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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 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. It prefers the active CultLib-codex-cultmesh-reliability
and Ymir-aetheria-integration sibling checkouts, falling back to canonical
CultLib and Ymir siblings only when those active integration checkouts are
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 and
its .cultmesh (or legacy .records) sidecar before importing it again. It
does not touch GameData, the source catalog, or another witness/run state.