- Unity.ResourceManager and Unity.Addressables as provided packages (com.unity.addressables): the catalog is the project's addressable groups (Assets/AddressableAssetsData/AssetGroups: addresses, labels, asset GUIDs; folder entries expanded), assets load from the project as its scenes load them. LoadAssetAsync (keys, locations, sub-objects "sheet[sprite]"), LoadAssetsAsync with merge modes, LoadResourceLocationsAsync, InstantiateAsync and ReleaseInstance, LoadSceneAsync and UnloadSceneAsync, Release by handle or object, InitializeAsync, the catalog and download calls (all local, size 0); AsyncOperationHandle (status, result, Task, Completed, WaitForCompletion, coroutines, reference counts: loads of one location and type share an operation until released); AssetReference, AssetReferenceT and its typed kinds, AssetLabelReference. Loads complete on the next frame, as in Unity.
- The main thread's SynchronizationContext, as Unity's: await continuations and posted work run on the main thread after Update (they ran on pool threads before).
- A project's Script Execution Order (executionOrder in .cs.meta) orders its scripts, over [DefaultExecutionOrder]; UIDocument runs at -100 as Unity's does.
- Application.dataPath is a Unity project's Assets folder (StreamingAssets inside it); script assemblies load the Json.NET the runtime ships.
- UnityChess (UI Toolkit, data binding, Addressables) compiles and plays without warnings or exceptions: its board, labels, tabs and buttons lay out as designed, the piece set loads through Addressables, and a new game shows the pieces through bound images.
- Not recorded against Unity: Addressables needs the package and built groups in the conformance project.
- Next: other composite operations; effector forces; the window icon; UI Toolkit's remaining pieces (TextField, sliders and scrollers, rounded corners, transitions).
Phase 6 · Slice 23 ·