know C# and want to study how Unity's managed engine layer is organized; it is not a learn-C#-from-zero or general-purpose C# curriculum. Read a branch or SHA matched to the target Unity version line, and treat the repository as reference source rather than a package mirror or the complete engine: native/C++ implementation remains outside this corpus.
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+
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+ Current scoped examples include [`BagelGame`](https://github.com/Unity-Technologies/BagelGame), [`ui-toolkit-manual-code-examples`](https://github.com/Unity-Technologies/ui-toolkit-manual-code-examples), and [`a11y-public-sample`](https://github.com/Unity-Technologies/a11y-public-sample). Preserve each example's recorded Unity/package baseline.
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+
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+ Historical UIElements/UI Toolkit conference and runtime demos remain historical even if unarchived or recently pushed. [`com.unity.uiwidgets`](https://github.com/Unity-Technologies/com.unity.uiwidgets) is a separate archived framework, not UI Toolkit.
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+
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+ NGUI is third-party [`tasharen/ngui`](https://github.com/tasharen/ngui). It is outside the Unity-Technologies 804-repository inventory and appears only as a separately pinned migration comparison in [Unity UI Systems](ui-systems.md).
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+
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+ ## Opinionated Guidance
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+
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+ - Use `game-ui-primary` only as a candidate route; open the repository-map lifecycle disposition before citing it.
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+ - Prefer a matching release or Unity-version SHA over a mutable default-branch HEAD for implementation claims.
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+ - Keep engine-subject clusters as dependency context. They do not supply visual defaults or universal Game UI rules.
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+ - Treat stars, recent pushes, and repository names as discovery signals only.
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+
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+ ## Platform-Specific Guidance
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+
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+ - Match uGUI and UnityCsReference source to the target Unity editor/package line.
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+ - Match Input System evidence to the project's installed package version and UI module configuration.
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+ - Revalidate XR, mobile, safe-area, HDR, and native-integration examples on the target device and render pipeline.
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+ - Preserve each sample's recorded Unity version even when its repository is unarchived or recently pushed.
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+
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+ ## Residual And Provenance Policy
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+
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+ The 175-row residual means the bounded metadata classifier selected no earlier cluster. It does not mean irrelevant, empty, undocumented, or free of UI evidence. Curated overrides must be versioned and must recompute the full partition; do not edit cluster counts by hand.
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+
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+ Raw `fork`, `archived`, and `is_template` values remain in the inventory. GitHub's fork flag is not a complete authorship model: non-fork repositories can still describe themselves as mirrors, forks, or vendored sources. Treat provenance as unresolved until repository evidence establishes it.
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+
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+ ## Completeness And Refresh Limits
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+
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+ - The snapshot excludes private, deleted, transferred, and non-default-branch-only material.
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+ - Five stored tree scans were truncated and two zero-size repositories returned tree-fetch errors; absence claims do not rely on those trees.
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+ - Some repository HEADs, versions, licenses, lifecycle statements, and replacement paths remain unresolved.
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+ - X/Twitter evidence was unavailable during the research session. No post, handle, date, URL, or quotation is inferred from that absence.
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+ - The taxonomy is metadata-first. The residual protects against false precision; it is not editorial completion for 175 individual repositories.
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+
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+ Refresh by rebuilding the complete public inventory, preserving stable identities and raw lifecycle fields, rerunning the exclusive classifier, validating all 804 assignments, reviewing changed authority records, and updating the snapshot identity. Never hand-edit one count without recomputing the whole partition.
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+
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+ ## Unsupported Absolutes
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+
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+ - “In the Unity-Technologies organization” does not mean Unity authored every file.
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+ - “Unarchived” or “recently pushed” does not mean current or supported.
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+ - “No UI signal” does not prove a repository contains no interface code.
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+ - The 175-row residual does not mean the repositories are irrelevant or unclassifiable with deeper evidence.
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+ - This snapshot does not establish the contents of private, deleted, transferred, or non-default branches.
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+
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+ ## Verification Contract
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+
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+ Run `node scripts/validate-unity-org-wiki.mjs --json` and `node scripts/test-validate-unity-org-wiki.mjs`. A refreshed publication must retain 804 unique identities for this snapshot, preserve the exclusive cluster sum, keep NGUI external, and update the page, data, snapshot identity, and tests together.
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+
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+ ## Source, License, And Attribution
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+
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+ - Inventory basis: public GitHub repository metadata and captured default-branch inspection at `2026-07-14T12:59:16Z`.
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+ - Inventory identity before tracked projection: SHA-256 `8291b471251053a8921651eb7c791d13a4794984b73670a51cdb1116deb49657`; tracked JSON SHA-256 `b1438e6e8d438bab3eff2ff02f5a10e9374fdfb89b0581ffb936a42920fa2e05`; 59 archived repositories, 356 forks, and 4 templates.
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+ - Repository licenses and reuse terms differ. Follow each repository's recorded and current license before copying code or assets.
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+ - Reuse form: locally authored taxonomy, discovery index, and metadata projection; no Unity logos, trade dress, or first-person organizational voice.
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+
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+ ## Review Trigger
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+ Revisit this experimental page when the public snapshot is refreshed, a current UI authority source changes ownership or lifecycle, high-value unresolved HEAD/version fields are pinned, curated residual overrides are accepted, or verified social evidence materially changes the source-ranking discussion.
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+
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+ Implementation handoff: Unity public-repository inventory and compressed discovery index.
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+
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+ Consumer reference: `not_applicable`
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+ Consumer reference reason: This implementation adds repository provenance and discovery evidence, not consumer-specific visual or component guidance.
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+
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+ ## IA Navigation
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+
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+ Parent: [Game UI](../index.md).
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+ Next: [Platform Guides](../../platform-guides/index.md).
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+ ---
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+ type: Domain Guide
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+ title: Unity Repository Map
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+ description: Public default-branch snapshot map for locating Unity UI system sources, examples, adjacent references, and historical material.
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+ domain: game-ui
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+ lifecycle: experimental
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+ platform: Unity-Technologies public GitHub organization
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+ platform_version: public and default-branch snapshot captured 2026-07-14T12:59:16Z
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+ reviewed_on: 2026-07-14
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+ ---
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+
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+ # Unity Repository Map
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+
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+ Primary role: Unity public-source discovery and authority map.
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+
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+ ## Repository Boundary
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+
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+ This locally authored map classifies the Unity-Technologies public organization snapshot captured at `2026-07-14T12:59:16Z`. GitHub organization metadata and fully paginated public-repository enumeration both returned 804 repositories. The pre-projection capture had SHA-256 `8291b471251053a8921651eb7c791d13a4794984b73670a51cdb1116deb49657`; the tracked classified [`data/unity-technologies-public-repositories.json`](data/unity-technologies-public-repositories.json) has SHA-256 `b1438e6e8d438bab3eff2ff02f5a10e9374fdfb89b0581ffb936a42920fa2e05` and records 59 archived repositories, 356 forks, and 4 templates.
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+
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+ The map is a discovery index. A repository's presence, name, archive flag, or push date does not make it a current UI-system source.
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+
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+ ## Reusable Method
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+
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+ 1. Enumerate every public repository through REST pagination and retain stable repository identity and snapshot time.
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+ 2. Record archive, fork, template, default branch, default-branch HEAD, README location, and tree-scan status.
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+ 3. Scan default-branch paths for UXML, USS, UI Toolkit/UIElements, uGUI/Canvas/EventSystem, IMGUI, HUD/menu, accessibility, localization, text, and input signals.
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+ 4. Counter-search descriptions and code paths so name-hidden candidates remain discoverable.
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+ 5. Assign every repository one relevance class and a disposition reason.
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+ 6. Deep-read only the authority subset, then pin each guidance claim to an exact revision and lifecycle context.
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+
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+ ## Snapshot Classification
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+
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+ | UI relevance class | Repositories | Use |
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+ | --- | ---: | --- |
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+ | `primary-ui-source` | 8 | Unity UI system or explicit UI/example repository; refine lifecycle before use. |
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+ | `ui-adjacent-reference` | 5 | Input, reference source, safe-area, calibration, or vector-graphics evidence that constrains a UI review. |
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+ | `runtime-ui-observation` | 23 | Runtime UXML/USS or game/product UI implementation whose repository purpose is broader than UI. |
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+ | `legacy-ui-observation` | 72 | Multiple uGUI, HUD, menu, or Canvas observations in repositories owned for another purpose. |
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+ | `editor-or-incidental-uitoolkit` | 21 | UI Toolkit appears in editor tooling, inspectors, tests, or incidental help surfaces. |
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+ | `code-only-or-incidental-ui-signal` | 93 | Sparse or ambiguous UI-like paths do not justify reference status. |
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+ | `historical-ui-source` | 1 | Archived UIWidgets source retained as a separate historical framework. |
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+ | `excluded-misleading-name` | 1 | A UI-like repository name does not match a general UI source after inspection. |
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+ | `excluded-fork-or-vendor-ui` | 90 | Forked, mirrored, or vendored UI content is not automatically Unity-authored evidence. |
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+ | `no-ui-signal` | 490 | No UI signal was located in metadata, topics, default-branch path scan, or counter-search. |
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+
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+ Total: 804 repositories.
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+
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+ ## Authority And Lifecycle Disposition
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+
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+ | Disposition | Pinned examples | How to use them |
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+ | --- | --- | --- |
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+ | Current primary system/reference | uGUI's Unity 6000.3 [`Graphic.cs`](https://github.com/Unity-Technologies/uGUI/blob/9edb4420267b6652090ece4c28c38bd98746a68e/com.unity.ugui/Runtime/UGUI/UI/Core/Graphic.cs), UnityCsReference 6000.3.19f1 [`Panel.cs`](https://github.com/Unity-Technologies/UnityCsReference/blob/79f16640303119112ca5caed4d71c607d0dff6fb/Modules/UIElements/Core/Panel.cs), and InputSystem [`InputSystemUIInputModule.cs`](https://github.com/Unity-Technologies/InputSystem/blob/8a57d62081cf3546b46444e17223e0121a3568b2/Packages/com.unity.inputsystem/InputSystem/Runtime/Plugins/UI/InputSystemUIInputModule.cs) | Use version-pinned component and integration architecture. UnityCsReference remains reference source rather than a package mirror. |
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+ | Current explicit examples | [BagelGame README](https://github.com/Unity-Technologies/BagelGame/blob/5d0348bfa013f3c76299dd582c90a7549f66abce/README.md), [UI Toolkit manual code examples README](https://github.com/Unity-Technologies/ui-toolkit-manual-code-examples/blob/7ed6e7af9fc8a8f83facea818f47928d2e03a30f/README.md), and [accessibility sample README](https://github.com/Unity-Technologies/a11y-public-sample/blob/ec14cfcb8c10bafab83ea02cd17759d77b225fae/README.md) | BagelGame is a Unity 6.3 full-game UI Toolkit example; the manual repository contains documentation snippets; the accessibility sample is a Unity 2023.3 uGUI example. Keep each example's version and purpose attached. |
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+ | Adjacent and current observation examples | [EntityComponentSystemSamples README](https://github.com/Unity-Technologies/EntityComponentSystemSamples/blob/6786a741ee1f118ed14cecfa02beae8e926937b0/README.md), [XR Interaction Toolkit Examples README](https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples/blob/881f7e197c7b0958621ebd1a05f249bbe254d36f/README.md), and [Unity Industry Viewer Template README](https://github.com/Unity-Technologies/unity-industry-viewer-template/blob/5d50da18f68b14c4dc15bcf3d535878cc2254497/README.md) | Use as implementation observations for their own product, ECS, XR, or industry-template context. They do not own the general UI-system contract. |
