editor.assets.refresh, editor.lifecycle.write and editor.view.capture join the Unity surface, in the provider contract and the advertisement test. The donor's prefab mirror rows are not taken; that pipeline is parked. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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Brokkr Provider Contract
Provider id: brokkr.creative_tool_broker
CultMesh base URI: cultmesh://brokkr
Primary Eve surface id: brokkr.eve.tool_broker.v0
Tool Kinds
unity-editorblender-editor
Capability Families
cultcache.mirror.publishcultcache.intent.watchhost.status.readscene.tree.readcomponent.state.readselection.readasset.catalog.readasset.scriptable_object.createasset.prefab.instantiateasset.prefab.variant.creategameobject.createcomponent.attachcomponent.property.writeeditor.assets.refresheditor.lifecycle.writeeditor.view.capturecommand.receipt.publisheve.gui.publisheve.tui.publish
Mirror Documents
brokkr.unity.host_snapshot.v0atunity/host/currentbrokkr.unity.command_intent.v0atunity/commands/{commandId}brokkr.unity.command_receipt.v0atunity/receipts/{commandId}brokkr.unity.snapshot_receipt.v0atunity/receipts/snapshots/{observedAt}brokkr.unity.quest_route.v0atunity/quest-routes/{routeId}brokkr.unity.warped_video_frame.v0atunity/quest/video/{frameId}brokkr.blender.host_snapshot.v0atblender/host/currentbrokkr.blender.command_intent.v0atblender/commands/{commandId}brokkr.blender.command_receipt.v0atblender/receipts/{commandId}brokkr.sync.session.v0atsync/sessions/{sessionId}brokkr.sync.object_binding.v0atsync/bindings/objects/{bindingId}brokkr.sync.var.v0atsync/vars/{syncVarId}brokkr.sync.timeline_binding.v0atsync/bindings/timelines/{bindingId}brokkr.sync.receipt.v0atsync/receipts/{receiptId}
Sync Organ
Brokkr owns sync correspondence and policy documents. Editor hosts still own scene mutation. A sync record can request or describe a lane, but it is not real editor state until Unity or Blender publishes accepted command receipts and a fresh host snapshot.
Primary sync documents:
brokkr.sync.session.v0: shared sync session and mode.brokkr.sync.object_binding.v0: Unity GameObject to Blender object/collection correspondence.brokkr.sync.var.v0: per-lane sync options such as transform, parent, material, component property, custom property, timeline frame, camera lens, or Cinemachine virtual camera. Editor surfaces may also publish ad hoc sync vars with an explicit kind, paths, authority, enabled flag, and interpolation. The daemon executes implemented kinds and preserves unsupported kinds as typed sync policy for external consumers.brokkr.sync.timeline_binding.v0: Blender scene/action timeline to Unity Timeline/Cinemachine correspondence.brokkr.sync.receipt.v0: daemon sync pass receipts.
Operational commands:
dotnet run --project brokkr-command/Brokkr.Command.csproj -- --unity-cache .brokkr/unity-editor.ccmp --action readHostdotnet run --project brokkr-command/Brokkr.Command.csproj -- --unity-cache .brokkr/unity-editor.ccmp --action createGameObject --name Marker --local-position 0,1,0brokkr-daemon sync-once --unity-cache .brokkr/unity-editor.ccmp --blender-cache .brokkr/blender-editor.ccmpbrokkr-daemon sync-loop --unity-cache .brokkr/unity-editor.ccmp --blender-cache .brokkr/blender-editor.ccmp --interval-ms 500
brokkr-command is a caller. Each invocation writes one intent through the
directory store (every intent field has a --kebab-case option; --view and
--output fill the capture fields), waits for the receipt, and exits 0 for
accepted, 1 for any other status, and 2 for a usage error or a timeout. It
never writes receipts, host snapshots or the agent-commands flag.
sync-loop owns scheduling only. It repeatedly invokes the same sync decision
primitive as sync-once, writes command intents and sync receipts through the
mirrors, and prints per-pass telemetry to stdout.
Each daemon pass writes the same brokkr.sync.receipt.v0 document into both
editor mirror stores at sync/receipts/{receiptId}. Unity and Blender editor
panels may display the latest receipt, but the daemon remains the owner of pass
status.
Implemented sync lanes:
- Missing counterpart materialization for enabled object bindings. When an
authority side has an object and the target side does not, Brokkr emits
createObjectorcreateGameObjectand waits for the next host snapshot before applying per-lane mutations. - Unity GameObject transform to Blender object transform.
- Unity GameObject active state to Blender object visibility.
