stylegallery 0.1.7 → 0.1.8

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Files changed (60) hide show
  1. package/AGENTS.md +13 -1
  2. package/DOMAINS.md +7 -3
  3. package/GOVERNANCE.md +13 -11
  4. package/LICENSE-DOCS +2 -2
  5. package/README.md +23 -10
  6. package/consumer-reference/agent-native/v2/admission-policy.json +32 -37
  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/state-management/index.md +1 -1
  11. package/design-engineering/state-management/patterns/derived-state.md +1 -1
  12. package/design-engineering/state-management/patterns/draft-and-baseline.md +1 -1
  13. package/design-engineering/state-management/patterns/id-selection.md +1 -1
  14. package/design-engineering/state-management/patterns/identity-reset.md +1 -1
  15. package/design-engineering/state-management/patterns/latest-request-wins.md +1 -1
  16. package/design-engineering/state-management/patterns/optimistic-overlay.md +1 -1
  17. package/design-engineering/state-management/patterns/single-flight.md +1 -1
  18. package/design-engineering/state-management/patterns/single-owner.md +1 -1
  19. package/design-engineering/state-management/patterns/submitted-snapshot.md +1 -1
  20. package/design-engineering/state-management/patterns/unsaved-navigation.md +1 -1
  21. package/design-engineering/state-management/patterns/url-state.md +1 -1
  22. package/design-engineering/state-management/patterns/versioned-restore.md +1 -1
  23. package/design-engineering/state-management/verification.md +1 -1
  24. package/design-terminology/conflict-cases.md +1 -1
  25. package/design-terminology/source-kinds.md +1 -1
  26. package/expression/brand-studies.md +50 -0
  27. package/expression/direction-brief.md +71 -0
  28. package/expression/directions/nocturne-editorial.md +80 -0
  29. package/expression/directions/warm-print.md +73 -0
  30. package/expression/index.md +40 -0
  31. package/expression/techniques/gradient-atmosphere.md +107 -0
  32. package/expression/techniques/grain-and-texture.md +83 -0
  33. package/expression/techniques/webgl-hero.md +123 -0
  34. package/guides/vocabulary.md +1 -1
  35. package/index.md +3 -3
  36. package/log.md +35 -0
  37. package/motion/index.md +2 -0
  38. package/motion/techniques/kinetic-type.md +145 -0
  39. package/motion/techniques/scroll-choreography.md +154 -0
  40. package/package.json +17 -14
  41. package/platform-guides/compatibility-matrix.md +1 -1
  42. package/quality/claim-records/stylegallery-multidomain-scope.md +2 -2
  43. package/quality/evidence/executable-evidence.md +1 -1
  44. package/quality/index.md +1 -2
  45. package/scripts/agent-native/v2/material-admission.mjs +1 -1
  46. package/scripts/agent-native/v2/material-identity.mjs +2 -2
  47. package/scripts/compiler/README.md +5 -5
  48. package/showcase/README.md +113 -0
  49. package/game-ui/classification.md +0 -82
  50. package/game-ui/decision-tree.md +0 -81
  51. package/game-ui/index.md +0 -45
  52. package/game-ui/reference-record.md +0 -62
  53. package/game-ui/screen-hierarchy.md +0 -107
  54. package/game-ui/screen-recipes.md +0 -101
  55. package/game-ui/unity/architecture.md +0 -166
  56. package/game-ui/unity/cli-loop.md +0 -84
  57. package/game-ui/unity/org-wiki.md +0 -146
  58. package/game-ui/unity/repository-map.md +0 -102
  59. package/game-ui/unity/ui-systems.md +0 -85
  60. package/game-ui/verification-workflow.md +0 -100
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- ---
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- type: Domain Guide
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- title: Game UI Screen Recipes
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- description: Engine-neutral screen compositions with player task, lifetime, input, state, recovery, and acceptance cases.
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- domain: game-ui
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- lifecycle: experimental
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- provenance_kind: local
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- ---
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-
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- # Game UI Screen Recipes
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-
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- Primary role: game screen composition catalog.
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-
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- ## Repository Boundary
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-
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- These are fictional compositions of [Screen Hierarchy](screen-hierarchy.md) roles. They prescribe no engine tree, artwork, or reusable Layout CSS. Use the [Decision Tree](decision-tree.md) to select by player task; record real references with the [Reference Record](reference-record.md).
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-
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- ## Reusable Method
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-
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- For the selected recipe, name the persistent owner, screen or entity owner, active input recipient, exceptional states, and exit behavior. Each acceptance case below is an expected result awaiting consumer execution.
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-
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- ## Play Status And Input
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-
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- Primary classes: `hud` and separately classified `input-surface` regions. A session-owned HUD presents player status, objectives, and contextual prompts. Entity-linked markers follow entity lifetime; virtual controls own their active press/drag state. HUD data observes gameplay authority rather than predicting confirmed rewards or inventory changes.
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-
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- Keep critical state understandable when an effect is absent. Distinguish zero value from unavailable data. Record how spectator, respawn, controller disconnection, and menus change visibility and input routing.
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-
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- Acceptance case: open a blocking menu while an action is held; release the action, close the menu, and confirm no stuck input remains. Destroy a marked entity and confirm its marker and subscriptions are removed.
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-
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- ## Pause And Navigation
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-
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- Primary class: `navigation`. A screen host owns destinations; a pause overlay owns its focus scope and return target. The simulation/session owner decides whether play pauses. Audio, background input, and timers have explicit policies.
