Updates
Progress, a slice at a time.
Every slice that lands is written up in the plan with what it does, how it was checked, and what's next. These are those write-ups, newest first.
The editor: grid and handles behind objects, box selection
The Scene view's grid and handles are drawn on the GPU against the scene's depth, not painted over the image: objects in front hide the grid, and the…
The editor: placed prefabs saved as linked instances
A prefab placed in a Unity scene (dragged from the Project pane or double-clicked) is saved as an instance of it, as Unity would: a PrefabInstance with the…
The editor: 2D and orthographic views, multi-selection, the Console
The Scene view has Unity's 2D mode (the toolbar's 2D: orthographic, looking along +Z, dragging pans, the grid on the XY plane; off, the 3D view comes back…
The editor: the Project pane, prefabs into the scene
A Project pane lists the open Unity project's assets by folder, with each one's kind and a search; it rescans on demand. Assets drag out of it: a…
The editor: duplicate, copy and paste; prefabs and sub-assets
Duplicate (Ctrl+D, Edit and Hierarchy menus) puts a copy beside the selection, named as Unity names it ("Cube (1)", then "(2)"), and selects it. Copy and Cut put…
The editor: project assets, agents hear edits, agent marks seen
Project assets in the inspector: a Unity scene's asset fields (materials, textures, sprites, clips, animation clips, controllers, physics materials, fonts, text assets, meshes) pick from the project's files…
The editor: asset fields, editing while playing
The inspector edits fields by what they are (the engine's types; for fields it doesn't describe, their names and values): colors with a color picker (Unity's gamma values;…
The editor: hot reload, edit-mode lines, agent presence, references
Phase 4's milestone in the editor: edited scripts swap in while editing as well as while playing. The editor watches the scripts' sources (loaded DLLs, an open project's…
The editor GUI (stage 3 of 3): Unity projects, script fields, the live scene, agents in the session
Unity projects: a project folder (its first build scene) or a .unity file opens from the command line, File > Open Scene or File > Open Unity Project…
The editor GUI (stage 2 of 3): scene view, handles, play mode
The editor starts the script host (--managed-dir, --scripts; in the repository it finds the .NET build and loads the sample scripts) and keeps the edited scene loaded in…
The editor GUI (stage 1 of 3)
the GUI was skipped when Phase 4 moved on to Phase 5; it starts here. tassix_editor_gui (apps/editor): egui 0.37 on our own winit loop and wgpu device through…
JsonUtility, plugin DLLs, IDE projects
JsonUtility.ToJson, FromJson and FromJsonOverwrite follow a new json_utility scenario recorded in Unity, and match it byte for byte, pretty printing included. Writing follows Unity's RapidJSON writer: floats are…
MCP resources, prompts and exec
mcp_server speaks resources, with templates, resources/read and subscriptions, and prompts. After each message, subscribed resources are read again, and notifications/resources/updated goes out for the ones whose…
Assembly definitions
A Unity project compiles into the assemblies Unity would make: one per .asmdef, under Assets or in an embedded package, holding its folder's scripts (and .asmref folders), minus…
ScriptableObjects
ScriptableObject with CreateInstance(), (Type) and (string), by full or short class name, logging Unity's error for an unknown one. As Unity's trace shows, Awake and OnEnable run inside…
Models in Unity scenes
Sub-assets of models by Unity's local file IDs: meshes and materials are xxh64("Type:->") (n counts earlier same-named ones; confirmed with Unity's own AssetImporter.MakeLocalFileIDWithHash). Every…
Saving to .unity
scene_save to a .unity path patches the file the scene came from, measured against the scene as exported when opened: untouched documents stay byte for byte (a save…
Reviewing agent edits
editor_core credits each transaction to a person or an agent; an agent's are pending until accepted or reverted. Reverts are selective: any transaction can go, as long as…
C# hot reload
Script assemblies (--scripts DLLs, a Unity project's Assembly-CSharp) load from bytes into collectible load contexts that share the engine assemblies; a reload loads the new build into a…
Unity scenes in the editor
Imported scenes become editor objects: built without running anything, written in the scene format (built-in settings that differ from a new component's, every script field), then destroyed. Scene…
Playing Unity projects
tassix_unity_yaml: Unity's YAML dialect (document headers with class and file IDs, stripped placeholders, block and flow collections, wrapped quoted and plain scalars, untyped scalars kept as strings). Parses…
MCP builds without client restarts
tassix_mcp_launcher is what .mcp.json starts: it runs the build cargo xtask mcp names in target/mcp/current.json and relays the session. When a newer build is installed it swaps between…