- Unity GameObject parent id to Blender object parent through
setObjectParent. - Unity Renderer material name to Blender object material assignment through
assignMaterial. - Blender object visibility to Unity GameObject active state through
setGameObjectActive. - Blender object parent name to Unity GameObject parent through
setGameObjectParent. The Blender parent must have an object binding so Brokkr can resolve the Unity parent object id. - Unity serialized component property to Blender object custom property through
setObjectCustomProperty. The syncvar kind may becomponent-propertyorcustom-property; authority and paths determine direction. It usesunityPropertyPath = Component.Type::propertyPathandblenderPropertyPath = customProperties.name. - Blender object transform to Unity GameObject transform.
- Blender object material name to Unity Renderer material assignment through
assignMaterial. - Blender scene frame to Unity timeline time through
setComponentProperty. - Blender scene camera transform/FOV to a Unity Cinemachine virtual camera
GameObject/component. The FOV write uses
componentType = Cinemachine.CinemachineVirtualCameraand property pathm_Lens.FieldOfView. - Blender object custom property to Unity serialized property through
setComponentProperty. The syncvar kind may becustom-propertyorcomponent-property; authority and paths determine direction. It usesblenderPropertyPath = customProperties.nameandunityPropertyPath = Component.Type::propertyPathwhen a Unity component should receive the value.
Unity Command Actions
All Unity writes use brokkr.unity.command_intent.v0 and receive
brokkr.unity.command_receipt.v0.
createGameObjectattachComponentsetGameObjectTransformsetGameObjectActivesetGameObjectParentsetComponentPropertyinstantiatePrefabcreatePrefabVariantassignMaterialcreateScriptableObjectrefreshAssetssetEditorPlayStatesetEditorPausedcaptureEditorViewsaveScene
Unity owns the mutation. Brokkr advertises the command surface; Verse clients
write typed command intents; Unity executes recognized intents and publishes
receipts. setComponentProperty writes the target object by default; when
componentType is present, Unity resolves that component on the target
GameObject and writes the serialized property there.
setGameObjectActive uses targetObjectId and boolean value.
setGameObjectParent uses targetObjectId and parentObjectId; an empty
parentObjectId reparents the GameObject to the scene root.
instantiatePrefab uses assetPath as the source prefab, name as the
optional instance name, and parentObjectId as the optional parent.
createPrefabVariant uses assetPath as the source prefab and value as the
destination prefab path.
createScriptableObject uses componentType as the ScriptableObject type and
assetPath as the destination asset path.
refreshAssets forces an AssetDatabase refresh. setEditorPlayState and
setEditorPaused take boolean value; the editor service restarts from
[InitializeOnLoad] after the resulting domain reload and keeps draining.
captureEditorView renders viewKind (scene or game) to a PNG at width
by height (0 means the camera size, at most 8192). outputPath is a plain
relative path ending in .png, resolved under <project>/.brokkr/captures/;
anything else is denied. saveScene saves the open scenes.
Admission
Before any intent runs, BrokkrCommandPolicy checks it against the project's
allowed-action list (window field "Allowed Actions", per project). By default
scene mutation and editor lifecycle actions are allowed; the asset-writing
actions createScriptableObject and createPrefabVariant, and saveScene,
are not, and an action the list does not name is denied. A denied intent gets a
receipt with status: denied and the reason in message, so a refusal is as
visible as an acceptance. requestedBy on the intent names the caller and is
echoed on the receipt; admission never reads it. The window's buttons write
intents like any other caller, so the operator and an agent pass the same gate.
Unity Command Transport
Commands reach the editor through the project's directory store at
<project>/.brokkr/unity-editor.ccmp (.records/ beside it). There is no
network listener: admission starts at filesystem permissions, and the editor sees
a written intent on its next pull, about once a second.
The editor executes intents only while the operator has enabled agent commands
for that project (window toggle "Agent Commands"). The flag is off by default
and installing the package never turns it on. The host snapshot carries it as
agentCommandsEnabled, so a caller can see why nothing executes.
A command id is single-use. Every writer mints a fresh commandId for each
act, and a receipt at unity/receipts/{commandId} answers exactly that id.
Once an id has a receipt, the editor never executes it again, whatever is
later written under it: reusing an answered id is a caller defect, and its
receipt is the answer that stands. A writer that repeats an intent mints a new
id for each repetition.
Blender Command Actions
All Blender writes use brokkr.blender.command_intent.v0 and receive
brokkr.blender.command_receipt.v0.
createObjectdeleteObjectsetObjectTransformsetObjectVisibilitysetObjectParentsetObjectCustomPropertyselectObjectassignMaterial
Blender owns the mutation. Brokkr advertises the command surface; Verse clients
write typed command intents; Blender executes recognized intents and publishes
receipts.
setObjectParent uses targetObjectName and optional parentObjectName; an
empty parent reparents the object to the Blender scene root.
Eve/CultUI Lowerings
Unity publishes lowerable Eve/CultUI documents through CultMesh. GUI and TUI clients render those documents as views over the same mirrored state:
- scene graph
- component state
- asset library
- command affordances
- command receipts
These documents are interface state over Unity observations and receipts. They do not own editor truth.