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-
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- Preserve navigation selection when opening settings and returning. Loading a new destination invalidates old screen callbacks. Cancel should consume one active layer at a time.
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-
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- Acceptance case: pause → settings → confirmation → cancel three times. Verify each step closes only the intended layer and restores the previous selection. For network play, verify the UI does not claim the world is paused when it continues.
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-
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- ## Blocking Decisions And Connection
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-
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- Primary classes: `dialog` or `system-status`. A modal host owns blocking and focus; a connection service owns retry state. Keep message, available actions, retry state, and outcome distinct. Only block input that conflicts with the required decision.
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- Reconnection success must reconcile the current screen, which may differ from the screen present at failure. A retry response from an earlier attempt cannot dismiss a newer failure. Define whether a system notice supersedes, queues behind, or composes with an existing modal.
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-
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- Acceptance case: lose connection during an inventory operation, open a system notice, then receive an old retry response. The current error/operation state remains authoritative and dismissal leaves no invisible blocker.
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-
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- ## Inventory And Comparison
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-
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- Primary class: `inventory`. A screen owns filters, selection, and focus history. The data service owns item identity and confirmed equipment; a detail region owns the selected item's presentation. List/grid cells receive explicit data and selection state.
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- Compare by stable item identity, not cell position. Separate selected, equipped, unavailable, pending, and failed states. Preserve selection where possible after filtering or sorting; document a fallback when the item disappears.
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-
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- Acceptance case: select item A, request equip, select B, then resolve A. A's result updates inventory truth while detail remains on B. Test empty inventory, maximum content, long localized attributes, and a disabled first item.
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-
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- ## Results And Progression
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-
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- Primary class: `progression`. The completed-match/session record owns final values; presentation may stage reveal of those values. Reveal completion does not grant rewards. Skip reveals the confirmed final state once; replaying a presentation cannot duplicate a grant.
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- Distinguish provisional, confirmed, and unavailable results. Preserve a readable result summary after a flourish. A disconnected client must not present an unconfirmed reward as owned.
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- Acceptance case: skip twice, navigate away, and reopen results. The grant count stays unchanged, and the same authoritative result is shown. Test zero rewards and a reward list longer than the visible region.
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-
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- ## Offers And Acquisition
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-
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- Primary class: `commerce`. The catalog owns offer identity, the purchase service owns transaction outcome, and the UI owns selection and acknowledgement. Show the item, total cost, currency, and eligibility before commitment. Pending, rejected, cancelled, expired, and fulfilled are different states.
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- Do not derive success from a button effect or optimistic currency subtraction. Reconcile price/availability changes before accepting a commitment. Duplicate input must follow the transaction contract.
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- Acceptance case: change availability between selection and submission, fail a request, and retry. The UI explains the current offer and never reports an unconfirmed acquisition. Actual payments and platform purchasing rules require consumer-specific verification.
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-
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- ## Teaching And Narrative
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-
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- Primary classes: `tutorial` or `narrative`. A step/story controller owns progress; presentation owns text, highlight, voice/subtitle synchronization, and skip controls. Identify whether gameplay continues and whether a teaching step intentionally restricts input.
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- A tutorial must explain a usable alternative when the expected device is absent. Narrative skip semantics distinguish advancing one line, finishing a scene, and suppressing future presentation. Progress must not depend only on a reveal animation finishing.
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- Acceptance case: switch input mode midway through a tutorial, interrupt dialogue with a system modal, and return. Prompts match the current input, the story/step index remains correct, and required instructions can still be read.
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-
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- ## Opinionated Guidance
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- Keep screens thin enough that authoritative data survives their teardown when needed. Give each modal, transient effect, and world marker an explicit owner even when they share visual treatment.
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-
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- ## Platform-Specific Guidance
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-
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- Map roles through the engine-specific guides. Safe areas, scaling, text shaping, controller focus, and accessibility capabilities require the actual engine, version, and target platform. A browser prototype is not evidence of console or engine behavior.
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-
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- ## Unsupported Absolutes
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-
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- These recipes are not a universal game UX taxonomy, tested architecture, or proof of accessibility. A successful screenshot cannot prove operation integrity, input isolation, or teardown.
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-
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- ## Verification Contract
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- Run the chosen acceptance case with every declared input, target aspect ratios/safe areas, long localization, error/empty states, and interruptions. Record observed results in the [Verification Workflow](verification-workflow.md). `consumer_reference: not_applicable` applies here because these fictional compositions select no consumer record. Review when a runtime observation contradicts an ownership or recovery rule.
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-
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- ## Source, License, And Attribution
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- Locally authored fictional recipes with no copied game assets or implementation. Player classes and hierarchy roles come from this domain's local contracts.
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-
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- ## IA Navigation
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- Parent: [Game UI](index.md).
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- Next: [Game UI Verification Workflow](verification-workflow.md).
@@ -1,166 +0,0 @@
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- ---
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- type: Domain Guide
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- title: Unity UI Architecture
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- description: Unity-specific mapping from engine-neutral game UI hierarchy to Scenes, Canvas layers, prefabs, runtime instances, and motion ownership.
