- Both corpus projects that needed Visual Scripting only had its
using(no graphs):dotnet/Unity.VisualScripting.Core(referenced by projects whose manifest lists com.unity.visualscripting) has its C# surface: Variables and their scopes, CustomEvent, ScriptMachine and StateMachine (graphs don't run; they warn once), attributes. - Input System: InputBindingComposite and InputBindingComposite<T>, InputBindingCompositeContext (ReadValue, ReadValueAsButton, EvaluateMagnitude by part number), RegisterBindingComposite and TryGetBindingComposite; composites set their fields from the binding string's parameters and number their [InputControl] parts. The Axis composite is now Unity's (AxisComposite: midpoint, whichSideWins); an action reads 0 while its composite's magnitude is 0 (as Unity's: Axis's magnitude divides by zero when minValue or maxValue is 0, and that counts as actuated). NormalizeProcessor, InputControlAttribute, DisplayStringFormatAttribute; PlayerInputManager (joining by button, join action or script, limits, notifications; Unity logs an error when joining without a player prefab, and so does Tassix).
- Physics: Collider.includeLayers, excludeLayers, layerOverridePriority, providesContacts; Rigidbody.includeLayers and excludeLayers (added to its colliders'). Unity's rule, worked out from 14 recorded cases: a side with overrides views the other's layer (excluded no, included yes, else the matrix), a side without has no view; no views, the matrix; one, it; agreeing ones stand; a conflict goes to the higher priority, a tie to no contact. PhysX's filter shader reads the overrides from a table by collider (ColliderDesc carries them). PhysicMaterialCombine and PhysicMaterial's combine properties for projects made before Unity 6.
- The 2D Sprite package's shapes (Square, Circle, Capsule, Triangle, hexagons, isometric diamond, 9-sliced; current and older sets) by their GUIDs, drawn by the engine (white, 256 pixels a unit, at their sizes), as the UI skin's sprites are.
- Checked by input_composites and physics_layer_overrides, recorded in Unity 6000.3 (all exact).
- Corpus: UnityArcadeGameBreakout plays (walls, bricks, ball and paddle; it plays BreakoutMain, as it has no build scenes); Unity3DPlatformerTemplate compiles and loads, but its characters are model instances whose skinned meshes and child overrides aren't placed yet.
- Next: model instances in scenes: SkinnedMeshRenderers in models' prefabs and the file IDs of objects below a model's root (the template's characters, overrides on them); URP render features; humanoid avatars.
Phase 6 · Slice 50 ·