Phase 6 updates

Phase 6 · Slice 3 ·

Documentation and the compatibility matrix

  • docs/: an index, getting started, Unity projects (what is read, how scripts compile, porting checks), packaging (the folder, cooking, NativeAOT with its numbers and limits), agents and MCP, and how it works. The README points there.
  • docs/compatibility.md is the area-by-area matrix, moved from the MCP server (which now embeds it from docs/, so agents and readers see one page), with a new section on players and platforms.
  • docs/compatibility/api-coverage.md, generated by cargo xtask api-coverage (dotnet/tools/Tassix.ApiCoverage): the public type and member names of Unity 6000.2's engine modules and of the runtime assemblies of the packages Tassix provides, read with System.Reflection.Metadata (names only), against Tassix's assemblies (a member counts when the type or a base class has one of that name; obsolete APIs and Unity's internal namespaces aren't counted). Per assembly: types and members present; per type: the missing member names. First numbers: 883 of 4063 types and 33% of members overall; Mathematics, AI Navigation and the AI module at or near 100%, uGUI 89%, TextRendering 86%, Physics2D 57%, Physics 43%, CoreModule 20% (58% of the members of the types it has); UI Toolkit, terrain, tilemaps, XR, video, web requests and the analytics modules absent.
  • docs/compatibility/conformance.md, generated alongside: each scenario's summary (from its doc comment), frames and recorded events (50 scenarios, 23,832 events).
  • The coverage page found gaps worth closing first: MonoBehaviour.Invoke, InvokeRepeating, CancelInvoke and IsInvoking were missing.
  • Not yet: the matrix published as a website, coverage by overload (signatures), coverage weighted by how often games use an API.