# Unity daemon development Open `Aetheria.Unity` in Unity and choose **Aetheria > Daemon Development**. This is the interactive development path. The released-package witness remains the automated integration proof and is not required for ordinary iteration. The window builds and launches `Aetheria.State.Daemon` from `bin/Debug/net10.0`, imports an isolated development state under `Aetheria.Unity/Build` when necessary, and configures the generic EveUnity client to connect directly to the daemon's local CultMesh endpoint. Odin is not part of this path. The launcher displays and passes the exact source dependency roots used for the Debug daemon build. CultLib prefers the exact released `CultLib-release` sibling and falls back to the canonical `CultLib` sibling for checkouts that do not maintain a separate release worktree. Ymir still prefers the active `Ymir-aetheria-integration` sibling checkout and falls back to the canonical `Ymir` sibling when that integration checkout is absent. This prevents an older sibling assembly from impersonating the daemon being debugged. ## Normal loop 1. Press **Start & Play**, or press Unity Play with **Start before Play** enabled. 2. Edit and inspect the generic EveUnity-lowered world in Play Mode. 3. Use Unity Pause to submit the advertised `simulation.pause` action to the daemon. Unity unpause submits `simulation.rate.realtime`. 4. While paused, use **Advance one step** to commit exactly one fixed daemon simulation step. 5. Stop, restart, or reimport the isolated state from the same window. Unity's editor clock is never gameplay authority. The pause and step controls are ordinary advertised Eve operations accepted by the daemon. If the active game mode does not advertise its simulation clock, the window reports that contract failure instead of locally freezing world truth. ## Rider The window displays the actual `Aetheria.State.Daemon` process ID. Press **Copy daemon PID**, then in Rider choose **Run > Attach to Process** and select that PID. **Open daemon source** opens `Aetheria.State.Daemon/Program.cs` through Unity's configured external editor. The launched process uses Debug assemblies from the current checkout, so breakpoints bind to the code being run. Hitting a Rider breakpoint suspends the authoritative daemon process. The Unity client continues to display its last committed generation until execution resumes; it does not simulate through the breakpoint. ## Files - State: `Aetheria.Unity/Build/aetheria-unity-dev.cc` - Daemon stdout: `Aetheria.Unity/Build/DaemonDevelopment/daemon.log` - Daemon stderr: `Aetheria.Unity/Build/DaemonDevelopment/daemon.error.log` - Preparation logs: `Aetheria.Unity/Build/DaemonDevelopment/launcher*.log` `Reimport state & start` deletes only the isolated development `.cc` file and its `.cultmesh` (or legacy `.records`) sidecar before importing it again. It does not touch `GameData`, the source catalog, or another witness/run state.