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Repository files (latest commit first)
Filename Latest commit message Latest commit date
2026-07-19 01:43:43 +01:00
.voidbot Add Eddic voice pressure to Brokkr Persona 2026-06-12 18:49:00 +01:00
brokkr-command Expose Unity host snapshots through Brokkr CLI 2026-07-18 19:25:28 +01:00
brokkr-contracts Make Brokkr editor commands multiprocess safe 2026-07-18 18:37:02 +01:00
brokkr-daemon Make Brokkr editor commands multiprocess safe 2026-07-18 18:37:02 +01:00
docs Make Brokkr editor commands multiprocess safe 2026-07-18 18:37:02 +01:00
schemas Initial Brokkr scaffold 2026-06-12 11:57:33 +01:00
surfaces Process durable Unity commands after external cache pulls 2026-07-19 01:43:43 +01:00
tools Control Unity editors through Brokkr 2026-07-18 17:25:38 +01:00
.gitignore Wire Unity editor snapshots into Brokkr 2026-06-12 12:19:28 +01:00
Cargo.lock Add active Brokkr sync pass 2026-06-15 00:20:44 +01:00
Cargo.toml Initial Brokkr scaffold 2026-06-12 11:57:33 +01:00
README.md Add Brokkr prefab mirror pipeline 2026-06-28 11:23:04 +01:00

Brokkr

Brokkr is the GameCult creative-tool broker daemon: a CultMesh service that lets Unity, Blender, and future editor runtimes expose their live authoring surfaces to the Verse without pretending those runtimes are the same machine.

The name earns its keep twice. Brokkr is the dwarf at the forge bellows in the Eddic treasure contest, holding the work steady while the artifact takes shape. Brokkr is also the broker: the daemon that routes typed editor observations, capabilities, commands, and Eve/CultUI surfaces between tool runtimes and the Verse.

Authority

  • Brokkr owns the broker contract, provider advertisement, routing policy, and typed command receipts.
  • Unity owns Unity editor truth: scenes, assets, selection, play mode, imports, build settings, and editor-side side effects.
  • Blender owns Blender editor truth: scenes, objects, assets, operators, add-ons, render settings, and editor-side side effects.
  • Eve owns rendering of Brokkr surfaces.
  • Odin owns discovery of Brokkr as a Verse provider.
  • CultCache owns durable .cc witnesses and command receipts.

Plugins are adapters. They do not own Verse state. They connect their host editor to Brokkr, publish editor observations, and execute admitted commands from the broker.

Surfaces

  • surfaces/unity/Packages/com.gamecult.brokkr: Unity editor package scaffold.
  • surfaces/blender/brokkr_bridge: Blender add-on target backed by CultLib's Python CultMesh node/server, with optional debug export/import probes.
  • brokkr-daemon: Rust daemon skeleton that emits Brokkr's provider advertisement and command policy.

First Smoke

cargo run -p brokkr-daemon -- provider

The first smoke prints the typed provider advertisement. That is deliberately small: discovery shape first, live sockets second.

Sync Contract

cargo run -p brokkr-daemon -- sync-contract

The sync contract advertises Brokkr-owned sessions, object bindings, sync vars, timeline bindings, and receipts. Unity and Blender editor plugins publish those documents through CultMesh so a daemon sync loop can translate them into host-owned command intents without stealing scene truth.

Prefab CDN Pipeline

Brokkr is the authoring front-end for CultMesh's distributed CDN entity prefab pipeline. Unity prefabs are migration input only. The intended flow is:

  1. In Unity, open GameCult > Brokkr, enter a prefab asset path, and click Mirror Prefab To Blender.
  2. Unity writes a brokkr.unity.prefab_mirror_snapshot.v0 document containing the prefab hierarchy, transforms, components, mesh requirements, material requirements, and texture requirements.
  3. In Blender, click Import Unity Prefab Mirror to create a Blender collection from that snapshot. From this point forward, Blender owns the renderable entity authoring state.
  4. In Blender, configure meshes, transforms, materials, metadata, sockets, and runtime component hints in the collection.
  5. Click Publish Prefab Snapshot to write a collection-scoped brokkr.prefab.snapshot.v0 document.
  6. A deployer consumes the Brokkr prefab snapshot, publishes referenced binary payloads as CultMesh CDN artifacts, and writes a CultMeshEntityPrefabPackage.
  7. Unity, TypeScript, and later runtimes consume the same CultMesh package and lower it into native runtime objects.

The CDN is content-addressed and signed at the CultMesh layer. Brokkr does not turn players into authority for assets; it produces deploy snapshots that the CDN can distribute through central servers, LAN peers, or visible opt-out peer asset sharing.

Unity Smoke

cargo run -p brokkr-daemon -- serve

Add the Unity package by local path:

"com.gamecult.brokkr": "file:E:/Projects/Brokkr/surfaces/unity/Packages/com.gamecult.brokkr"

Then open GameCult > Brokkr in Unity and publish a snapshot to the local daemon.