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32 changes: 32 additions & 0 deletions unity/LEARNINGS.md
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Expand Up @@ -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.
8 changes: 8 additions & 0 deletions unity/skills/unity-pipeline/SKILL.md
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Expand Up @@ -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
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