Skip to content

feat(unity): add BodyTime reincarnation debug loop#19

Merged
JOY (JOY) merged 1 commit into
devfrom
feat/unity-bodytime-reincarnation-loop
May 17, 2026
Merged

feat(unity): add BodyTime reincarnation debug loop#19
JOY (JOY) merged 1 commit into
devfrom
feat/unity-bodytime-reincarnation-loop

Conversation

@JOY
Copy link
Copy Markdown
Contributor

Summary

  • Adds a Unity prototype BodyTime and reincarnation debug panel on _AgentGateway.
  • Surfaces lifecycle, SECOND balance, and reincarnation count on networked player state and HUD.
  • Wires Unity profile refresh, BodyTime event, and reincarnation calls through Nakama.
  • Adds a guarded local-only Nakama debug drain source for forcing zero BodyTime during Play Mode smoke.
  • Binds the hub prototype NPC to its own actor profile and records the future server-authoritative time-loot rule in docs.

Verification

  • npm run build && npm test in backend/nakama
  • go test -count=1 ./... && go vet ./... in backend/gateway
  • dotnet build SecondSpawn.AI.csproj --no-restore
  • dotnet build SecondSpawn.UI.csproj --no-restore
  • markdownlint-cli2
  • git diff --check
  • em/en dash scan

Unity Smoke Note

Unity compile passed through generated C# projects. MCP console was clean after clearing old Fusion CodeGen entries, but the MCP session stopped answering after a Play Mode command, so interactive Play Mode smoke is still blocked by the Unity MCP bridge rather than a compile error.

@gemini-code-assist
Copy link
Copy Markdown

Warning

You have reached your daily quota limit. Please wait up to 24 hours and I will start processing your requests again!

@JOY
Copy link
Copy Markdown
Contributor Author

Local code-review fallback after implementation:

Scope reviewed:

  • Unity BodyTime/reincarnation debug panel and scene wiring
  • NetworkPlayer/HUD profile state surfacing
  • CharacterMemorySync Nakama BodyTime and reincarnation calls
  • Nakama guarded debug drain source and tests
  • GDD/roadmap time-loot note

Findings:

  • No blocking issues found.
  • Server-authoritative boundary is preserved: normal BodyTime event sources remain allowlisted, and the fatal drain source only works when SECOND_SPAWN_ENABLE_DEBUG_BODYTIME=true in Nakama runtime env.
  • Time/SECOND loot from other users is recorded as a future server-validated combat or zone-event rule, not implemented as client self-reporting.
  • Unity C# compile passed through generated projects. MCP Play Mode smoke is still blocked because the MCP bridge stopped answering after a Play Mode command, not because of a compile failure.

Verification:

  • npm run build && npm test in backend/nakama
  • go test -count=1 ./... && go vet ./... in backend/gateway
  • dotnet build SecondSpawn.AI.csproj --no-restore
  • dotnet build SecondSpawn.UI.csproj --no-restore
  • markdownlint-cli2
  • git diff --check
  • em/en dash scan
  • GitHub checks are green

Verdict: APPROVED for merge into dev.

@JOY JOY (JOY) merged commit 261ce4d into dev May 17, 2026
2 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant