Fix release for 1.1.2: the 14 longest skills keep their later phases after a compaction, a question nobody answered is never taken as an answer, settings read the same from a subfolder, the commit check works for a project in a subfolder of a larger repository, every skill opens with a title, and the shipped allow rules no longer approve deleting a branch or writing files without asking. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.2 → v1.1.3). Refs #83 Refs #133 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
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Run and Observe
Shared procedure for any skill that closes a story which changes something a
player can see. Used by /dev-story (Phase 6) and /story-done (Phase 3).
A parse check is not a run, and a story nobody looked at does not close.
This file explains 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.