| Filename | Latest commit message | Latest commit date |
|---|---|---|
The rule that decides which Unity command intents still await execution (an id is answered by any receipt for it; oldest stored-at then key first) was inline in the mirror and untestable outside Unity. It is now a stateless ledger over a CultCache in Runtime/, compiled by brokkr-contracts and pinned by brokkr-contracts.Tests, which also carries the Imagination probe as an editor-without-Unity scenario harness. The host snapshot gains agentCommandsEnabled (Key 18; 14-17 are held for the play-state fields). Nothing in Unity uses the ledger yet. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> |
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| .. | ||
| Packages/com.gamecult.brokkr | ||
| README.md | ||
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, fill
ScriptableObject 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, then clickPoll Sync Receiptor leave the window open to show 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}
Unity watches those command intents, 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.