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- domain: game-ui
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- lifecycle: experimental
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- source_repository: https://github.com/annulusgames/UGUIAnimationSamples
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- source_path: README.md
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- source_revision: 343c8110e5683be209cc01ccb4cb986175e61643
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- platform: Unity uGUI and legacy Unity UI stacks
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- platform_version: Unity 2022.3.7f1 sample evidence; Unity 6.3 LTS and uGUI 2.0 guidance
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- reviewed_on: 2026-07-14
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- ---
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-
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- # Unity UI Architecture
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- Primary role: Unity hierarchy and implementation guide.
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-
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- ## Repository Boundary
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-
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- This page maps the engine-neutral [Game UI Screen Hierarchy](../screen-hierarchy.md) to Unity concepts. It does not define game UI classification, require one universal Scene or Canvas structure, or treat a sample repository as a complete production architecture.
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-
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- ## Version Boundary
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-
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- Two evidence contexts are intentionally separate:
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-
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- - **Pinned sample evidence:** the UGUI Animation Samples revision `343c8110e5683be209cc01ccb4cb986175e61643` records Unity `2022.3.7f1`, uGUI `1.0.0`, and TextMesh Pro `3.0.7`. Claims about its files apply only to that immutable snapshot.
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- - **Current implementation guidance:** Unity Manual `6000.3` (Unity 6.3 LTS) and uGUI package `2.0` documentation were reviewed on 2026-07-14. Use those versioned documents for the concepts linked below, then verify the exact Unity and package versions recorded by each gallery entry.
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- The pinned project is evidence about a small animation sample, not proof that its serialized hierarchy, packages, or lifecycle choices are appropriate for production or current Unity versions.
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- ## Reusable Method
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- Inspect a Unity UI reference in this order:
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- 1. Record the Unity editor and UI package versions.
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- 2. Identify the Scene or persistent bootstrap object that owns UI lifetime.
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- 3. Locate root Canvas, UIDocument, or legacy NGUI panel boundaries.
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- 4. Identify screen, HUD, modal, transient, and world-space hosts.
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- 5. Trace prefab assets, nested prefabs, variants, scene instances, and runtime-created instances.
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- 6. Record sorting, input routing, focus, scaling, animation, and teardown ownership.
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- 7. Compare the rendered result with the engine-neutral Game UI record.
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- ## Scene And Runtime Hierarchy
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- Unity's Hierarchy window shows GameObjects in the loaded Scene, including prefab instances. It does not by itself reveal asset ownership, runtime-created objects, persistent objects from another Scene, or the complete navigation policy.
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- ```text
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- Bootstrap or Loaded Scene
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- ├── Persistent UI Services
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- │ ├── EventSystem or Input Router
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- │ ├── Loading and Blocking Host
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- │ └── Notification Host
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- ├── Screen-Space UI Root
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- │ ├── Screen Canvas or UIDocument
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- │ ├── HUD Canvas
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- │ ├── Modal Canvas
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- │ └── Transient Effects Canvas
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- └── World-Space UI Roots
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- ├── Markers
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- ├── Labels
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- └── Interaction Prompts
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- ```
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- Treat this as a responsibility map. A project may combine or split these roots according to rebuild cost, sorting, camera setup, lifetime, input, and team ownership.
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- ## Prefab Hierarchy
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- | Unity concept | What it represents | Review question |
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- | --- | --- | --- |
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- | Prefab asset | Reusable serialized GameObject hierarchy | What stable responsibility does the asset own? |
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- | Prefab instance | Scene or runtime occurrence linked to an asset | Which properties are overrides, and who owns its lifetime? |
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- | Nested prefab | Prefab instance preserved inside another prefab | Does nesting express reuse or hide cross-component coupling? |
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- | Prefab variant | Asset inheriting from another prefab | Are differences intentional variants or accumulated overrides? |
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- | Unpacked object | Hierarchy no longer linked as an instance | Was the loss of inheritance deliberate and recorded? |
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- | Runtime instance | Object created during play | Where is it parented, initialized, focused, pooled, and destroyed? |
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- Use prefab boundaries for stable ownership and reuse. Do not create a prefab for every visual node, and do not let a large screen prefab silently own global routing, data services, or unrelated modal layers.
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- ## Canvas And Layer Ownership
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- | Layer responsibility | Typical Unity realization | Evidence to capture |
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- | --- | --- | --- |
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- | Persistent services | DontDestroyOnLoad root or bootstrap Scene | Creation order, duplicate prevention, teardown policy |
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- | Active screen | Screen prefab under a screen host | Navigation boundary, initial focus, close behavior |
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- | HUD | Dedicated Canvas or stable subtree | Camera relationship, update ownership, visibility policy |
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- | Modal | Sorting layer with blocker and popup stack | Raycast blocking, stacking, cancellation, focus return |
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- | Transient feedback | Pooled toast, tooltip, reward, or effect host | Sorting, pooling, interruption, time source |
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- | World-linked UI | World Space Canvas or camera-projected element | Target loss, occlusion, distance, camera switching |
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- Canvas boundaries create ownership, sorting, and configuration decisions. Measure batching and rebuild behavior with the actual content and update pattern, and profile representative target-device workloads before attributing a performance benefit to nested Canvases.
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- ## Component Hierarchy
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- A reusable Unity UI component commonly separates these roles:
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- ```text
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- Component Prefab Root
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- ├── Layout Root
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- ├── Visual States
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- ├── Content Bindings
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- ├── Interaction Target
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- ├── Optional Feedback Effects
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- └── Component Controller
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- ```
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- - `RectTransform` hierarchy expresses layout and parenting, not business ownership by itself.