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+ | Historical UI examples | [UIElementsExamples README](https://github.com/Unity-Technologies/UIElementsExamples/blob/e940d1c9dddfe99fd500c9f34f4801856ad37f18/README.md), [Unite Copenhagen 2019 demo README](https://github.com/Unity-Technologies/UIElementsUniteCPH2019RuntimeDemo/blob/fa4f2c70cf2d6127ab624cc11a2742260ca6ff20/README.md), [Unite LA turret demo README](https://github.com/Unity-Technologies/UIElementsUniteLATurretDemo/blob/1fce133fe3a3473d418066d8005c64340e9985d5/README.md), and [Unity Royale runtime demo README](https://github.com/Unity-Technologies/UIToolkitUnityRoyaleRuntimeDemo/blob/9b5006d2580101b4d08d59d03d7dadc697d75311/README.md) | Retain for UIElements/UI Toolkit technique lineage and their recorded Unity-era context. Unarchived status or a recent push does not revise their baseline. |
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+ | Separate or excluded | Archived [UIWidgets README](https://github.com/Unity-Technologies/com.unity.uiwidgets/blob/0310984e947881eca6c2657f1a2fcaaa19329c22/README.md), [SimpleUIDemo README](https://github.com/Unity-Technologies/SimpleUIDemo/blob/c33907f1ffa0f8a30b46f958d3cf45e5da08b01c/README.md), and the 90 `excluded-fork-or-vendor-ui` rows | UIWidgets is a separate archived framework whose README points development elsewhere. SimpleUIDemo is a Project Tiny sample rather than a general UI reference. Fork and vendor content requires an independent provenance decision. |
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+
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+ ## Completeness Limits
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+
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+ - The snapshot covers the public organization and each repository's observable default branch at capture time. It cannot observe private, deleted, transferred, or non-default-branch-only material.
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+ - `gen-playerid-stats` and `repotest123` returned tree-fetch errors; both reported repository size zero, leaving no default-branch content to inspect.
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+ - Recursive trees were truncated for Graphics, google-dawn, llvm-project, mono, and runtime. No absence claim relies on those truncated trees.
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+ - Broad GitHub Code Search has rate and result ceilings. It was used to counter-check candidates, not as the enumeration mechanism.
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+ - Path and metadata signals identify candidates; they do not prove compilation, rendered behavior, lifecycle correctness, or current support.
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+
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+ ## Opinionated Guidance
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+
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+ - Start UI architecture research with the current primary sources, then use explicit examples for concrete version-scoped implementation evidence.
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+ - Keep product samples, historical demos, separate frameworks, forks, mirrors, and incidental UI in distinct evidence lanes.
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+ - Record repository owner, fork state, archive state, default-branch HEAD, README lifecycle statement, Unity/package version, authority class, and replacement path when one is named.
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+ - Rebuild the inventory instead of editing counts by hand when the organization snapshot changes.
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+
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+ ## Platform-Specific Guidance
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+
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+ - Use the Unity 6000.3 branch and package context when applying the uGUI source linked here.
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+ - Use the UnityCsReference 6000.3.19f1 SHA for this page's UI Toolkit architecture boundary, not the newer default-branch head captured by the inventory.
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+ - Use InputSystem only for the input and UI integration behavior visible at its pinned SHA.
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+ - Preserve each sample's recorded Unity version and purpose in any downstream Game UI reference record.
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+
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+ ## Unsupported Absolutes
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+
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+ - An unarchived repository is not proof of current guidance.
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+ - A recent `pushed_at` value is not proof that a sample's Unity baseline changed.
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+ - Repository ownership does not prove that every vendored or forked file is Unity-authored.
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+ - A matching path or term does not prove that the repository is a UI-system source.
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+ - This snapshot does not establish private or deleted repository history.
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+
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+ ## Verification Contract
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+
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+ Before citing a repository, resolve the exact default-branch or release SHA, read its lifecycle statement and version files, inspect the relevant source path, and assign one of the dispositions above. For a refreshed map, repeat public pagination, verify unique ids and full names, recompute archive/fork/template totals and all ten class totals, record tree exceptions, and publish the new inventory hash and capture timestamp together.
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+
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+ ## Source, License, And Attribution
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+
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+ - Inventory basis: public GitHub organization metadata, fully paginated public repository metadata, default-branch tree scans, and targeted counter-search captured on `2026-07-14T12:59:16Z`.
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+ - Inventory identity: 804 classified rows; pre-projection SHA-256 `8291b471251053a8921651eb7c791d13a4794984b73670a51cdb1116deb49657`; tracked JSON SHA-256 `b1438e6e8d438bab3eff2ff02f5a10e9374fdfb89b0581ffb936a42920fa2e05`; 59 archived repositories, 356 forks, and 4 templates.
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+ - Repository licenses and reuse terms differ. Follow the pinned repository's own license before copying code or assets.
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+ - Reuse form: locally authored discovery and authority map; repository metadata and links are evidence references, not imported implementation guidance.
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+
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+ ## IA Navigation
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+
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+ Parent: [Game UI](../index.md).
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+ Next: [Unity Organization Compressed Wiki](org-wiki.md).
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+ ---
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+ type: Domain Guide
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+ title: Unity UI Systems
4
+ description: Source-pinned comparison of uGUI, UI Toolkit, and NGUI ownership and responsibilities for Game UI review.
5
+ domain: game-ui
6
+ lifecycle: experimental
7
+ platform: Unity uGUI, UI Toolkit, and NGUI
8
+ platform_version: Unity 6000.3 source boundary for uGUI and UI Toolkit; NGUI pinned repository snapshot
9
+ reviewed_on: 2026-07-14
10
+ ---
11
+
12
+ # Unity UI Systems
13
+
14
+ Primary role: Unity UI stack comparison guide.
