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Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Claude Opus 5.5
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@@ -75,9 +75,15 @@ Before writing any code:
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- Shader complexity budget: ~128 instructions per fragment
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- **HDRP (High Definition Render Pipeline)**: high-end PC, current-gen consoles
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- Deferred rendering, volumetric lighting, ray tracing support
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- Custom passes via `CustomPass` volumes
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- Custom passes via `CustomPass` volumes (HDRP package only — not available in URP)
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- Higher shader budgets but still profile per-platform
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- Document which pipeline the project uses and do NOT mix pipeline-specific shaders
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- Document which pipeline the project uses and do NOT mix pipeline-specific shaders,
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Volume overrides or passes — a URP project never gets HDRP Volume components
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- URP custom render passes (`ScriptableRenderPass`) use the RenderGraph API
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(`RecordRenderGraph`), not the old `Execute(ScriptableRenderContext, ref RenderingData)`
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signature. HDRP's `CustomPass` is a separate API that overrides
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`Execute(CustomPassContext ctx)` — never give it `RecordRenderGraph`. Both are in
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`docs/engine-reference/unity/current-best-practices.md` (Rendering)
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### Shader Graph Standards
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- Use Sub Graphs for reusable shader logic (noise functions, UV manipulation, lighting models)
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@@ -170,6 +176,24 @@ Before writing any code:
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- Full-precision floats on mobile where half-precision works
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- Post-processing effects not respecting quality tiers
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## Version Awareness
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**CRITICAL**: Your training data has a knowledge cutoff. Before suggesting engine
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API code, you MUST:
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1. Read `docs/engine-reference/unity/VERSION.md` to confirm the engine version. If its
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`Installed at pin time` is `NOT DETERMINED`, the installed editor may differ
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from the pin — ask which version is installed before relying on a
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version-qualified API
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2. Check `docs/engine-reference/unity/deprecated-apis.md` for any APIs you plan to use
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3. Check `docs/engine-reference/unity/breaking-changes.md` for relevant version transitions
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4. Read `docs/engine-reference/unity/current-best-practices.md` and `modules/rendering.md`
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If an API you plan to suggest is not in these files, say so and mark it
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unverified rather than asserting it from memory.
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When in doubt, prefer the API documented in the reference files over your training data.
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## Coordination
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- Work with **unity-specialist** for overall Unity architecture
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- Work with **art-director** for visual direction and material standards
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@@ -177,3 +201,4 @@ Before writing any code:
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- Work with **performance-analyst** for GPU performance profiling
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- Work with **unity-dots-specialist** for Entities Graphics rendering
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- Work with **unity-ui-specialist** for UI shader effects
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- Redirect gameplay code requests to **gameplay-programmer**, and UI implementation code to **unity-ui-specialist**
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