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Stabilization batch 07

Scope: investigate GAME-01's long local logo interval with focus controls and native startup timing. Reuse the batch-06 Linux IL2CPP artifact; no game source, scene, settings, package, or feature change, and no new build.

Probe identity and safeguards

Both probes used /tmp/tinychaos-batch06-linux/TinyChaos.x86_64 and verified GameAssembly SHA-256 c9990b14d8445504f87d9808d0b603427248c94625fc145f0dd2c1b9fcbbd957, matching batch 06. Fresh child-process configuration/cache roots were /tmp/tinychaos-batch07-profile and /tmp/tinychaos-batch07b-profile. The existing local-only development Steam app-ID file prevented switching to an installed Steam copy; Steam authentication was unavailable. Normal game-profile hashes remained unchanged.

A debugger measured entry/return at the exported native DiscordCreate function. The entry backtrace places that call on the Unity player main-thread path through GameAssembly and the Discord SDK library. This measures that constructor entry point in these runs, not every later SDK method or the entire integration. Breakpoint/backtrace overhead is instrumentation, not an uninstrumented performance benchmark.

An external sampler recorded the candidate PID, active window/PID, and main-thread kernel wait channel about every half second. Only the PID-verified candidate window was minimized/restored for the background control. No production run-in-background policy was changed. A guarded Space-key helper found the first probe's transition already started and sent no synthetic keypress; subsequent mouse interaction was not a controlled click test.

Results

Measurement Foreground probe Background control
Logo-start marker UTC 04:20:10.257 04:24:46.656
Logo-complete marker UTC 04:20:13.620 04:24:58.208
Wall-clock logo duration 3.363 seconds 11.552 seconds
Focus samples during the logo interval 7/7 candidate-focused 7/23 focused; temporary minimize accounts for the background interval
Controlled window action None Minimize at probe elapsed 4.063s; restore starts at 12.126s, with small restoration overhead
Native DiscordCreate duration 0.000724 seconds 0.002298 seconds

The controlled minimize adds 8.189 seconds to the logo duration, consistent with normal suspension while the player is backgrounded. PlayerSettings has runInBackground: 0, and this candidate demonstrates the corresponding timing behavior. This establishes why the earlier 61.867-second wall-clock measurement alone cannot prove a frame-freeze defect. It does not retrospectively establish what caused that unobserved interval or resolve the owner's Windows/Steam symptom.

No minute-long delay occurred in the foreground logo control, and DiscordCreate was fast in both runs. Do not infer that all graphics, saves, network calls, or Discord methods are cleared. A controlled affected-build reproduction and frame/main-thread evidence are still needed. The uncertain historical boundary remains the owner's 0d56ec2c engine/package update.

Both probes were bounded (100 and 45 seconds) and reached terminal debugger/launcher results; no debugger/player process remained. Debugger exit 0 means the diagnostic session ended, not that a playthrough passed. Private raw evidence and temporary probe scripts remain under /tmp/tinychaos-batch07*; /tmp/tinychaos-batch07-summary.json contains the sanitized local aggregates. Raw logs/focus PIDs/backtraces are not committed.

Additional confirmed menu finding

The foreground player reached [MainMenuManager] Menu initialized at 04:20:28.520. At 04:21:04.390 a mouse-release-driven UnityEvent logged a NullReferenceException in MenuController.PushPage. The exact clicked button was not recorded.

Serialized inspection finds ten MainMenu PushPage bindings; TutorialButton (GameObject 865741372, Button 865741375) is the one with a null object argument. PushPage immediately dereferences page.Enter(true). This is a concrete broken binding and matches the runtime failure mechanism; attributing that particular click to TutorialButton remains an inference. GAME-18 owns the finding and the required existing-route repair. The current MainMenuManager.StartTutorial handler already loads the Tutorial scene; verify the intended route before editing the persistent event. This does not authorize a tutorial redesign.

Checkpoint

The prior batch made verified source/player progress. This batch changes the next action with measured foreground/background evidence, narrows one native-call hypothesis, and identifies another reachable menu defect. It makes no gameplay fix or freeze-resolution claim. The personal Unity skill was updated with the focus-measurement lesson at its canonical source and validated; its installation remains a symlink.

All existing project edits, missing audio, version-control artifacts, and player data were preserved. Next small menu work is GAME-18 and navigation verification, while GAME-01 remains open for controlled affected-build/Windows investigation. Pause at the owner's one-batch check-in; keep the full stabilization objective unfinished and feature ideas deferred.