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.

Phase 4 · Slice 21 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… Phase 4 · Slice 20 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… Phase 4 · Slice 19 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… Phase 4 · Slice 18 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… Phase 4 · Slice 17 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… Phase 4 · Slice 16 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… Phase 4 · Slice 15 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;… Phase 4 · Slice 14 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… Phase 4 · Slice 13 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… Phase 4 · Slice 12 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… Phase 4 · Slice 11 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… Phase 4 · Slice 10 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… Phase 4 · Slice 9 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… Phase 4 · Slice 8 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… Phase 4 · Slice 7 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… Phase 4 · Slice 6 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… Phase 4 · Slice 5 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… Phase 4 · Slice 4 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… Phase 4 · Slice 3 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… Phase 4 · Slice 2 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… Phase 4 · Slice 1 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… Phase 4 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…