All Systems Red — Development Environment

Snapshot as of 2026-09-21. The repo is on GitHub (private) with 4 commits; Unity is not installed yet.

Click any box, person, or arrow for what it is and what it's for. Tab and Enter work too; Esc closes.

exists now next (Phase B / C) deferred until a trigger a person / a human step

1 · How the pieces connect

Winds design lead + producer · Claude Code user prompts playtest: does the flash feel right? each developer's Windows workstation Claude Code VS Code extension · terminal · desktop app Editor MCP bridge deferred · add when hand-wiring scenes hurts Unity plugin: skills + Unity CLI marketplace registered · install step pending Shared config CLAUDE.md canon rules · asks before spec edits Unity Editor 6.3 LTS · URP not installed yet: Phase B, you install it holds the project open: one process at a time Unity CLI · batch mode Unity -batchmode -runTests needs the Editor closed MCP · scene, console, Play Mode runs tests headless compile errors + pass/fail Git repository· branch main · 4 commits, pushed · binaries via Git LFS Canon + docs Planet_Spec_Sheet.md ↳ asks before any edit Production_Plan.md Project_Dashboard.html re-evaluation folder Shared config CLAUDE.md README.md .claude/settings.json .gitignore .gitattributes (LFS) Game/ · Unity project not created yet (Phase B) Assets/ · Packages/ ProjectSettings/ then Game/CLAUDE.md and a C# rules file Reference art 18 concept PNGs at the repo root git holds pointers, the images live in LFS reads canon · edits docs asks first on the spec loads on launch writes C# + tests Editor + CLI open the project · write .meta, scenes GitHub · private LFS free: 10 GiB storage and 10 GiB bandwidth over the cap: LFS blocked gh CLI not installed yet pushed 2026-09-21 sync Guanacito art + lore · not on Claude Code yet docs + art via git Rallyenx code · not a Claude Code user code via git
Claude Code loads the shared config on launch, reads the canon docs (and stops to ask before touching the spec), writes C# into Game/, and checks Unity's work through the batch test runner. Anyone who runs Claude Code in a clone gets the same config. The dashed and dotted pieces (the Unity install, Game/, the plugin install, the MCP bridge) do not exist yet.

2 · How Claude checks its own Unity work

Editor closed → batch modenext: needs only the Unity install Claude Code writes .cs files and an EditMode test into Game/ runs the test command Unity, headless -batchmode -nographics -runTests loads Game/, compiles, runs the tests, exits results file + exit code Claude Code reads errors and pass/fail, fixes, reruns repeat until green Gains:no bridge, no Unity AI subscription Can't:build scenes or watch Play Mode or Editor open → MCP bridgedeferred Claude Code calls MCP tools instead of shell commands tool calls and results, localhost MCP bridge official: Unity AI beta (trial or subscription) or mcp-unity: MIT, Node 18+, local port 8090, token reads and edits the live Editor Unity Editor, open scene, console, compile status, Play Mode Gains:builds scenes, reads the live console, enters Play Mode Costs:bridge setup, a per-client approval, the licence question Unity lets only one process open Game/ at a time, so a batch run and the open Editor can't share it. Neither path can judge feel: Winds's playtest is the only check for whether the flash works.
The two ways to verify are alternatives, not layers. Batch mode is the first-slice choice: it needs only the Unity install. The MCP bridge is added when hand-wiring scenes becomes the bottleneck, and picking between the official bridge and mcp-unity waits on the Unity licence answer.

What happens next

  1. You: install Unity Hub and Unity 6.3 LTS, then create the URP 3D project inside an empty Game/ folder (Phase B).
  2. Claude: add Game/CLAUDE.md and the C# rules file, then write the lightning-flash script, a dark test scene and one EditMode test, and run it in batch mode (Phase C).
  3. You: open the Game view and judge whether the flash reads.
  4. Waiting on your call: the HDRP → URP correction in Production_Plan.md.

Hand-drawn snapshot: regenerate it when the environment changes. Kept as a local file in the repo per the project rule.