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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Run and Observe
Shared procedure for any skill that closes a story which changes something a
player can see. Referenced from the point of use in /dev-story (Phase 6) and
/story-done (Phase 3). Those skills keep the one load-bearing imperative
inline — a parse check is not a run, and a story nobody looked at does not
close — and cite this file for how to look.
.claude/docs/coding-standards.md is the authority for what evidence a story
needs. This file is the procedure for producing the visual half of it.
The rule
Every story that changes something player-observable is launched and observed
before it closes, and the observation is a retained screenshot in
production/qa/evidence/. Compiling proves the code loads. Tests prove the
logic. Neither proves the text fits in the box.
The agent can see images: Claude Code's Read tool renders a PNG. The whole
problem is getting a picture out of the engine unattended, and every supported
engine has a native way.
The procedure
- Launch windowed at a fixed resolution —
1280x720unless the project says otherwise — usingcommands.runfromproject.yaml. Never the headless / batch / null-RHI flag: those exist to skip rendering. - Launch straight into the scene or map the story touched. A feature that
is only reachable through the main menu and three clicks is a feature the
run will not reach. Stories should be written so their surface is reachable
from a launch argument (a scene path, a map URL, a
--sceneflag). - Wait, capture, quit. Let the engine render real frames — 60 is a safe floor — capture one, and exit. Each engine's mechanism is below.
- Look.
Readthe PNG. Compare what is on screen to the acceptance criteria. Clipped text, an overflowing panel, a missing element, the wrong colour — these are defects, and this is the only step that finds them. - Retain. Copy the image to
production/qa/evidence/[story-slug]/[NN]-[what-it-shows].pngand reference it from the evidence doc. A screenshot that was taken and discarded is an assertion, not evidence. - Report one
Run result:line in the implementation summary — vocabulary below.
Per engine
engine.name |
Launch | Capture | Output lands in | Never use | Scaffold needed |
|---|---|---|---|---|---|
| Godot 4 | godot --path . --windowed --resolution 1280x720 <scene>.tscn |
--write-movie <path>.png --quit-after <N> |
beside the given path, <name>00000000.png … |
--headless |
none |
| Unity 6 | built player .exe -screen-width 1280 -screen-height 720 -screen-fullscreen 0 --scene <Name> |
ScreenCapture.CaptureScreenshot(<abs path>) from a bootstrap script |
the absolute path you pass | -batchmode, -nographics |
one MonoBehaviour |
| Unreal 5 | `MSYS_NO_PATHCONV=1 "/Engine/Binaries/Win64/UnrealEditor.exe" "$(pwd -W 2>/dev/null | pwd)/.uproject" -game -windowed -ResX=1280 -ResY=720` | HighResShot 1280x720 filename=<abs path> console command |
the path you pass (else Saved/Screenshots/WindowsEditor/) |
Godot 4 — zero scaffold
godot --path . --windowed --resolution 1280x720 --write-movie shots/shop.png --quit-after 60 res://scenes/shop.tscn
--write-movie is Movie Maker mode: with a .png target it writes a frame
sequence and --quit-after sets the frame count. Filenames carry 8
zero-padded digits — shop00000000.png through shop00000059.png — so take the
last. --fixed-fps is applied automatically. The scene path is positional; any
.tscn can be launched directly, which is how step 2 is satisfied.
Capture-on-trigger alternative, for a state a scene launch cannot reach: an
autoload that on the wanted condition does
await RenderingServer.frame_post_draw, then
get_viewport().get_texture().get_image().save_png(path), then
get_tree().quit().
Unity 6 — one MonoBehaviour
-batchmode displays nothing, so the run is either the built player or the
editor in play mode. The player is the robust path:
Builds/Win64/Game.exe -screen-width 1280 -screen-height 720 -screen-fullscreen 0 --scene Shop --screenshot C:/abs/path/shop.png --after 60
-screen-* are Unity's own player arguments. --scene, --screenshot and
--after are yours, read by the script below. The template does not ship
it: the first time a Unity story needs a screenshot, /dev-story asks to write
it, verbatim, to Assets/Scripts/ScreenshotOnArg.cs. It needs no scene edit — it boots itself, and does nothing unless the player
was launched with --screenshot:
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
// Run-and-observe capture: Game.exe --scene Shop --screenshot C:/abs/shop.png --after 60
public class ScreenshotOnArg : MonoBehaviour
{
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void Boot()
{
if (Arg("--screenshot") == null) return;
var go = new GameObject(nameof(ScreenshotOnArg));
DontDestroyOnLoad(go);
go.AddComponent<ScreenshotOnArg>();
}
static string Arg(string name)
{
var args = System.Environment.GetCommandLineArgs();
for (int i = 0; i < args.Length - 1; i++)
if (args[i] == name) return args[i + 1];
return null;
}
IEnumerator Start()
{
var scene = Arg("--scene");
if (!string.IsNullOrEmpty(scene)) yield return SceneManager.LoadSceneAsync(scene);
int after = int.TryParse(Arg("--after"), out var n) ? n : 60;
for (int i = 0; i < after; i++) yield return null;
yield return new WaitForEndOfFrame();
ScreenCapture.CaptureScreenshot(Arg("--screenshot"));
for (int i = 0; i < 3; i++) yield return null; // the file is written after the frame
Application.Quit();
}
}
Pass an absolute path — the relative base differs between editor and
player. --scene must be in the build settings. Building the player first
costs 1–3 minutes on a small project; that is the price of looking at the thing
you ship rather than the editor.
