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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 synchronously builds Aetheria.State.Daemon in
bin/Debug/net10.0 and imports an isolated development state under
Aetheria.Unity/Build when necessary. After preparation succeeds, the Unity
editor directly launches and owns the daemon process, its PID, and its output
streams. The generic EveUnity client connects directly to the daemon's local
CultMesh endpoint. Odin is not part of this path.
The editor connects through the daemon's cultnet+tcp control endpoint. The
advertised session then selects the dedicated content and QUIC realtime planes;
the editor bootstrap does not choose those planes or retain an RUDP fallback.
The launcher displays and passes the exact source dependency roots used for the
Debug daemon build. CultLib prefers the active
CultLib-codex-cultmesh-reliability checkout, then CultLib-release, and
finally the canonical CultLib sibling.
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
- Press Start & Play, or press Unity Play with Start before Play enabled.
- Edit and inspect the generic EveUnity-lowered world in Play Mode.
- Use Unity Pause to submit the advertised
simulation.pauseaction to the daemon. Unity unpause submitssimulation.rate.realtime. - While paused, use Advance one step to commit exactly one fixed daemon simulation step.
- 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, its
.cultmesh (or legacy .records) sidecar, and the matching daemon-private
.ymir.cc journal store before importing it again. It does not touch
GameData, the source catalog, or another witness/run state.