15
+
16
+ ## Repository Boundary
17
+
18
+ This locally authored comparison helps a Game UI reviewer identify which hierarchy, input, layout, and lifecycle evidence belongs to uGUI, UI Toolkit, or NGUI. It compares ownership and responsibilities at pinned sources; it does not prescribe one stack, treat the APIs as interchangeable, or project historical examples onto current Unity releases.
19
+
20
+ ## Version Boundary
21
+
22
+ - uGUI observations use the Unity 6000.3 branch at `9edb4420267b6652090ece4c28c38bd98746a68e`.
23
+ - UI Toolkit observations use UnityCsReference `6000.3.19f1` at `79f16640303119112ca5caed4d71c607d0dff6fb`. UnityCsReference is reference source, not a package mirror.
24
+ - NGUI observations use `tasharen/ngui@9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2`. The repository describes a third-party system originating in 2011; treat this pinned snapshot separately from Unity-owned stacks and older NGUI distributions.
25
+
26
+ ## Reusable Method
27
+
28
+ 1. Record the Unity, package, and repository revisions used by the project.
29
+ 2. Identify the tree owner: Canvas and GameObjects, Panel and VisualElements, or UIRoot/UIPanel and GameObjects.
30
+ 3. Trace input and focus through the active stack-specific route.
31
+ 4. Inspect layout, styling, motion, binding, and scrolling as separate responsibilities.
32
+ 5. Record serialized assets, runtime-created state, and editor-only tooling.
33
+ 6. Label every example as current system source, current example, adjacent observation, or historical material.
34
+
35
+ ## System Comparison
36
+
37
+ | Axis | uGUI at the pinned Unity 6000.3 source | UI Toolkit at the pinned Unity 6000.3 reference source | NGUI at the pinned repository snapshot |
38
+ | --- | --- | --- | --- |
39
+ | Rendering | A `Graphic` registers with a Canvas, rebuilds geometry or material state, and sends mesh data through the Canvas rendering path. See [`Graphic.cs`](https://github.com/Unity-Technologies/uGUI/blob/9edb4420267b6652090ece4c28c38bd98746a68e/com.unity.ugui/Runtime/UGUI/UI/Core/Graphic.cs#L547-L716). | A Panel owns a VisualElement tree, while repaint processing consumes visual changes and renders the root tree. See [`Panel.cs`](https://github.com/Unity-Technologies/UnityCsReference/blob/79f16640303119112ca5caed4d71c607d0dff6fb/Modules/UIElements/Core/Panel.cs#L1238-L1259) and [`UIRRepaintUpdater.cs`](https://github.com/Unity-Technologies/UnityCsReference/blob/79f16640303119112ca5caed4d71c607d0dff6fb/Modules/UIElements/Core/Renderer/UIRRepaintUpdater.cs#L25-L148). | `UIRoot`, `UIPanel`, `UIWidget`, and `UIDrawCall` divide scaling, clipping, geometry, and draw-call work. See [`UIRoot.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/UI/UIRoot.cs), [`UIPanel.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/UI/UIPanel.cs), and [`UIDrawCall.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/Internal/UIDrawCall.cs). |
40
+ | Hierarchy and ownership | GameObjects, `RectTransform`, Canvas, and component registration form the inspected hierarchy. Canvas membership is runtime state, not merely folder or prefab placement. | A `UIDocument` attaches a `VisualTreeAsset`-derived VisualElement tree to Panel Settings. VisualElement descendants are not Transform children. See [`UIDocument.cs`](https://github.com/Unity-Technologies/UnityCsReference/blob/79f16640303119112ca5caed4d71c607d0dff6fb/Modules/UIElements/Core/GameObjects/UIDocument.cs#L509-L539). | The Unity GameObject hierarchy carries `UIRoot`, `UIPanel`, `UIWidget`, control components, atlases, and fonts. Inspect component ownership as well as Transform nesting. See [`UIWidget.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/Internal/UIWidget.cs). |
41
+ | Input and focus | `EventSystem` selects and runs an active `BaseInputModule`; New Input System projects can use `InputSystemUIInputModule`. See [`EventSystem.cs`](https://github.com/Unity-Technologies/uGUI/blob/9edb4420267b6652090ece4c28c38bd98746a68e/com.unity.ugui/Runtime/UGUI/EventSystem/EventSystem.cs#L158-L177) and [`InputSystemUIInputModule.cs`](https://github.com/Unity-Technologies/InputSystem/blob/8a57d62081cf3546b46444e17223e0121a3568b2/Packages/com.unity.inputsystem/InputSystem/Runtime/Plugins/UI/InputSystemUIInputModule.cs). | Focus and event dispatch are Panel-owned. The pinned `DefaultEventSystem` chooses the InputForUI provider path or a legacy path according to its context. See [`DefaultEventSystem.cs`](https://github.com/Unity-Technologies/UnityCsReference/blob/79f16640303119112ca5caed4d71c607d0dff6fb/Modules/UIElements/Core/GameObjects/DefaultEventSystem.cs#L67-L82). | `UICamera` performs its own 3D/2D raycasts and message dispatch. Its default delegates read legacy `UnityEngine.Input`; do not document an EventSystem or New Input System route unless the project supplies one. See [`UICamera.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/UI/UICamera.cs#L13-L43). |
42
+ | Layout | `LayoutRebuilder`, layout groups, fitters, anchors, and RectTransform calculations operate across component passes. See [`LayoutRebuilder.cs`](https://github.com/Unity-Technologies/uGUI/blob/9edb4420267b6652090ece4c28c38bd98746a68e/com.unity.ugui/Runtime/UGUI/UI/Core/Layout/LayoutRebuilder.cs#L60-L89). | Flex-style layout nodes are calculated for the visual tree, with bounded validation passes. See [`VisualTreeLayoutUpdater.cs`](https://github.com/Unity-Technologies/UnityCsReference/blob/79f16640303119112ca5caed4d71c607d0dff6fb/Modules/UIElements/Core/VisualTreeLayoutUpdater.cs#L105-L201). | Anchoring, stretching, grid, table, and wrapping responsibilities are separate components. See [`UIAnchor.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/UI/UIAnchor.cs), [`UIStretch.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/UI/UIStretch.cs), [`UIGrid.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/Interaction/UIGrid.cs), and [`UITable.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/Interaction/UITable.cs). |