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- - `CanvasGroup` may coordinate visibility, interaction, and raycast blocking; verify all three properties.
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- - `Selectable` navigation and EventSystem state require keyboard and gamepad evidence, not only pointer behavior.
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- - ScrollRect structures should make viewport, content, scrollbar, cell reuse, and scroll ownership explicit.
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- - Text components require localization, fallback, wrapping, material, and dynamic-size evidence.
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- ## Motion Ownership
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- The pinned snapshot contains four serialized Scene YAML files and scripts for hover, button, text, and toggle examples. The scripts use LitMotion; `TextAnimation.cs` and the pinned package files contain text evidence of UniTask use for button-click subscriptions. Text and YAML inspection does not prove compilation, rendering, or runtime behavior, although the YAML records Screen Space Overlay Canvas, Canvas Scaler, and EventSystem components.
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- Use the snapshot only as serialized evidence for component interaction motion. It does not establish a production Scene or prefab architecture, keyboard or gamepad coverage, responsive behavior, multi-Scene lifetime, successful runtime execution, or teardown policy. The inspected hover and button scripts contain `OnDestroy` cancellation paths; the two toggle scripts do not contain `OnDestroy`, but that absence alone is not proof of a leak or other runtime defect.
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- Record whether motion is owned by Animator, a tween library, Timeline, a custom update loop, or a mixed system. For every transition, identify the trigger, animated properties, time source, cancellation behavior, disabled-object behavior, completion callback, and final state. A parent screen transition must not leave child controls focused, interactive, or visually stale.
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- ## Opinionated Guidance
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- - Separate Scene lifetime, layer lifetime, screen lifetime, and component lifetime.
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- - Prefer a small number of named layer hosts over ad hoc sorting overrides across unrelated prefabs.
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- - Keep screen prefabs focused on one primary player task; route global blockers and notifications through explicit hosts.
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- - Use nested prefabs and variants when inheritance is intentional and reviewable, not merely to reduce duplication at any cost.
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- ## Platform-Specific Guidance
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- - Record whether the entry uses uGUI, UI Toolkit, legacy NGUI, or a mixed stack.
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- - For uGUI, capture Canvas render mode, Canvas Scaler settings, sorting configuration, Graphic Raycaster, EventSystem, and relevant input module.
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- - For UI Toolkit, capture Panel Settings, UIDocument ownership, visual tree source, style-sheet sources, focus behavior, and runtime document lifecycle.
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- - For legacy or mixed stacks, name the bridge points, camera and sorting relationships, input ownership, and migration limits.
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- ## Unsupported Absolutes
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- - Do not require one Canvas for an entire application or one Canvas per screen.
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- - Do not equate Scene hierarchy order with render order, input priority, or lifetime ownership.
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- - Do not assume a prefab instance is unchanged; inspect overrides and variants.
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- - Do not call a UI responsive because Canvas Scaler is present.
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- - Do not infer runtime behavior from YAML, asset paths, or prefab names alone.
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- - Do not claim one animation system is faster or easier to maintain without measurements and project constraints.
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- ## Verification Contract
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- Open the target Scene and Prefab Mode, then enter Play Mode. Capture the loaded Scene hierarchy, persistent objects, root UI hosts, prefab instance links and overrides, Canvas settings, sorting, EventSystem selection, and runtime-created objects. Exercise scene changes, repeated screen open and close, nested modals, focus return, safe areas, long localized text, paused or scaled time, and interrupted transitions.
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- Repository YAML and metadata can establish hierarchy leads, but rendered appearance and runtime ownership remain unverified until Editor and Play Mode evidence is attached.
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- ## Source, License, And Attribution
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- - Public sample snapshot: [annulusgames/UGUIAnimationSamples at `343c8110e5683be209cc01ccb4cb986175e61643`](https://github.com/annulusgames/UGUIAnimationSamples/tree/343c8110e5683be209cc01ccb4cb986175e61643) and its pinned [README.md](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/README.md)
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- - Pinned version and dependency evidence: [ProjectVersion.txt](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/ProjectSettings/ProjectVersion.txt), [manifest.json](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Packages/manifest.json), and [packages-lock.json](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Packages/packages-lock.json)
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- - Pinned serialized Scene evidence: [1_Hover.unity](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/1_Hover/1_Hover.unity), [2_Button.unity](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/2_Button/2_Button.unity), [3_Text.unity](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/3_Text/3_Text.unity), and [4_Toggle.unity](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/4_Toggle/4_Toggle.unity)
