This repository has been archived on 2026-10-29. You can view files and clone it, but you cannot make any changes to its state, such as pushing and creating new issues, pull requests or comments.
EveUnity/docs/authority-map.md
2026-07-15 20:59:30 +01:00

3.1 KiB

EveUnity Authority Map

Objective

Lower provider-authored Eve surfaces into a playable Unity scene without importing provider product code into the generic runtime.

Owner

EveUnity owns Unity scene projection, GameObject lifecycle, camera and input drivers, asset-provider hooks, package release, runtime tests, and captures.

Inputs

  • CultMesh rendezvous endpoint
  • CultMesh Verse catalog
  • gamecult.eve.provider_advertisement.v1
  • gamecult.eve.surface.v1
  • provider asset-manifest documents
  • runtime-selected asset-variant metadata, including native rendering-program bindings
  • generic field-volume lifecycle declarations and logical texture/scalar/matrix ports
  • provider command receipts
  • semantic render-channel inclusion and exclusion policy
  • Unity input and local presentation assets

Outputs

  • disposable Unity scene projection
  • gamecult.eve.command_invocation.v1 intents sent through the advertised boundary
  • runtime capability, test, release, and capture evidence
  • owner-controlled PlayMode capture from TestProject

Derived State

ActiveWorld, scene objects, transforms, markers, camera pose, native render-channel layer mappings, resolved native shader ports/passes, asset caches, per-volume raymarch targets, temporal-history targets, previous camera matrices, presentation counters, and receipt display state are projections. They are not world truth. Temporal targets reset when the volume program, node, or render size changes and can never become provider state.

Forbidden Writers

Unity transforms, input drivers, camera rigs, scene sinks, asset caches, and pending receipts may not mutate or simulate provider world state. Plugin projection shells may not implement Sai, Norn, or TeX semantics. Portable surfaces may not carry Unity layer numbers, camera culling masks, shader property names, shader keywords, or native pass indices. Those bindings belong to the selected runtime asset variant. A native volume program that advertises a temporal pass must also advertise its current-sample, history, previous-view-projection, and reset-history ports; partial temporal programs fail closed.

Shared Paths

Initial connect discovers a Verse endpoint and selects a provider surface by semantic kind. Refresh, reconnect, and terminal-receipt reconciliation consume that provider's surface documents. Movement, focus, target, and action input all become gamecult.eve.command_invocation.v1 through the provider-advertised command boundary.

Cut Line

Aetheria retains its daemon, authored surfaces, assets, command acceptance, receipts, adapter, and provider conformance scenarios. Eve retains contracts and conformance policy. EveUnity retains only generic Unity projection and its runtime lifecycle.

Capture Proofs

TestProject proves that a clean Unity project can install CultLib, Eve contracts, and EveUnity without Aetheria or Brokkr assemblies. Its world-smoke capture is the generic control witness. The Aetheria product witness gives the same client only a rendezvous endpoint, then proves Verse discovery, provider selection, asset loading, movement, commands, receipts, and rendered capture against a separately running daemon.