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`project.yaml` at the repo root is now the single source of truth for a project's configuration, replacing `production/stage.txt`, `production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all three still read as a fallback; nothing is force-deleted). **`modes.rigor` — one question instead of six.** `minimal`, `standard` or `full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`, `modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to `minimal`, which is a change from 1.0's behaviour: the heavier tier was measured costing several times more to reach working code without producing a better result, and returning nothing when a fresh developer inherited the project. Pin `modes.rigor: standard` to keep 1.0's process level. Also in this release: - `/settings` to view or change any setting, and `project.local.yaml` for per-developer preferences that should not be committed. - `system_overrides` to hold one system to a higher standard than the rest of the project, and `testing.strict` to set per test type whether missing evidence blocks a story or warns. - A story that changes anything the player sees is not closed until the game has been launched, observed, and a screenshot retained in `production/qa/evidence/`. A parse check is not a run. This holds at every rigor level, including `minimal`, where automated tests are waived but the look is not. - The code root is engine-specific and enforced as such: Godot `src/`, Unity `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a project laid out any other way. - Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh` converts a 1.0 layout, non-destructively by default, with a report to review before `--finalize` deletes anything. - Ask-before-write holds regardless of personal automation settings. Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes: CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
95 lines
4.9 KiB
Markdown
95 lines
4.9 KiB
Markdown
# Unity Engine — Version Reference
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| Field | Value |
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|-------|-------|
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| **Engine Version** | Unity 6.3 LTS |
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| **Installed at pin time** | NOT DETERMINED — `/setup-engine` §3 probes the installed editor and records the result here. |
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| **Release Date** | December 2025 |
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| **Project Pinned** | 2026-02-13 |
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| **Last Docs Verified** | 2026-02-13 |
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| **LLM Knowledge Cutoff** | May 2025 |
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## Knowledge Gap Warning
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The LLM's training data likely covers Unity up to ~2022 LTS (2022.3). The entire
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Unity 6 release series (formerly Unity 2023 Tech Stream) introduced significant
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changes that the model does NOT know about. Always cross-reference this directory
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before suggesting Unity API calls.
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## Installed-Version Gap Warning
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The warning above is one-directional — it covers the **model** knowing less than
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this pin. The reverse gap is real and `/setup-engine` §3 creates it deliberately
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("pin the newer one and upgrade later"): this reference can sit **ahead of the
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installed editor**, and an agent citing it correctly then emits APIs that do not
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compile locally. **Check `Installed at pin time` above before trusting a
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version-qualified claim** — `NOT DETERMINED` means the gap is unknown, not absent.
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## Post-Cutoff Version Timeline
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<!-- timeline-unverified -->
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> **⚠ THIS TABLE IS INTERNALLY INCONSISTENT AND MUST NOT BE TRUSTED FOR RISK
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> JUDGEMENTS UNTIL RE-VERIFIED (flagged 2026-08-10).** It is titled
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> *Post-Cutoff* and the stated cutoff above is **May 2025**, yet three of its four
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> rows are dated **Oct, Nov and Dec 2024** — before that cutoff — followed by a
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> twelve-month gap to 6.3 in Dec 2025. Both cannot be right. The sibling files
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> `godot/VERSION.md` and `unreal/VERSION.md` list only genuinely post-cutoff
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> versions, so this is a defect in this file, not in the format.
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>
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> **Why it matters more than a wrong date.** This table's entire job is to tell an
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> agent what it does *not* already know. Rows that predate the cutoff invert that
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> signal: take an installed `6000.1.0f1` (**Unity 6.1**) — this
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> table dates it to Nov 2024 and labels it post-cutoff MEDIUM risk, while by its own
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> cutoff a Nov 2024 release would be *inside* training data. An agent reading this
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> either over-trusts the reference or mis-scopes what is new, and the `6.2+`
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> boundaries cited elsewhere in this directory are anchored to these rows.
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>
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> **The dates are NOT corrected here, deliberately.** Real Unity release dates
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> cannot be sourced from this repo — this directory *is* the source — and writing
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> them from training data is the failure this whole directory exists to prevent
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> (`/security-audit` makes the same call). Re-verify against Unity's
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> published release notes and update the row dates, the `Release Date` field, and
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> `Last Docs Verified` together. Until then, treat every version-qualified claim in
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> `docs/engine-reference/unity/` as **unconfirmed**, and prefer APIs that are not
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> version-boundary-dependent.
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| Version | Release | Risk Level | Key Theme |
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|---------|---------|------------|-----------|
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| 6.0 | Oct 2024 | HIGH | Unity 6 rebrand, new rendering features, Entities 1.3, DOTS improvements |
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| 6.1 | Nov 2024 | MEDIUM | Bug fixes, stability improvements |
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| 6.2 | Dec 2024 | MEDIUM | Performance optimizations, new input system improvements |
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| 6.3 LTS | Dec 2025 | HIGH | First LTS since 6.0, production-ready DOTS, enhanced graphics features |
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## Major Changes from 2022 LTS to Unity 6.3 LTS
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### Breaking Changes
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- **Entities/DOTS**: Major API overhaul in Entities 1.0+, complete redesign of ECS patterns
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- **Input System**: Legacy Input Manager deprecated, new Input System is default
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- **Rendering**: URP/HDRP significant upgrades, SRP Batcher improvements
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- **Addressables**: Asset management workflow changes
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- **Scripting**: C# 9 support, new API patterns
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### New Features (Post-Cutoff)
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- **DOTS**: Production-ready Entity Component System (Entities 1.3+)
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- **Graphics**: Enhanced URP/HDRP pipelines, GPU Resident Drawer
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- **Multiplayer**: Netcode for GameObjects improvements
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- **UI Toolkit**: Production-ready for runtime UI (replaces UGUI for new projects)
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- **Async Asset Loading**: Improved Addressables performance
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- **Web**: WebGPU support
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### Deprecated Systems
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- **Legacy Input Manager**: Use new Input System package
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- **Legacy Particle System**: Use Visual Effect Graph
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- **UGUI**: Still supported, but UI Toolkit recommended for new projects
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- **Old ECS (GameObjectEntity)**: Replaced by modern DOTS/Entities
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## Verified Sources
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- Official docs: https://docs.unity3d.com/6000.0/Documentation/Manual/index.html
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- Unity 6 release: https://unity.com/releases/unity-6
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- Unity 6.3 LTS announcement: https://unity.com/blog/unity-6-3-lts-is-now-available
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- Migration guide: https://docs.unity3d.com/6000.0/Documentation/Manual/upgrade-guides.html
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- Unity 6 support: https://unity.com/releases/unity-6/support
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- C# API reference: https://docs.unity3d.com/6000.0/Documentation/ScriptReference/index.html
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