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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
47 lines
2.8 KiB
Markdown
47 lines
2.8 KiB
Markdown
# Directory Structure
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```text
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/
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├── CLAUDE.md # Master configuration
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├── project.yaml # Machine-readable project config — engine, modes, stage (source of truth)
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├── .claude/ # Agent definitions, skills, hooks, rules, docs
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├── <code root>/ # Game source code — THE PATH IS ENGINE-SPECIFIC, see below
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├── assets/ # Game assets (art, audio, vfx, shaders, data)
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├── design/ # Game design documents (gdd, narrative, levels, balance)
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├── docs/ # Technical documentation (architecture, api, postmortems)
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│ └── engine-reference/ # Curated engine API snapshots (version-pinned)
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├── tests/ # Game test suites (unit, integration, performance, playtest)
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├── tools/ # Build and pipeline tools (ci, build, asset-pipeline)
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├── prototypes/ # Throwaway prototypes (outside the code root)
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├── production/ # Production management (sprints, milestones, releases)
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│ ├── session-state/ # Ephemeral session state (active.md — gitignored)
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│ └── session-logs/ # Session audit trail (gitignored)
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└── CCGS Skill Testing Framework/ # QA for the skills/agents themselves — /skill-test, /skill-improve
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```
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## The code root is engine-specific
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**Two of the three supported engines will not build a project whose code sits in
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`src/`.** This is not a style preference — it is a hard constraint of the engine's
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own toolchain:
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| `engine.name` | Code root | Why it cannot be `src/` |
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| **Godot** | `src/` | No constraint — Godot loads from `res://` anywhere under the project root. |
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| **Unity** | `Assets/` | Unity compiles **only** `Assets/` and `Packages/`. Code outside them is invisible to the compiler. |
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| **Unreal** | `Source/<Module>/` | UnrealBuildTool discovers modules under `Source/`; content lives in `Content/`. A module elsewhere is not built. |
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**Resolve the code root from `engine.name` before writing any source file.** A
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path shown as `src/…` alone is a Godot example: read it as *"the code root"* and
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substitute the row above. `src/` is the table's Godot row, not a universal path.
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**Tests follow the same rule** — the same compilers decide what they see:
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| `engine.name` | Test root | Anywhere else |
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| **Godot** | `tests/unit/`, `tests/integration/` | — |
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| **Unity** | `Assets/Tests/EditMode/`, `Assets/Tests/PlayMode/` | not compiled: "0 tests, Passed" |
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| **Unreal** | `Source/<Module>/Private/Tests/` | not built: "No automation tests matched" |
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Read `tests/unit/[system]/` (or `integration/`) anywhere as the test root plus `[System]/`.
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