A Load scene destroyed every object of the old scene. A player, a HUD
or a music object had to be built again in each scene, with its state
pushed through shared variables. A top-level object with the new switch
Keep on scene load now travels into the next scene as the same entity,
with everything below it.
- The switch is a common property right under Enabled, off by default,
on the asset and on a placed object. The inspector shows the row on
top-level objects of a scene only, as answered in the issue.
- runtime/keptObjects.ts holds the rules as pure functions.
keptEntities picks what travels, objectsToBring copies the stored
objects as the run parents them, and bringObjects puts them into the
next scene.
- World.instantiate takes a handed entity as it is instead of making
one. The next syncToModel then writes the run's values into the
scene.
- BehaviorSystem.release takes the running instances out before the
old world is destroyed, and the next system adopts them. They hear
no On destroy and no second On start, and their sounds play on.
- PhysicsSystem.resume gives a dynamic body the velocity and spin it
had.
- Duplicates: the object brought along wins. The next scene does not
build its own object with the same id, which is the way back into
the scene the object came from.
- Decided here: the next scene does not build a top-level object of
the same asset that is kept itself either. The issue only names the
id. With the id alone a level that places its own player would hold
two after a swap.
- Decided here: kept objects land behind the scene's own, the switch
is no animation row, and collisions are found anew.
A finding, fixed along with it: Load scene did not build a scene as it
is stored, but as the run had left it. A moved object stayed moved and
a destroyed one stayed gone. The way back into a scene needs a clean
build.
- GameRun copies a scene's objects and groups before it first builds
it and puts them back before it builds it again.
- GameRun.end puts every such scene back. The player calls it on stop,
so spawned objects no longer stay for "Click to play again".
- The consequence: an edit made in a scene during Play is gone the
next time that scene is loaded.
Tests:
- Gate: 199 files, 2944 tests (2929 + 15), exit 0
- e2e, full run: 1625 checks passed (1619 + 6), exit 0
- Smokes: 24 / 19 / 21, exit 0
- 15 unit tests in tests/core/keep-on-scene-load.test.ts
- Six e2e checks in module 35: the switch is set with a real mouse,
the child has no row, the object is in the new scene, its counter
still reads 1, its sound plays on, and the stored scenes are
unchanged after Stop
- Eleven tests with fixed row lists only count the new schema row
- 16 unit counter-probes all fail tests, run on stein2. One did not
fail at first (same id not left out), it has its own test now.
- The browser counter-probe fails 4 of the 6 new checks
- Not looked at in the browser: the switch as a port of the Properties
node, and a released game with a kept object
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Until now only the editor toolbar could pause a running game. A pause
menu inside the game had no way to stop the world while its own graph
kept running, and there was no slow motion.
- Five new nodes: Pause game, Resume game, Is game paused, Set time
scale and Time scale. Pause and resume take effect on the next frame.
- A game pause stops world time, physics, animations, particles and
shader time. Only behaviors with the new "Run while paused" switch
keep running.
- Set time scale 0 freezes the world but graphs keep running, as
agreed in the issue.
- Play and Stop reset the time scale to 1, Load scene keeps it. The
pause belongs to the scene, so Load scene and Restart unpause.
- The toolbar pause stays separate and also freezes the menu. When the
game pauses itself the status line reads "The game paused itself".
- While paused, collision events are not reported, sounds keep
playing, and the editor run ignores both nodes with a log line.
Findings:
- The first status line was longer than any before and got cut with
an ellipsis. It is shorter now.
- The e2e harness did not know the key "p". It does now.
Tests:
- ./check.sh: 133 files, 1968 tests, exit 0 (before 132 / 1952)
- npm run build: exit 0
- GM_STEPS=18 fresh: ALL PASSED, 33 checks (before 26)
- 16 new unit tests: 8 catalog cases, game-pause.test.ts, editor run
- 7 new e2e checks in block 18i, driven by real keys in the game
- Six counter-checks all bite: behavior filter, collision lock, world
time, editor run, clock reset and the game clock in the browser
- Check total 1217 in README is computed (1210 + 7), CI measures it
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Get/Set property, Get/Set properties, Set enabled and Set text are gone.
A single Properties node takes a fixed "object" input; every chosen
property is an output that reads the current value, and one switched to
Set is also an input written when the flow arrives. Exec pins only exist
while at least one entry writes.
The node carries a type (Sprite, Text, Collider, Camera, Container,
Behavior, Any) that decides what "+ Property" offers: the fields of that
type, the variables of the chosen behavior, or for Any a kind to pick
and a name to type. Each port takes the default and field of its type,
so a Camera width starts at 640. Switching the type keeps the ports and
marks those the new type lacks. At runtime the type is only an editor
aid; the node writes to whatever object it gets.
Old project files are converted on load. The type is inferred from the
keys: the first object type that has them all, else the one behavior
that declares them all, else Any. enabled belongs to every object, so a
converted Set enabled lands on Any.
The jump-run and tetris seeders use Properties throughout; draw-piece
switches its cell on in the same node that sets the colour.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A single node now lists any number of variables. Every entry is an output
that reads the current value whenever it is pulled; an entry switched to
Set is also an input and is written when the flow arrives. Exec pins only
exist while at least one entry writes, and all inputs are read before any
write, so one node can swap two variables.
Get/Set variable, Get/Set variables and Variable are gone. Old project
files are converted on load: each old node becomes a Variables node with
the same variables, edges and typed values.
A written port without a typed value now shows the zero of its kind on
the node body, matching what the inspector shows and what the run writes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A behavior object carries a "Run in editor" switch next to Enabled. When
it is on, the behavior ticks outside of Play and works on the saved model
directly - Unity semantics: what it moves is a real change, autosaved and
not undoable.
Input stays with the editor, so On key never fires while typing. The
editor run never bakes placed containers into the model, since that would
silently drop their instanceEdits.
syncToModel reports whether it wrote anything, and the dirty flag is only
raised on change - otherwise a behavior moving something every frame
would trigger ~60 saves a second.
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
measured against the existing style); Markdown excluded because table-cell
padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
"this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
tests in one go.
Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.
Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
events now; the DOM handlers are thin adapters.
Compare fell back to == without a configured operator although the schema
default is <; aligned.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Engine additions that the example game needed:
- `enabled` as a shared property of every placeable asset (default on, an
override on the scene object). A switched-off object is not drawn, does not
collide and its behavior does not run - and neither does anything parented
below it. Disabled objects are now hidden in the scene view as well, so the
editor shows what the game shows; they stay in the hierarchy panel, which is
where they are selected and switched back on.
- Asset type `text` (text, fontSize, color, align), rendered in scene and game.
- Pointer input in the game view: `On click`, `Mouse position`, `Mouse button`,
`Is hovered`, hit-tested against colliders, else sprite/text footprints.
- New nodes: Set/Is enabled, Set text, Is asset, Name of, Equals, To text,
Join text, Floor/Ceil/Round, Modulo, Random, Time, Restart game.
Tooling: shared CDP harness (tools/harness.mjs), central project registry with
a guard that keeps destructive scripts off the playground (tools/projects.mjs),
plus smoke suites for the demo scene and the jump-and-run game.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>