Batch 34 · Architecture review and first implementation slice¶
2026-10-26. One bounded R0 documentation batch. No runtime/source/scene/prefab/package/settings/profile changes, Unity invocation, network request, commit or push. Prior planning/stabilization work, unresolved audio deletions, generated Linux metadata and local Git recovery data remain preserved.
Outcome and admission¶
The first R1a implementation slice specifies four new C# files, their new metadata, exact responsibilities, lifecycle/failure/cancellation rules, compatibility/rollback and nine required focused check groups. Existing gameplay scripts and serialized bindings stay untouched. Production startup remains on its present owner until a later reviewed adapter integrates the new lifetime boundary.
This concludes the core architecture pass sufficiently to start only that isolated R1a slice. It does not certify deep semantic review of every inventory row or complete detailed design/import/runtime acceptance for all future systems. Remaining input, player, combat, stage, reward, profile and external-service gates stay mandatory before their affected changes. Current one/two-player behavior remains the comparison baseline; no gameplay policy was changed.
The 43-row gate register contains seven R0 planning conclusions, all 27 PC/CA/SE/RP/PS follow-ups and nine unexecuted R1a check groups. Reward scarcity, mastery/extra-player payout, recovery/participation, concrete package schema, imported bindings, legacy-save policy and backend/Windows evidence do not affect this isolated core and were not guessed or waived. Their ownership and required closure evidence remain in the original contracts.
Scope decisions¶
R1a implements lifetime identity, ordered prepare/explicit activation, cancellation and reverse cleanup with explicit failures. Stop requests close admission immediately, then join entered work before releasing its resources; pending non-cooperative work cannot be declared safely stopped. Reset creates a new lifetime identity. This is lifecycle state, not gameplay pause/reward/death state. No global event bus, generic service locator or simulation logic is added.
The focused checks exercise actual new runtime classes with controlled in-memory participants, not dummy gameplay or copies of Player/Tutorial/AbilityHolder. No scene is necessary to verify this first boundary. R1b then introduces the shared scene host and Editor-only development entry, with a separate exact asset/binding manifest and isolation verification. F0 is incomplete until that integration passes. R2 remains responsible for real roster/Input System/remapping/player assembly, followed by movement and AbilityHolder in dependency order.
Updated the active plan/status/index and contract continuation paragraphs to stop pointing at already-delivered planning work. Preserved the sole issue register and dependency queue. No dedicated GAME-01 investigation, Tutorial completion or unrelated feature work resumed.
Verification¶
Validate the 2,819-file source/data/settings/package snapshot, 608 existing gameplay pins, unchanged preexisting CSV maps and runtime status/HEAD. Check every named follow-up appears once in the gate register with its source text and an affected phase; verify the seven planning rows and nine next-slice checks. Confirm planned source/scene paths do not already exist and new lifetime type names do not collide. Check local documentation links for new guidance, issue routing and whitespace.
Validation passed: all 2,819 snapshotted source/data/settings/package files, 608 gameplay pins and 36 preexisting contract CSVs are unchanged; runtime status/HEAD remain unchanged. All 43 gate rows have unique IDs and existing evidence paths, all 27 original workstream follow-ups are retained with their text, and the seven planning conclusions/nine future check groups reconcile. All four planned source paths and the planned scene remain absent. The 644 local documentation links, whitespace and all 53 issue IDs routed once pass. Three new documentation files and updated references remain uncommitted.
These are static documentation/preservation checks. The L01–L09 groups are future runtime-class tests, not passed tests in this batch. No normal profile was opened or written, and no existing gameplay or full-playthrough result is claimed.
Next¶
Implement and verify the exact R1a slice as batch 35 using the required Editor workflow and its pre-run byte/profile/preferences preservation. Inspect project/Editor ownership first; do not open a second Editor against a live project. Report actual checks and preserve their authoritative exit/log. Stop at that verified boundary for the owner's check-in. Do not substitute another general planning inventory, silently expand into legacy callers/assets, or infer authorization to commit/push.