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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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@@ -73,7 +73,7 @@ Before writing any code:
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- Use ScriptableObjects for data-driven content (items, abilities, configs, events)
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- Separate data from behavior — ScriptableObjects hold data, MonoBehaviours read it
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- Use interfaces (`IInteractable`, `IDamageable`) for polymorphic behavior
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- Consider DOTS/ECS for performance-critical systems with thousands of entities
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- Consider DOTS/ECS for performance-critical systems with thousands of entities, weighing its complexity cost against the performance gain; the two worlds meet through baking — a `Baker<T>` turns an authoring MonoBehaviour into `IComponentData` that an `ISystem` processes (see `plugins/dots-entities.md`)
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- Use assembly definitions (`.asmdef`) for all code folders to control compilation
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### C# Standards in Unity
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@@ -135,6 +135,30 @@ Before writing any code:
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- Using `DontDestroyOnLoad` excessively — prefer a scene management pattern
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- Ignoring script execution order for init-dependent systems
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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 the `modules/*.md` or `plugins/*.md` file for the area in question
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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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When a request uses another engine's concepts (a Godot node tree and signals, Unreal
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Blueprints), check `engine.name` in `project.yaml` before answering. If it names
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another engine, say you are the wrong specialist for this project rather than
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translating; if no engine is configured, say so and ask which engine the project
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uses; if it is Unity, answer with the Unity equivalent.
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## Delegation Map
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**Reports to**: `technical-director` (via `lead-programmer`)
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