Agent work instructions¶
Read the handoff, roadmap, and relevant task. The latest user instructions and actual project state take precedence over dated notes. The original first-batch instructions are preserved as history; do not restart that batch.
Working rules¶
- Inspect the live working tree. Do not reset, clean, overwrite or stage unrelated changes. Preserve
Assets/_Recovery, archived ability assets, normal profiles and player data. - Reuse the shared gameplay scene and existing enemy, spawning, reward, stage and menu systems. Fix real connections and defects; discuss major design changes instead of assuming approval.
- For a replacement the owner has chosen, preserve authored data, identities, serialized bindings and required behavior before removing the old implementation. Do not add a permanent legacy fallback unless directed.
- Preserve ability keys, reporting codes, Upgrade IDs, stage/difficulty IDs, saves and authored values. Dash and character abilities need no invented reporting codes; Revive is an upgrade action.
- Keep ability-specific behavior in its ability, player state separate and final stat calculations easy to inspect. Do not recreate AbilityHolder or a central per-ability factory.
- Preserve stage-specific configuration and old scene content until its needed behavior is accounted for. Agent testing uses short test configurations, not real stages.
- Do not run more automated ability behavior tests for now; the owner prefers to test those manually. Record owner-reported results and distinguish them from automated checks.
- Use focused Unity CLI checks at coherent boundaries for game changes. Record the exact scope and limits. Protect profiles and capture package/settings bytes before a run; restore only attributable changes after Unity exits. Do not contact external services during isolated checks.
- Work without routine confirmations. Use simple language for this project. Update the relevant task and test record when findings change; do not duplicate long histories. Do not commit, push or publish without a current request.
For physical keyboard/gamepad remapping, reconnect and re-detection, the owner performs the device checks. See controls.