43
+ | Styling and motion | `Selectable` supports color, sprite, and Animator transition modes; projects may add Animator, Timeline, tween, or script-owned motion. See [`Selectable.cs`](https://github.com/Unity-Technologies/uGUI/blob/9edb4420267b6652090ece4c28c38bd98746a68e/com.unity.ugui/Runtime/UGUI/UI/Core/Selectable.cs#L655-L708). | USS style resolution and typed transition-property changes are processed by the style updater. See [`VisualTreeStyleUpdater.cs`](https://github.com/Unity-Technologies/UnityCsReference/blob/79f16640303119112ca5caed4d71c607d0dff6fb/Modules/UIElements/Core/VisualTreeStyleUpdater.cs#L68-L170). | Widget colors, sprites, fonts, `UITweener` subclasses, springs, `UIPlayTween`, and `UIPlayAnimation` provide stack-local presentation and motion mechanisms. See [`UITweener.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/Tweening/UITweener.cs#L10-L38). |
44
+ | Binding | Serialized component references, scripts, `UnityEvent`, and project-owned presenters connect UI components to project code. The pinned runtime source exposes `Button.onClick`, but this review did not locate a general collection/data-binding family. See [`Button.cs`](https://github.com/Unity-Technologies/uGUI/blob/9edb4420267b6652090ece4c28c38bd98746a68e/com.unity.ugui/Runtime/UGUI/UI/Core/Button.cs#L15-L70). | `dataSource`, `dataSourcePath`, `SetBinding`, and Panel binding management form an explicit data-binding surface. See [`VisualElementDataBinding.cs`](https://github.com/Unity-Technologies/UnityCsReference/blob/79f16640303119112ca5caed4d71c607d0dff6fb/Modules/UIElements/Core/VisualElementDataBinding.cs#L185-L290). | `EventDelegate`, localization, `PropertyBinding`, and project scripts support callbacks, localization, and property synchronization. Record the concrete component and callback path. See [`EventDelegate.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/Internal/EventDelegate.cs). |
45
+ | Scrolling and virtualization | `ScrollRect` owns wheel, drag, bounds, velocity, and anchored-position behavior. The pinned runtime review did not locate a built-in collection-virtualization family. See [`ScrollRect.cs`](https://github.com/Unity-Technologies/uGUI/blob/9edb4420267b6652090ece4c28c38bd98746a68e/com.unity.ugui/Runtime/UGUI/UI/Core/ScrollRect.cs#L647-L680). | `ScrollView` provides scrolling, while collection controls own virtualization controllers. See [`BaseVerticalCollectionView.cs`](https://github.com/Unity-Technologies/UnityCsReference/blob/79f16640303119112ca5caed4d71c607d0dff6fb/Modules/UIElements/Core/Controls/BaseVerticalCollectionView.cs#L560-L574). | `UIScrollView`, scroll bars, `UIWrapContent`, and centering components divide scrolling and repeated-content behavior. See [`UIScrollView.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/Interaction/UIScrollView.cs) and [`UIWrapContent.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/Interaction/UIWrapContent.cs). |
46
+ | Lifecycle and serialization | MonoBehaviour callbacks register and unregister Graphics and layout state; scenes and prefabs serialize component fields and events. Inspect runtime-created objects and domain reload behavior separately. | `UIDocument`, Panel Settings, UXML/`VisualTreeAsset`, USS, and runtime Panel attachment create a distinct serialized-asset and runtime-tree lifecycle. | MonoBehaviours, prefabs, atlases, fonts, and serialized delegates carry state. Inspect runtime-created widgets, atlas/font ownership, and callback teardown directly. |
47
+ | Editor and runtime | Runtime and Editor assemblies are separate; editor menu code can create Canvas controls. See [`MenuOptions.cs`](https://github.com/Unity-Technologies/uGUI/blob/9edb4420267b6652090ece4c28c38bd98746a68e/com.unity.ugui/Editor/UGUI/UI/MenuOptions.cs#L205-L282). | Runtime Panels and editor-root contexts are separate. See [`RuntimePanel.cs`](https://github.com/Unity-Technologies/UnityCsReference/blob/79f16640303119112ca5caed4d71c607d0dff6fb/Modules/UIElements/Core/GameObjects/RuntimePanel.cs#L27-L48). | Runtime scripts, editor tools, and inspectors coexist. See [`UICreateNewUIWizard.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/Editor/UICreateNewUIWizard.cs) and [`UIPanelInspector.cs`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/Editor/UIPanelInspector.cs). |
48
+ | Current and historical boundary | The pinned 6000.3 branch is the evidence boundary for this page; record the project's exact package revision before applying it. | The pinned 6000.3 reference source is the evidence boundary. UIElements conference demos and 2019–2020 runtime samples are historical technique records, not current-version contracts. | NGUI is third-party. Record the exact repository or asset-distribution revision and license context instead of using the name alone as a version marker. |
49
+
50
+ ## Opinionated Guidance
51
+
52
+ - Start a review by naming the tree owner and input owner; those two facts reduce cross-stack ambiguity.
53
+ - Capture both serialized assets and the runtime tree because project folders or Scene hierarchy alone can omit runtime ownership.
54
+ - Treat mixed-stack projects as explicit integrations. Record render order, camera or Panel ownership, input routing, focus transfer, and teardown at each bridge.
55
+ - Prefer version-pinned system source for architecture claims and use samples only for the narrower behavior they actually demonstrate.