Unreal 5 — one actor, or -ExecCmds
MSYS_NO_PATHCONV=1 timeout 60 "<UE root>/Engine/Binaries/Win64/UnrealEditor.exe" "$(pwd -W 2>/dev/null || pwd)/Game.uproject" /Game/Maps/Shop -game -windowed -ResX=1280 -ResY=720
That line is Windows'. On Linux the same arguments go to
"<UE root>/Engine/Binaries/Linux/UnrealEditor" (no MSYS_NO_PATHCONV needed);
on macOS Epic documents only the UnrealEditor.app bundle, so run the map from
the editor or a command you have confirmed (see
docs/engine-reference/unreal/current-best-practices.md, "Command Line").
-game runs standalone without the editor UI. The map is a positional URL
immediately after the .uproject — not a console command. The
MSYS_NO_PATHCONV=1 prefix is required on Windows: Claude Code runs commands
in Git Bash, which rewrites any argument beginning with / as a Windows path, so
/Game/Maps/Shop reaches the engine as C:/Program Files/Git/Game/Maps/Shop
and the game stops on a "map not found" dialog nobody can see. Alternatively
pass the map through -ExecCmds="open /Game/Maps/Shop", which is not converted.
The project path must be absolute — with MSYS_NO_PATHCONV set, only
$(pwd -W 2>/dev/null || pwd) gives one: a relative Game.uproject is not
found, and the launch waits on an error dialog forever (verified on 5.7). There
is no -unattended on this line, so every failure is a dialog nobody clicks:
always run it under timeout. Capture is the
HighResShot console command, fired either from a dev actor (Execute Console Command on BeginPlay after a short delay, then quit) or from the launch line:
-ExecCmds="HighResShot 1280x720 filename=C:/abs/path/shop.png"
The size (or a multiplier such as 2) comes before filename=:
HighResShot filename=… alone is rejected as bad input and saves nothing.
Without filename= the file lands in Saved/Screenshots/WindowsEditor/.
Do not put Quit in the same -ExecCmds list — it runs on the same
frame, before the file is written, and leaves nothing on disk. -ExecCmds has
no delay, so let timeout end the launch (exit 124 is expected) and check the
file exists; a dev actor can instead wait a second, then quit. The Blueprint node Take High Res Screenshot is editor-only and
does not work in a -game launch.
Any engine — OS capture fallback
On Windows, PowerShell with System.Drawing can CopyFromScreen into a bitmap
and save it. It needs a visible desktop and the game window on top, and it
captures whatever is there — it cannot be told "the shop panel". Use it when the
engine-native path is unavailable, and say so in the run result. Linux CI with
no display needs xvfb-run in front of the launch; --headless is not a
substitute.
The Run result: line
Exactly one of three shapes, in the implementation summary:
Run result: OBSERVED — <what was on screen, one line>with the retained path. "Shop panel renders, all 6 slots inside the frame, prices legible at 720p —production/qa/evidence/shop-panel/01-shop-open.png."Run result: NOT VERIFIED — <reason>. Engine binary not found,commands.rununset, launch crashed, screenshot empty. This is a blocker at the default gate level for Visual/Feel and UI stories, not a note — a story nobody looked at does not close. Under an explicittesting.strict.visual/.ui: falseit is recorded and the story may close with the gap in## Completion Notes.Run result: N/A — <reason>, only for a story with genuinely nothing observable — a pure data migration, a save-format change with no surface. Say why. "It's a Logic story" is not a reason: a damage formula has a number on screen somewhere.
The run is not waived at qa.level: minimal. Tests are waived there; the
look is not. It is the cheapest verification in the pipeline and the one
whose absence produces a well-tested game that looks wrong.
What a still can and cannot show
Can: layout, clipping, overflow, presence, alignment, colour, legibility, that the right screen appeared at all. This is where shipped visual defects actually live.
Cannot: timing, responsiveness, weight, animation curves, audio sync — the
"feel" half of Visual/Feel. Godot's --write-movie gives a frame sequence; the
other engines need OS video capture. Feel stays a human check in /team-qa.
Say which half the screenshot covered.
Reaching the state
A screenshot of the title screen verifies nothing about depth 2. Either launch
the scene/map directly (Godot scene arg, Unreal map URL, Unity --scene) or
give the bootstrap a debug argument that sets state (--gold=500 --depth=2).
Write stories so their surface is reachable one of those ways; a story that is
not is a story that will be marked NOT VERIFIED every time.
Finding the engine
None of the three engines installs onto PATH on Windows. engine.path in
project.yaml is where the editor lives; resolve it before concluding "no
engine on this machine". Absence of a path is not absence of an engine.
Commands above were run on Windows with Godot 4.6.1 (gdUnit4 6.1.3), Unity
6000.3.23f1 and Unreal Engine 5.7; the Unreal Linux and macOS notes come from
Epic's documentation. docs/engine-reference/<engine>/ is
the project's pinned authority; check it before trusting a version-qualified
claim here.