Set up Tiny Chaos on another PC¶
Checked against project files on 2026-10-31. This is a development setup, not a minimum-specification claim for the shipped game.
Unity and dependencies¶
- Install Unity Editor 6000.2.8f1, revision c9992ac36c34, from Unity Hub. The source of truth is
ProjectSettings/ProjectVersion.txt; do not let Hub upgrade the project on first open. - Install the appropriate build support module for the target. For the owner's Windows build, install Windows Build Support (IL2CPP). Unity 6.2's Windows requirements describe the C++ tools and Windows SDK needed for IL2CPP; consult the page for the target PC.
- Install Git and make it available to Unity.
Packages/manifest.jsonincludes MyBox from GitHub;Packages/packages-lock.jsonrecords the resolved revision. Unity Package Manager also needs access to its package registries for the first import. Allow the project to import before changing package versions. - Open the repository's project root (the folder containing
Assets,PackagesandProjectSettings) in Unity Hub. Copy committed source, assets, settings,.metafiles,Packages/manifest.jsonandPackages/packages-lock.json; Unity regeneratesLibraryon the new PC. - The standalone
unitycommand used in the Linux logs is a separate CLI wrapper (locally 1.0.0-beta.13), not the Editor version. It is not guaranteed to exist on the other PC. Unity Hub/Editor can open the project without it; use the matching Editor's batch-mode interface or install a compatible CLI wrapper for automation. Do not reuse Linux-only paths orLD_LIBRARY_PATHon Windows. - On the original Ubuntu 26.04 machine, Editor 6000.2.8f1 could not start because
libxml2.so.2and its older ICU libraries were absent. Compatible copies were added only to that Editor's folder on 2026-11-02; a direct graphical launch then reached the end of the initial project import. Hub launching was not independently retried. Reinstalling that Editor may remove the local copies. Other computers do not need this workaround unless they have the same missing-library error. - That graphical launch added
com.unity.toolchain.linux-x86_64to the package manifest and lock. The Editor was left open for the owner, so do not restore those files while it is running. Exact pre-launch copies are temporarily under/tmp/tinychaos-editor-open.cYqxQl/baseline; after the Editor closes, inspect current changes and restore only the additions attributable to this launch, without overwriting subsequent user edits.
Project configuration¶
| Setting | Value recorded in project |
|---|---|
| Render pipeline | Universal Render Pipeline 17.2.0; 2D feature 2.0.1 |
| Input | Input System package 1.17.0; active input handling is Both while migration is incomplete |
| Other packages | Localization 1.5.8, AI Inference 2.4.1, Timeline 1.8.9, Test Framework 1.6.0; see the manifest/lock for all versions |
| Standalone scripting backend | IL2CPP in global Player Settings; verify the chosen build profile on the target PC |
| Windows profile | Assets/Settings/Build Profiles/Windows LZ4HC.asset; it uses the global scene list |
| Version fields | Global Player Settings currently say 0.8.2; the Windows LZ4HC profile overrides this with 0.9.0. Reconcile intentionally before a release; opening the project does not require changing them. |
| Steam integration | Standalone scripting symbols include STEAMWORKS_NET. Steam/account behavior is separate from an offline Editor import and has not been certified by the latest checks. |
The global build scene list includes the shared Gameplay scene and retains the old arena scenes. Check build-profile overrides before a release.
VS Code navigation¶
- Install the Microsoft Unity extension for VS Code and its C# dependencies. In Unity, select VS Code under Preferences > External Tools.
- If Go to Definition cannot find project types, regenerate project files from Unity's External Tools settings, then reload the VS Code window. Project files copied from another computer can contain paths that do not exist on this machine.
- On the original Linux machine, Unity regenerated the project files on 2026-11-02, including after the ability files were moved. The project lists the current
Ability,AB_SurvivalFitnessand identity files. Actual navigation in the VS Code window still needs a user check. - In VS Code, use Ctrl+click or F12 on a symbol to go to its definition. See the official Unity setup and C# navigation guide.
Skills and handoff¶
The project includes copies of the anti-slop, Git checkpoint and Unity stabilization skills under .agents/skills; these copies can travel with the repository. The Git and Unity copies are disposable mirrors of the owner's personal canonical sources at /mnt/work/PixelFreight/5-skills on the original machine. Changes made to a project mirror do not automatically update that canonical source. Do not require that Linux path on another PC.
Use the saved prompt, agent instructions and roadmap. They must be committed and pushed before pulling them elsewhere. The same applies to any other uncommitted changes; a pull does not transfer them.
Checks on the new machine¶
- Confirm the exact Editor version and target build module, open the project, and let package import finish.
- Check the Console for package, compilation and missing-asset errors. Report warnings separately; import alone does not establish gameplay.
- For automated checks, use the project's Unity CLI guidance and the Editor installation on that PC. Protect package/settings bytes and normal saves/preferences; use isolated fixtures as described in the CLI report.
- Before a Windows release, validate the chosen build profile, IL2CPP, input, Steam behavior, IDs/progression and an actual playable run. Prior Linux fixture results are not Windows build or gameplay certification.
Unity's 6.2 system requirements provide supported OS/CPU/GPU requirements. The project has no measured RAM, GPU or storage minimum recorded here; check the other PC against Unity's requirements and allow space for the regenerated Library and build artifacts.