Correct Unity presentation migration status

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Meta Vens 2026-07-13 21:13:44 +01:00
commit f7adc30116

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@ -37,7 +37,7 @@ validation proves contract shape, not wiring, exclusivity, lowering, or parity.
| Fields/fog/gravity | zone renderer and shaders | daemon/plugin semantics | Fields plugin documents | EveUnity fields lowerer | owner-exists; basic lowering; composition parity absent | visual parity captures |
| HUD/schematic | ARPG HUD and `SchematicDisplay` | Eve composition from daemon facts | semantic status/components | EveUnity UI | reference | source-fact and timing matrix |
| Hit/lock/warnings | `ActionGameManager` feedback | daemon event facts | transient feedback stream | VFX/UI/audio | bounded deduplicated game-event ledger and Eve `feedback.stream` wired for pickup outcomes, projectile launch/impact, entity damage, alive-to-dead destruction, authoritative weapon reload chronology, and episode-deduplicated `weapon.fire.refused` facts for insufficient energy or missing ammunition; refusal identity, authored weapon, target, reason, and remaining magazine state are runtime-independent cockpit inputs | add lock transitions, thermal and docking event families, negative transaction fixtures, and runtime effect consumption |
| Assets | `Assets/Resources` | Aetheria provider | asset catalog + CultMesh CDN | runtime cache/load | wired; basic lowering; not live-proven remotely | cold/warm remote-only live load and cache proof |
| Assets | `Assets/Resources` | Aetheria provider | asset catalog + CultMesh CDN | runtime cache/load | provider manifests now name deterministic bundle-internal paths; the authoring build derives presentation-only prefabs, strips missing and non-Eve `MonoBehaviour` components, verifies both saved prefabs and the loaded bundle, and publishes the immutable bundle through CultMesh; remote cold/warm loading remains unproven | cold/warm remote-only live load, cache proof, and rendered identity capture |
| Save/resume | original persistence paths | daemon/CultCache | published current state | clients rehydrate | owner-exists; not parity-proven | mid-loop restart |
| Terminus loop | original game composition | daemon/Ymir/Eve | pilot surface | Aetheria.Unity | live minimum-loop proof: generic Unity discovers the provider, lowers the pilot world/assets, single-steps dock and undock while paused, buys daemon-priced station stock, single-steps Ymir salvage collection, resumes, moves, targets, fires, and presents authoritative receipts/shot outcome | destruction-created loot pickup, richer trade content, docking transitions, and sustained combat encounters |
| Starbridge | original/shared architecture intent | one daemon session | pilot + commander surfaces | Unity + Electron | commander task board and autonomous explore execution wired; Electron Eve lowering and split-target proof missing | commander orders plus four pilots and autonomous workers |
@ -140,18 +140,20 @@ These are source-confirmed ownership failures, not feature backlog:
- Conformance scenarios must preserve source baseline, authoritative state
timeline, Ymir timeline, command/receipt chronology, rendered capture,
runtime/package versions, and negative-authority results together.
10. **Unity still reconstructs a mutable gameplay graph.**
10. **The fossil authoring project still contains a mutable gameplay graph.**
`AetheriaUnityObservedEntityRestorer`, `AetheriaUnityObservedFrameApplier`,
`ActionGameManager`, and `ZoneRenderer` can derive or repair state instead of
merely lowering Eve facts. The migration must first publish every required
presentation fact, then delete those writers and make Eve entity/node IDs
the only presentation identity.
11. **Provider asset delivery still contains fossil gameplay scripts.** The
daemon publishes semantic asset descriptions and CDN records, but current
bundles deserialize prefabs containing missing or Aetheria-specific
`MonoBehaviour` components. The first asset conformance slice is the
player/ship/station/orbital presentation set, packaged as immutable
presentation-only variants and cold-loaded by a clean EveUnity client.
`ActionGameManager`, and `ZoneRenderer` remain reference and asset-authoring
inputs in the original Unity project. They are absent from the canonical
`Aetheria.Unity` client, whose verifier rejects Aetheria, ServerShared, and
gameplay assemblies. EveUnity still needs a read-only presented-entity
registry before richer camera, selection, and HUD adapters can avoid
rebuilding a parallel presentation index.
11. **Remote provider asset delivery remains unproven.** The authoring build now
derives deterministic presentation-only variants, strips missing and
non-Eve scripts, verifies the saved prefabs and loaded AssetBundle, and the
daemon advertises those bundle-internal paths. A clean EveUnity client must
still prove cold download, content verification, cache reuse, and rendered
identity without access to the authoring project.
12. **The negotiated local SoA fast path remains unproven.** The daemon publishes
exact immutable generations; the external Unity client rejects stale or
mismatched bodies and now resolves the same generation through the