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- - Pinned hover script evidence: [Hover1.cs](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/1_Hover/Scripts/Hover1.cs), [Hover2.cs](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/1_Hover/Scripts/Hover2.cs), [Hover3.cs](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/1_Hover/Scripts/Hover3.cs), [Hover4.cs](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/1_Hover/Scripts/Hover4.cs), [Hover5.cs](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/1_Hover/Scripts/Hover5.cs), and [Hover6.cs](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/1_Hover/Scripts/Hover6.cs)
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- - Pinned button, text, and toggle script evidence: [Button1.cs](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/2_Button/Scripts/Button1.cs), [Button2.cs](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/2_Button/Scripts/Button2.cs), [TextAnimation.cs](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/3_Text/Scripts/TextAnimation.cs), [Toggle1.cs](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/4_Toggle/Scripts/Toggle1.cs), and [Toggle2.cs](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/Assets/Samples/4_Toggle/Scripts/Toggle2.cs)
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- - Snapshot license: [The Unlicense](https://github.com/annulusgames/UGUIAnimationSamples/blob/343c8110e5683be209cc01ccb4cb986175e61643/LICENSE)
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- - Unity 6.3 LTS Manual: [UI system comparison](https://docs.unity3d.com/6000.3/Documentation/Manual/UI-system-compare.html), [Hierarchy window](https://docs.unity3d.com/6000.3/Documentation/Manual/Hierarchy.html), [Prefabs](https://docs.unity3d.com/6000.3/Documentation/Manual/Prefabs.html), [creating Prefabs](https://docs.unity3d.com/6000.3/Documentation/Manual/CreatingPrefabs.html), [nested Prefabs](https://docs.unity3d.com/6000.3/Documentation/Manual/NestedPrefabs.html), [Prefab variants](https://docs.unity3d.com/6000.3/Documentation/Manual/PrefabVariants.html), [unpacking Prefab instances](https://docs.unity3d.com/6000.3/Documentation/Manual/UnpackingPrefabInstances.html), [`Object.Instantiate`](https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Object.Instantiate.html), and [`Object.DontDestroyOnLoad`](https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Object.DontDestroyOnLoad.html)
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- - uGUI 2.0 Manual: [Canvas](https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/UICanvas.html), [Rect Transform](https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/class-RectTransform.html), [Canvas Group](https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/class-CanvasGroup.html), [Canvas Scaler](https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/script-CanvasScaler.html), [navigation options](https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/script-SelectableNavigation.html), [Event System](https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/EventSystem.html), [Graphic Raycaster](https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/script-GraphicRaycaster.html), and [Scroll Rect](https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/script-ScrollRect.html)
160
- - Unity 6.3 LTS UI Toolkit Manual: [create a UI Document component](https://docs.unity3d.com/6000.3/Documentation/Manual/UIE-create-ui-document-component.html) and [focus order](https://docs.unity3d.com/6000.3/Documentation/Manual/UIE-focus-order.html)
161
- - Reuse form: independent, project-neutral architecture and review method; no game assets or upstream implementation samples are reproduced.
162
-
163
- ## IA Navigation
164
-
165
- Parent: [Game UI](../index.md).
166
- Next: [Unity UI Systems](ui-systems.md).
@@ -1,84 +0,0 @@
1
- ---
2
- type: Domain Guide
3
- title: Unity CLI Loop
4
- description: Source-pinned workflow for inspecting and exercising Unity Game UI with unity-cli-loop while preserving UI-stack boundaries.
5
- domain: game-ui
6
- lifecycle: experimental
7
- source_repository: https://github.com/hatayama/unity-cli-loop
8
- source_path: README.md
9
- source_revision: 61a0fe6d7da0aa9d0bcbc6d95944dd069c483ff0
10
- platform: Unity 2022.3 or later as stated by the pinned source
11
- platform_version: unity-cli-loop source snapshot 61a0fe6d7da0aa9d0bcbc6d95944dd069c483ff0
12
- reviewed_on: 2026-07-14
13
- ---
14
-
15
- # Unity CLI Loop
16
-
17
- Primary role: Unity command-loop verification guide.
18
-
19
- ## Repository Boundary
20
-
21
- This guide adapts the pinned unity-cli-loop command surface into a bounded Game UI inspection workflow. It documents what the audited source exposes for Editor control, hierarchy inspection, screenshots, uGUI interaction, input injection, and dynamic C# execution. No live Unity project was executed during this source review, so project compatibility and observed runtime results must be supplied by the user of the guide.
22
-
23
- ## Reusable Method
24
-
25
- Use the loop in this order and preserve the evidence from each stage.
26
-
27
- 1. **Launch the matching Editor.** Run the launch workflow from the Unity project so its recorded Editor version is selected. The pinned README exposes `uloop launch`, project-path selection, build-target selection, and restart behavior in its [direct CLI section](https://github.com/hatayama/unity-cli-loop/blob/61a0fe6d7da0aa9d0bcbc6d95944dd069c483ff0/README.md#direct-cli-usage-advanced).
28
- 2. **Compile from a clean console.** Clear stale console entries when appropriate, run `compile`, wait for domain reload when the task requires it, then collect logs. Do not proceed to UI interaction while compile errors make the runtime state ambiguous.
29
- 3. **Inspect hierarchy and find objects.** Record the loaded Scene context, then use the hierarchy and GameObject search workflows to locate Transforms, `Canvas`, `EventSystem`, `UIDocument`, `UIRoot`, `UIPanel`, and other serialized components. The hierarchy service traverses GameObjects and Transforms in [`HierarchyService.cs`](https://github.com/hatayama/unity-cli-loop/blob/61a0fe6d7da0aa9d0bcbc6d95944dd069c483ff0/Packages/src/Editor/Core/CoreTools/HierarchyAnalyzer/HierarchyService.cs#L338-L379). A UI Toolkit VisualElement child is not a Transform child, so finding a `UIDocument` does not enumerate its runtime visual tree.
30
- 4. **Enter Play Mode when runtime evidence is required.** Use the Play Mode control workflow before Game View rendering capture and annotations, pointer simulation, Input System injection, input recording or replay, and inspection of runtime-created objects. Window screenshots may work outside Play Mode, but `CaptureMode: rendering` requires Play Mode at the pinned revision. Capture logs immediately after state changes.
