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