diff --git a/unity/LEARNINGS.md b/unity/LEARNINGS.md index b25792b..737cf89 100644 --- a/unity/LEARNINGS.md +++ b/unity/LEARNINGS.md @@ -136,3 +136,35 @@ No secrets - reference credential *locations*, never paste them. an Editor plus a probe project. A second machine on hand had much more disk but a weak CPU and little RAM, making it the wrong box for Editor work despite the free space. + +## C. Roadmap / forward-looking (not yet validated) + +Nothing here has touched a rig - it's Unity's own public roadmap, from the +*Unity Engine Roadmap* keynote at Unite Seoul (2026-08-29), recorded so the +skills can be version-gated before Unity 7 lands. Re-verify each item against +the first CoreCLR Editor reachable (experimental in Unity 6.7 LTS) and graduate +confirmed items into A/B; each names the Unity version it applies to. + +- **[Unity 7] Domain reloads go away entirely.** Unity says "traditional domain + reloads are just going away" under the full CoreCLR transition. That undercuts + what A/B validated on **Unity 6.x**: the `requiresDomainReload` field and every + create -> `recompile` -> poll -> domain-reload-follows sequence in the Pipeline + skill are Unity-6-era behavior that may not hold on Unity 7 - re-derive them + against a CoreCLR Editor before trusting them there. (The `unity-pipeline` + skill now carries a version-gate note pointing back here.) +- **[Unity 7] Mono is gone - CoreCLR runtime, .NET 10, C# 14.** Skills that + reason about the runtime as Mono or an older .NET/C# become Unity-6-and- + earlier only. Batchmode mechanics should survive (they drive the Editor, not + the compiler), but the build pipeline itself moves to MSBuild/CSProj. +- **[Unity 6.6-6.7 LTS] The stepping stones before Unity 7**: an experimental + CoreCLR desktop player and pulled-forward IL2CPP player ship in 6.7 (still + today's .NET version and C# 9) - the earliest real surface to test the above + against; 6.6 defaults to a faster Play Mode and ships an in-Editor Project + Auditor aimed at the static-field/memory-leak patterns that break under + no-domain-reload. +- **[Now vs. later] The Unity CLI and its `mcp` mode are already GA and free**, + consistent with what this repo validated hands-on. A separate, closed-beta + `pipeline` automation layer (node-based/REST, distinct from the + `com.unity.pipeline` package this plugin covers) isn't a build target yet. + Unity 7's own GA target is early 2027, a direct continuation of Unity 6 + rather than a breaking rewrite. diff --git a/unity/skills/unity-pipeline/SKILL.md b/unity/skills/unity-pipeline/SKILL.md index 81b768a..88294ed 100644 --- a/unity/skills/unity-pipeline/SKILL.md +++ b/unity/skills/unity-pipeline/SKILL.md @@ -243,6 +243,14 @@ loop - and say out loud that it runs inside their session. The Pipeline `build` tool supports `dry_run` ("Use dry_run to validate without building") - use it as the preview before asking for `confirm`. +> **Version note (applies to Unity 6.x).** Everything in this skill - the +> `requiresDomainReload` field, and the create -> `recompile` -> poll +> `recompile_status` / `package_add` -> domain-reload sequences (§6) - is verified +> **Unity 6.x** behavior. Unity 7 moves to CoreCLR and, per Unity's roadmap, +> removes traditional domain reloads entirely, so those wait-for-reload steps may +> not apply there. Treat this skill as Unity-6-scoped until re-verified on a +> CoreCLR Editor (experimental in 6.7 LTS). See `LEARNINGS.md` §C. + ## 8. Build preconditions - `list_build_targets`, not guesswork `list_build_targets` reports **`isInstalled` per target** - the correct