Stabilization batch 05¶
Scope: establish a real Linux IL2CPP build/startup baseline for TOOL-01 and GAME-01. This batch adds no gameplay changes or features. The previous batch's verified changes are progress; this run extends evidence into a standalone player.
Build evidence¶
The installed CLI's built-in build --target StandaloneLinux64 succeeded with exit 0 after about 18 minutes. The project remained IL2CPP; the output contains GameAssembly.so and IL2CPP metadata. First-use shader compilation, native compilation, linking, and symbol processing all completed. The exact command is in the CLI reference.
- Artifact:
/tmp/tinychaos-batch05-linux/TinyChaos.x86_64and its adjacent data/libraries. This is a local test candidate, not a published Steam release. - Provenance:
/tmp/tinychaos-batch05-provenance.json, outcomesuccess, exit 0; committed source5347e4600bb897ca1c9fa8cb80cb095f6ee0ce0a, dirty working tree including batches 02–04 and the preserved audio deletion. - Build interval: 2026-10-24 03:13:12.947–03:31:16.870 UTC.
- Executable SHA-256:
aeaf13e291886fbd5a99b7dbd7c113b8ee13ed462a419a4d31a8ecbc3241ac70. - GameAssembly SHA-256:
3aec16c8a3095cb9372119c00a997315f249d17bb2083c7dfb9030bd5b67cc5b.
The log reports two known CS8785 generator warnings and native code-size warnings; no C# errors, shader errors, or build-failure indicators were found. Passing the build does not establish that every warning is harmless. TOOL-03 remains open. The first invocation was rejected by the CLI because it redundantly forwarded reserved -nographics; that was a launcher setup error, not a game build failure. The corrected invocation above is the successful attempt.
Graphical player probe¶
The candidate ran from its output folder with -screen-fullscreen 0 -screen-width 1280 -screen-height 720 -timestamps -logFile /tmp/tinychaos-batch05-player.log. X11 reported its 1280×720 game window; runtime logs identify OpenGL 4.5 on NVIDIA RTX 3050. No automated gameplay input was injected. The probe was deliberately stopped at 100 seconds by its timeout (exit 124); that code is the probe limit, not the successful build's result or a demonstrated player crash.
The child process used fresh temporary configuration/cache roots at /tmp/tinychaos-batch05-profile. Actual player/config/leaderboard-cache files appeared only under that isolated game root, and the normal game-profile file hashes remained unchanged. A development-only steam_appid.txt with the project's app ID was added beside the temporary executable to prevent Steam's restart check from launching the installed library build. No Steam client was running, and Steam initialization failed as expected for this offline probe. Steam-authenticated behavior was not tested. References: Unity persistent paths, Valve restart behavior.
| UTC runtime marker | Evidence |
|---|---|
| 03:31:45.070 | AppInitiator startup begins. |
| 03:31:45.630 | ArgumentOutOfRangeException in CharacterManager.OnEnable. |
| 03:31:45.814 | AppInitiator logs startup complete, 0.744 seconds after its begin marker. This is not a usable-menu check. |
| 03:31:46.424 | Changelog request logs HTTP 404. The stack identifies ChangeLogReader, not leaderboard posting. |
| 03:31:49.005 | Splash logo sequence completes. Its subsequent path waits for input. |
| 03:32:28.777 | Splash starts its input-gated transition. The waiting interval does not establish a frame stall. |
| 03:32:31.605 | MainMenuManager logs MenuController instance not found! and returns before menu configuration. |
The fresh runtime exception is supported by source: CharacterManager's list is initially empty, OnEnable indexes it, and population starts later from Start. The MainMenu scene also serializes MainMenuManager.menuController and charManager as null, despite a MenuController component existing in the scene. These are new GAME-16/17 release blockers, not passing player acceptance. CONTENT-09 records the failed changelog feed separately. A real run was not entered and physical controller/navigation/save-reload behavior was not verified.
Runtime logs, console output, and a sanitized local summary remain at /tmp/tinychaos-batch05-player.log, /tmp/tinychaos-batch05-console.log, and /tmp/tinychaos-batch05-runtime-summary.json. Raw logs are not committed. The runtime save debugger reports version 0.9.0; release/version/profile consistency remains REL-02 rather than being inferred solely from global PlayerSettings.
Freeze boundary supplied by the owner¶
The owner recalls the symptom may begin at 0d56ec2c364af2f7abc05be5b3b6aeceba3376c9, but explicitly is unsure. This commit exists: 2025-11-05, 0.8.9 Change to unity 6000.2.8f1. Its parent uses 6000.2.4f1. Four files change: package manifest/lock, ProjectVersion, and ShaderGraph settings; no C# file changes. It is a useful possible comparison boundary, but not an engine-only experiment, a verified affected Steam source revision, or proof that Unity caused the freeze.
The current Linux probe did not establish the reported minute-long frame freeze. It instead exposed other menu failures, and its longer idle interval follows an input gate. Repair those confirmed blockers and repeat controlled startup timing before using a clean-looking startup marker as a freeze resolution.
Preservation and checkpoint¶
Package manifest/lock changes were checked and restored to captured pre-build bytes. All captured ProjectSettings, build-profile, and .plastic files remained byte-identical. Build-generated Addressables linker/Linux metadata was removed after exit; performance-test JSON assets were already removed by their build callbacks. No existing game source, scene, stage asset, audio deletion, or earlier batch fix was changed by this batch.
The URP asset's modified status had no filtered content difference; its content hash matched the indexed blob. An optional stat refresh failed because a nonempty .git/index.lock remained. The old lock contained index data, so it was preserved rather than treated as an empty stale lock. No commit/push was attempted. The normal profile remained unchanged, and the test player/Editor processes exited.
The maintained personal Unity skill was updated at its canonical source with the proven build-launcher lesson and documented save/Steam launch isolation guidance, then validated. Installation remains a symlink. It does not grant permission to upload artifacts or alter production data.
This completes one build/diagnostic batch. Linux build capability is verified; playability, the reported freeze, Windows IL2CPP, and the overall stabilization goal remain incomplete. Next focused work is GAME-16/17, followed by another actual player probe. Keep feature ideas deferred.