31
- 5. **Capture the correct screenshot.** An Editor-window screenshot can show editor chrome outside Play Mode. In Play Mode, use the Game View rendering capture and its annotations when coordinates or runtime UI evidence are needed. Keep the pre-action image.
32
- 6. **Simulate through the stack-appropriate route.** Use the dedicated uGUI pointer workflow for EventSystem-handled UI. Use Input System mouse or keyboard injection only when the project actually reads that input path. For UI Toolkit or NGUI, combine rendering, component inspection, and narrowly scoped project code while keeping their distinct event routes explicit.
33
- 7. **Use dynamic code for targeted inspection or mutation.** Query project state, inspect `UIDocument.rootVisualElement`, or make bounded editor changes with `execute-dynamic-code`. Treat the result as evidence of the code that ran, not as proof that a player-input path was exercised.
34
-
35
- > [!IMPORTANT]
36
- > **Dynamic-code security boundary:** Use the lowest sufficient security level and keep **Restricted** unless the task specifically requires an operation it blocks. Restricted is defense-in-depth, not a trust boundary or a Unity-only sandbox. At the pinned revision, submitted code can read arbitrary files available to the Editor process, can create files and write through permitted stream APIs, can call Unity APIs and .NET standard libraries, and can invoke user-defined project assemblies; those assemblies may expose additional capabilities. Selected deletion, direct file-writing helpers, network, process, dynamic-loading, thread, and registry operations are blocked, and the compiled assembly is validated before and after load, but these checks do not make untrusted code safe. **Review and trust submitted code in both Restricted and FullAccess modes. FullAccess removes the Restricted-mode checks and should be exceptional.** Run AI-generated or otherwise untrusted dynamic code only inside a disposable, least-privilege VM or container with no host credentials, personal files, production tokens, or writable host mounts. Before either mode, review the submitted code and the target Unity project, including project assemblies it can call. Turn off `execute-dynamic-code` in the tool settings when it is unnecessary. The security level is persisted in `.uloop/settings.permissions.json`; although the upstream README permits optional team sharing, keep permission and related local configuration out of commits or published artifacts when it would reveal the project's security policy. See the pinned [security policy](https://github.com/hatayama/unity-cli-loop/blob/61a0fe6d7da0aa9d0bcbc6d95944dd069c483ff0/SECURITY.md#security-best-practices-for-users), [README security levels](https://github.com/hatayama/unity-cli-loop/blob/61a0fe6d7da0aa9d0bcbc6d95944dd069c483ff0/README.md#10-execute-dynamic-code---dynamic-c-code-execution), and [settings file guidance](https://github.com/hatayama/unity-cli-loop/blob/61a0fe6d7da0aa9d0bcbc6d95944dd069c483ff0/README.md#unity-cli-loop-files).
37
- 8. **Capture the result and save intentionally.** Collect the post-action screenshot and logs, compare the expected state, and explicitly save Scene or prefab changes when the task changed serialized content.
38
-
39
- ## Stack-Specific Interaction Boundary
40
-
41
- | Stack | What the pinned workflow exposes | Required caution |
42
- | --- | --- | --- |
43
- | uGUI | Dedicated annotation scans uGUI `Selectable` and EventSystem handler targets. `simulate-mouse-ui` constructs pointer/drag events and requires Play Mode plus an EventSystem; ordinary Canvas interaction also needs the project's raycast path, commonly an active Graphic Raycaster. See [`UIElementAnnotator.cs`](https://github.com/hatayama/unity-cli-loop/blob/61a0fe6d7da0aa9d0bcbc6d95944dd069c483ff0/Packages/src/Editor/Utils/UIElementAnnotator.cs#L145-L215) and [`SimulateMouseUiTool.cs`](https://github.com/hatayama/unity-cli-loop/blob/61a0fe6d7da0aa9d0bcbc6d95944dd069c483ff0/Packages/src/Editor/Api/McpTools/SimulateMouseUi/SimulateMouseUiTool.cs#L31-L49). | Confirm the active EventSystem, input module, raycaster, blockers, selected object, and target Scene before interpreting a click or drag. |
44
- | UI Toolkit | Rendering capture can show the Game View, and generic hierarchy inspection can find a `UIDocument` component. Dynamic C# can query its runtime `rootVisualElement`. | The VisualElement tree is Panel-owned rather than Transform-owned. At the pinned snapshot, the audited dedicated UI annotations and pointer tool are uGUI/EventSystem-oriented, so VisualElement lookup and manipulation remain project-specific work. |
45
- | NGUI | Rendering capture and generic GameObject/component inspection can locate `UIRoot`, `UIPanel`, widgets, and `UICamera`. Dynamic C# can read or set component state. | NGUI's pinned [`UICamera`](https://github.com/tasharen/ngui/blob/9bbc56f11e0e25b89fd55b9b9bc67ddf1f182fe2/Assets/NGUI/Scripts/UI/UICamera.cs#L13-L43) performs its own raycasts and message dispatch with legacy `UnityEngine.Input` defaults. EventSystem dispatch or New Input System injection does not by itself demonstrate that UICamera processed the same pointer route. |
46
-
47
- ## Coordinate Contract
48
-
49
- Use the `SimX` and `SimY` values returned by the rendering annotation directly with the matching simulation call. They are caller-facing Game View input coordinates with a top-left origin. Do not substitute Transform positions, RectTransform positions, or Editor-window pixels, and do not apply an extra Y-axis flip. Keep the screenshot resolution and Game View state with the coordinate evidence.
