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Brokkr Unity Adapter
This package lets the Unity Editor publish its scene, component, asset, command, receipt, Quest, and Eve/CultUI state as typed CultCache documents synced through CultMesh.
Install By Local Path
Add this package to a Unity project's Packages/manifest.json:
"com.gamecult.brokkr": "file:F:/Projects/Brokkr/surfaces/unity/Packages/com.gamecult.brokkr"
The package ships no assemblies. Its CultCache, CultNet and CultMesh runtime
comes from org.gamecult.cultlib, which the host manifest must also resolve:
"org.gamecult.cultlib": "https://github.com/GameCult/CultLib.git?path=/unity/org.gamecult.cultlib#cultlib-unity-v1.0.60"
Then open GameCult > Brokkr.
Local Smoke
In Unity:
- Open
GameCult > Brokkr. - Confirm
Broker URIiscultmesh://brokkr. - Confirm
CultMesh Cachepoints at.brokkr/unity-editor.ccmp. - Click
Start CultMesh Mirror. - Click
Capture Snapshot. - Click
Publish Mirror. - To create a ScriptableObject through the mirror (tick
Agent Commandsfirst, and addcreateScriptableObjecttoAllowed Actions), fillScriptableObject Type,Asset Name, andAsset Path, then clickCreate ScriptableObject Asset. - To instantiate or variant a prefab through the mirror, fill
Prefab Asset Path, optionalInstance Name, and optionalVariant Path, then click the matching prefab command. - To publish object sync policy, select a GameObject, set the object lane
toggles including transform, parent, active state, material, and property
lanes, then click
Publish Object Sync. - With the mirror running, run
brokkr-daemon sync-onceorsync-loop; the window shows the latest daemon sync pass receipt. - To publish an ad hoc sync variable, fill
Ad Hoc Sync Varwith a binding id or leave it blank for a generated id, set kind/paths/authority/interpolation, then clickPublish Sync Var.
The Unity adapter writes the latest editor snapshot to:
unity/host/current
Brokkr daemon sync receipts are read from:
sync/receipts/{receiptId}
Ad hoc sync variables are written to:
sync/vars/{syncVarId}
Verse-side command clients write brokkr.unity.command_intent.v0 documents to:
unity/commands/{commandId}
The editor service pulls the store about once a second while Agent Commands is on, admits each intent through the project policy, mutates the editor, and publishes receipts
to:
unity/receipts/{commandId}
Recognized Unity asset commands include:
instantiatePrefabcreatePrefabVariantcreateScriptableObject
The Unity plugin is still an adapter. Unity owns Unity editor truth; Brokkr owns provider discovery; CultCache and CultMesh own the live mirror lane.
Agent Commands
The editor executes intents that other processes write into .brokkr/ only
while Agent Commands is ticked in the Brokkr window. It is off for every
project until you tick it, and the host snapshot reports the flag. Nothing
listens on the network: callers reach the editor through the directory store
at .brokkr/unity-editor.ccmp.
Allowed Actions lists what an agent may run. The default allows scene
mutation and editor lifecycle; createScriptableObject, createPrefabVariant
and saveScene are off until you add them. A refused intent gets a receipt
with status: denied. Captures land under .brokkr/captures/.
From a shell, with the project's cache path:
dotnet run --project F:/Projects/Brokkr/brokkr-command/Brokkr.Command.csproj -- --unity-cache <project>/.brokkr/unity-editor.ccmp --action readHost
dotnet run --project F:/Projects/Brokkr/brokkr-command/Brokkr.Command.csproj -- --unity-cache <project>/.brokkr/unity-editor.ccmp --action createGameObject --name Marker
An intent written while the flag is off stays in the store and runs when the flag is turned on.