Correct Unity presentation migration status
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1 changed files with 14 additions and 12 deletions
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@ -37,7 +37,7 @@ validation proves contract shape, not wiring, exclusivity, lowering, or parity.
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| 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 |
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| HUD/schematic | ARPG HUD and `SchematicDisplay` | Eve composition from daemon facts | semantic status/components | EveUnity UI | reference | source-fact and timing matrix |
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| 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 |
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| 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 |
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| 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 |
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| Save/resume | original persistence paths | daemon/CultCache | published current state | clients rehydrate | owner-exists; not parity-proven | mid-loop restart |
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| 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 |
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| 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 |
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@ -140,18 +140,20 @@ These are source-confirmed ownership failures, not feature backlog:
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- Conformance scenarios must preserve source baseline, authoritative state
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timeline, Ymir timeline, command/receipt chronology, rendered capture,
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runtime/package versions, and negative-authority results together.
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10. **Unity still reconstructs a mutable gameplay graph.**
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10. **The fossil authoring project still contains a mutable gameplay graph.**
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`AetheriaUnityObservedEntityRestorer`, `AetheriaUnityObservedFrameApplier`,
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`ActionGameManager`, and `ZoneRenderer` can derive or repair state instead of
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merely lowering Eve facts. The migration must first publish every required
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presentation fact, then delete those writers and make Eve entity/node IDs
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the only presentation identity.
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11. **Provider asset delivery still contains fossil gameplay scripts.** The
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daemon publishes semantic asset descriptions and CDN records, but current
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bundles deserialize prefabs containing missing or Aetheria-specific
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`MonoBehaviour` components. The first asset conformance slice is the
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player/ship/station/orbital presentation set, packaged as immutable
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presentation-only variants and cold-loaded by a clean EveUnity client.
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`ActionGameManager`, and `ZoneRenderer` remain reference and asset-authoring
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inputs in the original Unity project. They are absent from the canonical
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`Aetheria.Unity` client, whose verifier rejects Aetheria, ServerShared, and
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gameplay assemblies. EveUnity still needs a read-only presented-entity
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registry before richer camera, selection, and HUD adapters can avoid
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rebuilding a parallel presentation index.
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11. **Remote provider asset delivery remains unproven.** The authoring build now
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derives deterministic presentation-only variants, strips missing and
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non-Eve scripts, verifies the saved prefabs and loaded AssetBundle, and the
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daemon advertises those bundle-internal paths. A clean EveUnity client must
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still prove cold download, content verification, cache reuse, and rendered
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identity without access to the authoring project.
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12. **The negotiated local SoA fast path remains unproven.** The daemon publishes
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exact immutable generations; the external Unity client rejects stale or
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mismatched bodies and now resolves the same generation through the
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