50
-
51
- ## Dynamic-Code Proof Boundary
52
-
53
- The pinned dynamic-code skill describes a generic Editor execution mechanism and compilation/error reporting in [`uloop-execute-dynamic-code/SKILL.md`](https://github.com/hatayama/unity-cli-loop/blob/61a0fe6d7da0aa9d0bcbc6d95944dd069c483ff0/.agents/skills/uloop-execute-dynamic-code/SKILL.md#L22-L56). A direct property assignment or callback invocation can prove that the submitted code completed and that the inspected state changed. By itself it does not prove raycast blockers, hover and press transitions, drag thresholds, focus movement, cancellation, pointer capture, or the player's real input path.
54
-
55
- ## Opinionated Guidance
56
-
57
- - Keep command outputs as separate evidence until the verification contract ties them to one claim.
58
- - Prefer the stack's input route for behavior verification. Use direct code for inspection or bounded setup, and reinspect after entering Play Mode when runtime-created or persistent objects matter.
59
-
60
- ## Platform-Specific Guidance
61
-
62
- - For uGUI, confirm the Canvas, Graphic Raycaster, EventSystem, active input module, handler, and current selection before simulation.
63
- - For UI Toolkit, record the runtime Panel and focus owner. For NGUI, record its collider or raycast configuration and legacy-input delegates.
64
- - In mixed projects, label each action with the input and hierarchy system it targets.
65
-
66
- ## Unsupported Absolutes
67
-
68
- No single command result proves end-to-end interaction: a screenshot does not prove dispatch; finding a component does not enumerate its non-Transform descendants; direct code does not prove the player's input path or that serialized changes were saved. Tool availability also does not prove that a project's packages and configuration meet its prerequisites.
69
-
70
- ## Verification Contract
71
-
72
- For a complete UI loop, retain launch/version evidence, clean compile output, relevant logs, pre-action hierarchy, pre-action rendering screenshot, exact `SimX`/`SimY` or input parameters, the stack-specific input route, post-action screenshot, post-action logs, focus or selected-state evidence, and save confirmation for serialized edits. Repeat the critical interaction after a fresh Play Mode entry when persistence or initialization is part of the claim.
73
-
74
- ## Source, License, And Attribution
75
-
76
- - Adapted source: [hatayama/unity-cli-loop README at `61a0fe6d7da0aa9d0bcbc6d95944dd069c483ff0`](https://github.com/hatayama/unity-cli-loop/blob/61a0fe6d7da0aa9d0bcbc6d95944dd069c483ff0/README.md)
77
- - Source license: [MIT](https://github.com/hatayama/unity-cli-loop/blob/61a0fe6d7da0aa9d0bcbc6d95944dd069c483ff0/LICENSE.md)
78
- - Reuse form: independently authored Game UI verification workflow based on the pinned command documentation and implementation paths; no upstream command output or project asset is reproduced.
79
- - Review boundary: source inspection only; no live Unity project was run for this page.
80
-
81
- ## IA Navigation
82
-
83
- Parent: [Game UI](../index.md).
84
- Next: [Unity Repository Map](repository-map.md).
@@ -1,146 +0,0 @@
1
- ---
2
- type: Domain Guide
3
- title: Unity Organization Compressed Wiki
4
- description: Independent cluster index over a tracked snapshot of 804 public Unity-Technologies repositories for bounded Game UI source discovery.
5
- domain: game-ui
6
- lifecycle: experimental
7
- platform: Unity-Technologies public GitHub organization
8
- platform_version: public repository snapshot captured 2026-07-14T12:59:16Z
9
- reviewed_on: 2026-07-15
10
- ---
11
-
12
- # Unity Organization Compressed Wiki
13
-
14
- Primary role: bounded organization-wide source discovery for Unity Game UI research.
15
-
16
- > **Independent research — not affiliated with or endorsed by Unity Technologies. Snapshot evidence, not a support-status catalog.**
17
-
18
- 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.
19
-
20
- 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`.
21
-
22
- 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.
23
-
24
- ## Repository Boundary
25
-
26
- 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.
27
-
28
- ## Reusable Method
29
-
30
- 1. Start with [Unity UI Systems](ui-systems.md) for a current system-choice decision.
31
- 2. Use the [Unity Repository Map](repository-map.md) to find UI authority, examples, adjacent evidence, and historical material.
32
- 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.
33
- 4. Open the tracked inventory for individual repository URLs and captured metadata.
34
- 5. Before turning a repository observation into guidance, resolve and pin the exact Unity/package version and source revision.
35
-
36
- 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.
37
-
38
- ## Exclusive Cluster Index
39
-
40
- 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.
