memory: wrap session 3 — M1 bot drives; resume pointer to ball+camera+playtest

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megaproxy 2026-07-11 00:49:34 +01:00
parent 96a2482b93
commit 17e24ab25e

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@ -31,6 +31,10 @@ Durable memory for this project. Read at session start, update before session en
## Session log ## Session log
### 2026-07-11 (session 3 — M1 bot drives, thesis validated)
- **▶ RESUME HERE next session:** M1 core is proven (two-tread bot drives over Relay, feels good). **Remaining M1:** (1) build the **shove ball** (big physics sphere) + a **follow camera** framing the bot — makes coordination purposeful; (2) run the **real 2-human friends playtest** (this session used a host-side `debugAutoDriveFull` auto-drive as a solo proxy — flip it off / don't rely on it with real players); then **M2 = add a hammer**. To bot-test cleanly: despawn the player capsules or clear `NetworkConfig.PlayerPrefab` (they double-drive on WASD), and remember each re-host = a NEW Relay code.
- Built the whole M1 bot this session via MCP + ParrelSync 2-client testing; tuned physics live after it launched off; validated it drives straight with two pilots. All committed + pushed (see the M1-progress TODO block above for the full state, gotchas, and verified API/tuning values). ParrelSync clone editor can be closed between sessions; reopen via ClonesManager when needed.
### 2026-07-10 (session 2 — M1 build start) ### 2026-07-10 (session 2 — M1 build start)
- **Started Milestone 1 via a research/draft workflow + serial in-editor build.** Ran a 9-agent workflow (verified NGO/Relay API research → adversarial verify → draft 4 scripts → integration plan); the verify agent installed the packages to reflect against the *live* editor, catching two hallucinated Relay APIs before any code hit the project. Then serially, all main-loop MCP work (packages/scene/prefabs are stateful/single-editor → NOT parallelized): dropped scripts (compile clean, 0 errors), built `M1_Arena` scene + NetworkManager, made the replicated Player capsule prefab, fixed PlayerDriver input for New-only Input System. 4 commits pushed. **Stopped at the UGS-link gate** (see TODO) — nothing is runtime-testable until that's linked. - **Started Milestone 1 via a research/draft workflow + serial in-editor build.** Ran a 9-agent workflow (verified NGO/Relay API research → adversarial verify → draft 4 scripts → integration plan); the verify agent installed the packages to reflect against the *live* editor, catching two hallucinated Relay APIs before any code hit the project. Then serially, all main-loop MCP work (packages/scene/prefabs are stateful/single-editor → NOT parallelized): dropped scripts (compile clean, 0 errors), built `M1_Arena` scene + NetworkManager, made the replicated Player capsule prefab, fixed PlayerDriver input for New-only Input System. 4 commits pushed. **Stopped at the UGS-link gate** (see TODO) — nothing is runtime-testable until that's linked.
- **Runtime host smoke-test (solo, no 2nd client):** enter Play via `manage_editor play`, then `execute_code` to call `nb.HostGame()` and poll `read_console` — saw QosJob region pings + `Hosting with join code XXXXXX`. Note: the `editor/state` resource's background tick FREEZES (goes stale) during playmode transitions, but direct `execute_code`/`read_console` commands still work — probe with those, don't trust the stale state snapshot. - **Runtime host smoke-test (solo, no 2nd client):** enter Play via `manage_editor play`, then `execute_code` to call `nb.HostGame()` and poll `read_console` — saw QosJob region pings + `Hosting with join code XXXXXX`. Note: the `editor/state` resource's background tick FREEZES (goes stale) during playmode transitions, but direct `execute_code`/`read_console` commands still work — probe with those, don't trust the stale state snapshot.