56
+
57
+ ## Platform-Specific Guidance
58
+
59
+ - For uGUI, record Canvas mode, scaler, sorting, raycaster, EventSystem, input module, selected object, and ScrollRect structure.
60
+ - For UI Toolkit, record Panel Settings, UIDocument, UXML and USS assets, runtime `rootVisualElement`, focus order, data source, and collection controller.
61
+ - For NGUI, record UIRoot scaling, UIPanel clipping and depth, atlas/font assets, UICamera event type and delegates, tweener ownership, and scroll components.
62
+ - For every stack, distinguish editor-only tooling from runtime code and current sources from historical examples.
63
+
64
+ ## Unsupported Absolutes
65
+
66
+ - Do not infer input routing from visual similarity or a shared GameObject parent.
67
+ - Do not infer a VisualElement tree from the Transform hierarchy.
68
+ - Do not infer current behavior from an unarchived repository or a recent push date alone.
69
+ - Do not infer rendered behavior, focus behavior, or lifecycle correctness from serialized files alone.
70
+
71
+ ## Verification Contract
72
+
73
+ Record exact revisions, open the relevant Scene or document, and capture the serialized owner, runtime tree, active input path, initial and returned focus, layout changes, scrolling behavior, dynamic content reuse, and teardown. Exercise pointer, keyboard, gamepad, or touch modes actually declared by the project. Recheck historical examples against their own Unity version instead of using them as a current baseline.
74
+
75
+ ## Source, License, And Attribution
76
+
77
+ - uGUI source: [Unity-Technologies/uGUI at `9edb4420267b6652090ece4c28c38bd98746a68e`](https://github.com/Unity-Technologies/uGUI/blob/9edb4420267b6652090ece4c28c38bd98746a68e/com.unity.ugui/LICENSE.md)
78
+ - UI Toolkit reference source: [Unity-Technologies/UnityCsReference at `79f16640303119112ca5caed4d71c607d0dff6fb`](https://github.com/Unity-Technologies/UnityCsReference/blob/79f16640303119112ca5caed4d71c607d0dff6fb/LICENSE.md)
79
+ - NGUI source: [tasharen/ngui at `9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/README.md) and its pinned [license](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/License.txt)
80
+ - Reuse form: locally authored comparison of source-observable ownership and responsibilities; no upstream prose or implementation sample is reproduced.
81
+
82
+ ## IA Navigation
83
+
84
+ Parent: [Game UI](../index.md).
85
+ Next: [Unity CLI Loop](cli-loop.md).
@@ -15,7 +15,7 @@ Primary role: vocabulary and scannability contract.
15
15
  - Canonical: `domain`
16
16
  - Concept: top-level knowledge ownership
17
17
  - Definition: A governed StyleGallery decision surface with a named scope, exclusions, lifecycle, source-of-truth, validator, and review owner.
18
- - Use for: Layout, Motion, Design Engineering, Game UI, Platform Guides, root routing, and `domain` frontmatter on governed leaves.
18
+ - Use for: Layout, Motion, Design Engineering, Game UI, Platform Guides, Design Terminology, root routing, and `domain` frontmatter on governed leaves.
19
19
  - Canonical: `category`
20
20
  - Concept: domain-local browse placement
21
21
  - Definition: A canonical grouping inside one domain; it cannot change the owning domain or its evidence boundary.
package/index.md CHANGED
@@ -4,7 +4,7 @@ okf_version: "0.1"
4
4
 
5
5
  # StyleGallery
6
6
 
7
- StyleGallery is an OKF-style knowledge bundle organized into governed interface-knowledge domains. Existing Layout paths remain canonical while Motion, Design Engineering, Game UI, and Platform Guides own separate product and reference boundaries.
7
+ StyleGallery is an OKF-style knowledge bundle organized into governed interface-knowledge domains. Existing Layout paths remain canonical while Motion, Design Engineering, Game UI, Platform Guides, and Design Terminology own separate product and reference boundaries.
8
8
 
9
9
  Primary role: OKF bundle map.
10
10
 
@@ -16,6 +16,7 @@ Primary role: OKF bundle map.
16
16
  - [Design Engineering](design-engineering/index.md) - Product-layer interface-craft decisions and verification questions.
17
17
  - [Game UI](game-ui/index.md) - Game-interface classification, hierarchy, reference records, and named engine implementation guides.
18
18
  - [Platform Guides](platform-guides/index.md) - Bounded comparative references for named platforms.
19
+ - [Design Terminology](design-terminology/index.md) - Source-kind and concept-family classification, typed term relations, and cross-system conflict cases for named vocabulary sources.
19
20
  - [Consumer reference](consumer-reference/index.md) - Shared non-domain receiver contract for declared repository-local JSON records or reasoned non-applicability.
20
21
  - [Agent-Native StyleGallery](consumer-reference/agent-native/README.md) - Machine-facing identity, retrieval, operation, CLI, read-only MCP, task projection, and governed-learning contracts.
21
22
  - [Consumer migration readiness](design-engineering/consumer-migration-readiness.md) - Experimental Design Engineering method for consumer-owned conformance, runtime proof, and source-bound page evidence.
package/log.md CHANGED
@@ -2,6 +2,11 @@
2
2
 
3
3
  ## 2026-08-18
4
4
 
5
+ - Added Design Terminology as the sixth governed domain: source-kind and concept-family classification separated as distinct axes, a typed term relation model, freshness-bounded source vocabularies, and cross-system conflict cases with three representative scenarios.
6
+ - Added the Design Terminology domain scope decision record comparing four placement alternatives and defining the domain's independent decision surface.
7
+ - Recorded six-domain scope in the domain manifest, root routes, quality scope, controlled vocabulary domain list, and governance rows; recorded sealed-cardinality duplication as accepted technical debt in the scope decision.
8
+ - Admitted the new domain pages and scope decision into material v2 and regenerated the material registry without modifying the git index.
9
+
5
10
  - Added the StyleGallery homepage example planned from a clean npm installation and verified across desktop, tablet, and mobile Chrome CDP viewports.
6
11
  - Added pinned Pretext text-layout measurement as an npm-installed verification dependency while keeping browser Canvas execution outside the Node CLI and MCP surfaces.
7
12
  - Added deterministic hero-heading line-count, DOM overflow, accessibility, console, request, and screenshot checks.
@@ -0,0 +1,145 @@
1
+ ---
2
+ type: Domain Guide
3
+ title: Motion Practice Reference
4
+ description: Bounded motion mechanics, heuristics, platform notes, and verification requirements.
5
+ domain: motion
6
+ lifecycle: experimental
7
+ source_repository: https://github.com/emilkowalski/skills
8
+ source_path: skills/review-animations/STANDARDS.md
9
+ source_revision: 220e8607c90b17337d210125777b7b695f26c221
10
+ ---
11
+
12
+ # Motion Practice Reference
13
+
14
+ Primary role: motion evidence reference.
15
+
16
+ ## Repository Boundary
17
+
18
+ This is a practice reference, not a standards document. Each item states what kind of claim it is and how to verify it before use.
19
+
20
+ ## Reusable Method
21
+
22
+ For every proposed rule, record:
23
+
24
+ ```text
25
+ Guidance:
26
+ Classification: reusable mechanic | opinionated heuristic | platform-specific | unsupported
27
+ Context:
28
+ Warrant:
29
+ Evidence:
30
+ Verification:
31
+ Boundary:
32
+ ```
33
+
34
+ The classification controls authority. A reusable mechanic may explain a causal relationship; a heuristic proposes a starting question; a platform note is valid only for its named source/version; an unsupported claim cannot become a blocker.
35
+
36
+ ## Practice Map
37
+
38
+ ### Purpose And Frequency
39
+
40
+ Guidance: State why a transition exists and how often the user encounters it.
41
+
42
+ Classification: opinionated heuristic.
43
+
44
+ Verification: compare task completion and state comprehension with the behavior present, reduced, and removed.
45
+
46
+ Boundary: frequency alone does not dictate a universal duration or deletion rule.
47
+
48
+ ### Spatial Continuity
49
+
50
+ Guidance: Preserve understandable relationships between trigger, moving representation, destination, and dismissal path.
51
+
52
+ Classification: reusable mechanic.
53
+
54
+ Verification: inspect before, intermediate, interrupted, and after states together with DOM and focus order.
55
+
56
+ Boundary: visual continuity cannot override semantic order or accessibility.
57
+
58
+ ### Interruption
59
+
60
+ Guidance: A repeatedly triggered or directly manipulated transition should respond to new input without visible jumps or input lockout.
61
+
62
+ Classification: reusable mechanic.
63
+
64
+ Verification: reverse and retarget the interaction at multiple points while recording the presented state.
65
+
66
+ Boundary: no specific animation API is required.
67
+
68
+ ### Timing, Easing, And Springs
69
+
70
+ Guidance: Treat timing curves and dynamic parameters as context-dependent starting hypotheses.
71
+
72
+ Classification: opinionated heuristic.
73
+
74
+ Verification: compare variants on the target device and task; record response latency, interruption, overshoot, and completion cues.
75
+
76
+ Boundary: fixed duration, easing, damping, bounce, or velocity values are not cross-product standards.
77
+
78
+ ### Performance
79
+
80
+ Guidance: Prefer changes that avoid unnecessary repeated layout and paint work when measurements show they are material.
81
+
82
+ Classification: reusable mechanic.
83
+
84
+ Verification: use browser performance traces, frame evidence, target hardware, and representative concurrent work.
85
+
86
+ Boundary: `transform`, `opacity`, CSS, JavaScript, or Web Animations do not guarantee compositor/GPU execution or superior performance.
87
+
88
+ ### Preferences And Input Capabilities
89
+
90
+ Guidance: Provide an equivalent state and feedback path for relevant user preferences and input capabilities.
91
+
92
+ Classification: reusable mechanic.
93
+
94
+ Verification: inspect the actual reduced-motion behavior, keyboard/pointer/touch flows, focus visibility, and state announcement.
95
+
96
+ Boundary: reduced motion may mean removal, substitution, or reduction; hover/pointer media features do not identify a universal device class.
97
+
98
+ ### Product Cohesion
99
+
100
+ Guidance: Evaluate whether motion supports the product's declared task and tone.
101
+
102
+ Classification: opinionated heuristic.
103
+
104
+ Verification: use comparative review with named criteria and representative users when the claim concerns human perception.
105
+
106
+ Boundary: cohesion and delight are not mechanically provable from source code.
107
+
108
+ ## Opinionated Guidance
109
+
110
+ Shorter, smaller, and less frequent motion is often a useful remediation direction for high-frequency interfaces, but it is not automatically correct. Source-anchored paths and asymmetry may improve comprehension when they correspond to real state relationships; they require rendered evidence.
111
+
112
+ ## Platform-Specific Guidance
113
+
114
+ Browser compositor behavior, framework shorthands, native springs, pointer models, and operating-system preferences must be sourced and versioned independently. A native-platform value does not automatically translate to CSS or a JavaScript animation library.
115
+
116
+ ## Unsupported Absolutes
117
+
118
+ - Only transform and opacity may be animated.
119
+ - Transform and opacity always run on the GPU.
120
+ - CSS animations categorically outperform JavaScript.
121
+ - Web Animations is universally hardware accelerated.
122
+ - Parent custom-property updates always cause unacceptable recalculation.
123
+ - A framework shorthand necessarily drops frames.
124
+ - Reduced motion always means crossfade rather than removal.
125
+ - Hover and pointer queries identify a touch-device class.
126
+ - All interface motion must remain under one fixed duration.
127
+
128
+ These statements may become scoped hypotheses only after the context, source, and verification protocol are named.
