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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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Preserve stage-specific configuration and old scene content until its needed behavior is accounted for. Agent testing uses short test configurations, not real stages.
  7. 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.
  8. 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.
  9. 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.