41
-
42
- | Primary cluster | Repositories | Game UI use boundary |
43
- | --- | ---: | --- |
44
- | `meta-forks-mirrors` | 356 | Discovery only. GitHub `fork: true` does not establish first-party authority. |
45
- | `meta-archived-historical` | 32 | Archaeology and migration context, not current guidance. |
46
- | `game-ui-primary` | 9 | Explicit UI sources/examples; refine lifecycle and version before use. |
47
- | `graphics-rendering` | 38 | Rendering constraints, shaders, pipelines, VFX, materials, and display behavior. |
48
- | `ecs-dots` | 22 | Data-oriented runtime architecture that can constrain UI state flow. |
49
- | `networking` | 21 | Multiplayer state, transport, lobby, relay, matchmaking, and server flows. |
50
- | `xr-ar` | 25 | Spatial interaction, device input, world-space presentation, and XR constraints. |
51
- | `ml-ai` | 23 | ML, inference, perception, and synthetic-data context; no UI defaults. |
52
- | `robotics` | 6 | Simulation and operator-interface observations only. |
53
- | `2d` | 7 | Sprite, tilemap, 2D package, and pixel-oriented implementation context. |
54
- | `animation` | 10 | Timeline, rigging, Cinemachine, and animation-system dependencies. |
55
- | `audio` | 3 | Audio/DSP and spatial-audio state dependencies. |
56
- | `physics` | 1 | Physics-system context only. |
57
- | `editor-tooling` | 29 | Authoring, profiling, build, package, recorder, and asset-tooling surfaces. |
58
- | `ci-infra` | 2 | Build and test infrastructure; not product UI evidence. |
59
- | `language-runtime` | 3 | Runtime, compilation, scripting, and serialization dependencies. |
60
- | `services-cloud` | 3 | Authentication, economy, analytics, leaderboard, and remote-service states. |
61
- | `platform-mobile` | 9 | Native integration, safe areas, packaging, device constraints, and platform input. |
62
- | `samples-templates` | 30 | Observation-only examples without a stronger subject assignment. |
63
- | `other-mixed-or-insufficient-metadata` | 175 | Covered residual; no speculative subject claim. |
64
- | **Total** | **804** | Exactly one primary cluster per tracked row. |
65
-
66
- `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.
67
-
68
- ## UI Authority Route
69
-
70
- The current source triangle is deliberately split:
71
-
72
- - [`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.
73
- - [`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.
74
- - [`InputSystem`](https://github.com/Unity-Technologies/InputSystem) owns UI-input integration such as action maps and `InputSystemUIInputModule`, not rendering or layout.
75
-
76
- 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.
77
-
78
- 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.
79
-
80
- 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.
81
-
82
- 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).
83
-
84
- ## Opinionated Guidance
85
-
86
- - Use `game-ui-primary` only as a candidate route; open the repository-map lifecycle disposition before citing it.
87
- - Prefer a matching release or Unity-version SHA over a mutable default-branch HEAD for implementation claims.
88
- - Keep engine-subject clusters as dependency context. They do not supply visual defaults or universal Game UI rules.
89
- - Treat stars, recent pushes, and repository names as discovery signals only.
90
-
91
- ## Platform-Specific Guidance
92
-
93
- - Match uGUI and UnityCsReference source to the target Unity editor/package line.
94
- - Match Input System evidence to the project's installed package version and UI module configuration.
95
- - Revalidate XR, mobile, safe-area, HDR, and native-integration examples on the target device and render pipeline.
96
- - Preserve each sample's recorded Unity version even when its repository is unarchived or recently pushed.
97
-
98
- ## Residual And Provenance Policy
99
-
100
- 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.
101
-
102
- 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.
103
-
104
- ## Completeness And Refresh Limits
105
-
106
- - The snapshot excludes private, deleted, transferred, and non-default-branch-only material.
107
- - Five stored tree scans were truncated and two zero-size repositories returned tree-fetch errors; absence claims do not rely on those trees.
108
- - Some repository HEADs, versions, licenses, lifecycle statements, and replacement paths remain unresolved.
109
- - X/Twitter evidence was unavailable during the research session. No post, handle, date, URL, or quotation is inferred from that absence.
110
- - The taxonomy is metadata-first. The residual protects against false precision; it is not editorial completion for 175 individual repositories.
111
-
112
- 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.
113
-
114
- ## Unsupported Absolutes
115
-
116
- - “In the Unity-Technologies organization” does not mean Unity authored every file.
117
- - “Unarchived” or “recently pushed” does not mean current or supported.
118
- - “No UI signal” does not prove a repository contains no interface code.
119
- - The 175-row residual does not mean the repositories are irrelevant or unclassifiable with deeper evidence.
120
- - This snapshot does not establish the contents of private, deleted, transferred, or non-default branches.
121
-
122
- ## Verification Contract
123
-
124
- 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.
125
-
126
- ## Source, License, And Attribution
127
-
128
- - Inventory basis: public GitHub repository metadata and captured default-branch inspection at `2026-07-14T12:59:16Z`.
129
- - Inventory identity before tracked projection: SHA-256 `8291b471251053a8921651eb7c791d13a4794984b73670a51cdb1116deb49657`; tracked JSON SHA-256 `b1438e6e8d438bab3eff2ff02f5a10e9374fdfb89b0581ffb936a42920fa2e05`; 59 archived repositories, 356 forks, and 4 templates.
130
- - Repository licenses and reuse terms differ. Follow each repository's recorded and current license before copying code or assets.
131
- - Reuse form: locally authored taxonomy, discovery index, and metadata projection; no Unity logos, trade dress, or first-person organizational voice.
132
-
133
- ## Review Trigger
134
-
135
- 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.
136
-
137
- Implementation handoff: Unity public-repository inventory and compressed discovery index.
138
-
139
- Consumer reference: `not_applicable`
140
-
141
- Consumer reference reason: This implementation adds repository provenance and discovery evidence, not consumer-specific visual or component guidance.
142
-
143
- ## IA Navigation
144
-
145
- Parent: [Game UI](../index.md).
146
- Next: [Platform Guides](../../platform-guides/index.md).