129
+
130
+ ## Verification Contract
131
+
132
+ Use slow-motion or frame-by-frame inspection for discontinuity, browser traces for delivery claims, keyboard and assistive-technology checks for interaction/accessibility claims, and real-device or user evidence for perceptual quality. State what the selected evidence cannot prove.
133
+
134
+ ## Source, License, And Attribution
135
+
136
+ - Upstream inspiration: [review-animations/STANDARDS.md](https://github.com/emilkowalski/skills/blob/220e8607c90b17337d210125777b7b695f26c221/skills/review-animations/STANDARDS.md)
137
+ - Snapshot: `220e8607c90b17337d210125777b7b695f26c221`
138
+ - Upstream license: MIT, Copyright (c) 2026 Emil Kowalski.
139
+ - Reuse form: independent method rewrite; upstream prose, tables, code, examples, and distinctive ordering were not retained.
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+ - Evidence boundary: the upstream practice source can suggest questions but cannot prove local performance, accessibility, usability, or quality.
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+
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+ ## IA Navigation
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+
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+ Parent: [Motion](index.md).
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+ Next: [Design Engineering](../design-engineering/index.md).
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+ ---
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+ type: Domain Guide
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+ title: Motion Review Workflow
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+ description: Evidence-first workflow for reviewing product-layer motion without changing Layout policy.
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+ domain: motion
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+ lifecycle: experimental
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+ source_repository: https://github.com/emilkowalski/skills
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+ source_path: skills/review-animations/SKILL.md
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+ source_revision: 220e8607c90b17337d210125777b7b695f26c221
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+ ---
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+
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+ # Motion Review Workflow
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+
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+ Primary role: motion review procedure.
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+
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+ ## Repository Boundary
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+
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+ This workflow reviews declared product-layer motion. It does not review unrelated code, create feature requirements, or turn preferences into blockers. Shared accessibility and evidence gates take precedence; Layout source order, constraints, and scroll ownership remain authoritative for reusable patterns.
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+
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+ ## Reusable Method
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+
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+ ### Intake
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+
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+ Name the interaction, trigger, frequency, affected state, expected purpose, supported input modes, reduced-motion behavior, and verification surface. If the purpose or observable is absent, record an evidence gap before discussing polish.
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+
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+ ### Inspect
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+
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+ Review four boundaries in order:
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+
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+ 1. State and source continuity: the before/after states, DOM order, focus, and recoverability remain coherent.
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+ 2. Interaction continuity: repeated input, interruption, reversal, cancellation, and rapid state changes do not jump or lock input.
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+ 3. Accessibility: motion alternatives and input-capability assumptions match the actual user preference and interaction contract.
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+ 4. Delivery evidence: rendered frames, performance traces, and real-device behavior support claims that source inspection cannot prove.
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+
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+ ### Finding Record
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+
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+ | Impact | Location | Observed behavior | Proposed change | Warrant | Evidence | Boundary |
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+ | --- | --- | --- | --- | --- | --- | --- |
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+ | What fails for the task | `file:line` or rendered state | Reproducible observation | Smallest corrective direction | Why the evidence supports it | Trace, recording, test, or source | What remains unproven |
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+
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+ ### Decision
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+
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+ - `blocked`: a declared local contract, accessibility requirement, or required evidence gate fails.
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+ - `review_required`: the decision depends on missing rendered, device, user, or performance evidence.
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+ - `approve_with_debt`: behavior is acceptable for the declared scope and the remaining bounded debt has an owner and trigger.
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+ - `pass`: all declared motion contracts and required evidence are satisfied.
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+
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+ ## Remediation Order
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+
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+ 1. Confirm the motion has a task or state purpose.
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+ 2. Remove motion that has no necessary job.
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+ 3. Reduce frequency, distance, scope, or affected elements.
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+ 4. Preserve spatial, semantic, and focus relationships.
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+ 5. Make repeated and interrupted state changes continuous.
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+ 6. Measure the performance claim on the target surface.
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+ 7. Provide an evidence-based alternative for relevant preferences and inputs.
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+ 8. Tune product-specific character only after the contracts above pass.
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+
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+ ## Opinionated Guidance
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+
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+ Frequency, duration, easing, physicality, and cohesion can be useful review prompts. They remain context-dependent heuristics. “Feels right,” popularity, or a practitioner's preference is not a sufficient warrant for blocking a change.
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+
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+ ## Platform-Specific Guidance
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+
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+ CSS transitions, Web Animations, Motion/Framer Motion, pointer events, and component-library transform origins are implementation examples. A review may recommend one only after verifying browser support, current implementation constraints, and the behavior that must change.
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+
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+ ## Unsupported Absolutes
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+
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+ Do not automatically block `ease-in`, a particular scale value, motion longer than a fixed threshold, a keyboard-triggered transition, a non-transform property, or a particular stagger interval. Do not claim GPU execution, hardware acceleration, or accessibility from a property name or API choice alone.
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+
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+ ## Verification Contract
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+
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+ Exercise the actual interaction in its default, repeated, interrupted, reversed, and reduced-motion states. Record the exact environment and observable. Source review may establish declared code paths; rendered and human outcomes require corresponding evidence families.
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+
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+ ## Source, License, And Attribution
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+
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+ - Upstream inspiration: [review-animations/SKILL.md](https://github.com/emilkowalski/skills/blob/220e8607c90b17337d210125777b7b695f26c221/skills/review-animations/SKILL.md)
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+ - Snapshot: `220e8607c90b17337d210125777b7b695f26c221`
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+ - Upstream license: MIT, Copyright (c) 2026 Emil Kowalski.
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+ - Reuse form: independent method rewrite; upstream prose, tables, code, examples, and distinctive ordering were not retained.
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+ - Evidence boundary: this procedure adapts a review shape, not its categorical practitioner judgments.
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+
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+ ## IA Navigation
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+
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+ Parent: [Motion](index.md).
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+ Next: [Motion Practice Reference](practice-reference.md).