Keyboard-first single-player fishing loop for Steam.
- Unity
6000.3.9f1(LTS) - Git LFS
- Windows 10/11 for local Windows player builds
- Clone repository and pull LFS assets.
- Double-click
OPEN_UNITY_PROJECT.batfrom the repo root (Windows) to open the project directly. - Let Unity import and compile scripts.
- Open
Assets/Scenes/00_Boot.unityand press Play.
Launcher detection checks Unity Hub metadata (%APPDATA%/UnityHub/editors-v2.json) and common Hub install roots.
If Unity is installed in a custom path, set UNITY_EDITOR_PATH to Unity.exe before running OPEN_UNITY_PROJECT.bat.
OPEN_UNITY_PROJECT.bat also validates launcher script API marker compatibility and stops with an explicit update message if local scripts are stale.
- Run content validator:
Raven > Validate Content Catalog. - Run smoke checklist in
docs/QA_SMOKE_TEST.md. - If build-related changes exist, run
Raven > Build > Build Windows x64.
- Local menu build:
Raven > Build > Build Windows x64 - Batch build entrypoint:
RavenDevOps.Fishing.EditorTools.BuildCommandLine.BuildWindowsBatchMode - Batch content validator:
RavenDevOps.Fishing.EditorTools.ContentValidatorRunner.ValidateCatalogBatchMode - Batch asset import audit:
RavenDevOps.Fishing.EditorTools.AssetImportComplianceRunner.ValidateAssetImportsBatchMode - Batch sprite sheet/atlas rebuild:
RavenDevOps.Fishing.EditorTools.SpriteSheetAtlasWorkflow.RebuildSheetsAndAtlasesBatchMode - Project CLI wrapper:
scripts/unity-cli.ps1(build,validate,rebuild-sheets,test-edit,test-play) with-BuildProfile Dev|QA|Release - Gameplay sprite-sheet packer wrapper:
scripts/sprite-sheet-packer.ps1 - CI workflows are defined under
.github/workflows/. - Perf budget parser workflow:
.github/workflows/ci-perf-budget.yml(auto-ingests captured logs fromPerfLogs/**and supports manualexplicit_log_fileoverride). - Memory + Addressables duplication gates:
.github/workflows/ci-memory-duplication.yml. - Economy/progression simulation gate:
.github/workflows/ci-balance-simulation.yml. - Hardware baseline lock gate:
.github/workflows/ci-hardware-baseline-lock.yml. - Content lock/source-art audit gate:
.github/workflows/ci-content-lock-audit.yml. - Scheduled full-stack regression:
.github/workflows/nightly-full-regression.yml. - Headless scene capture workflow:
.github/workflows/ci-scene-capture.yml(manual dispatch only; PlayMode screenshot artifacts for key scenes). - Scene capture workflow runs baseline visual diffing via
scripts/ci/compare-scene-captures.pyagainstci/scene-capture-baseline/. - Optional scene diff enforcement toggle: set repository variable
SCENE_CAPTURE_DIFF_ENFORCE=true. - Unity CI preflight enforces editor version contract (
6000.3.9f1) viascripts/ci/validate-unity-version.sh. - Unity CI preflight enforces package-lock contract via
scripts/ci/validate-package-lock.sh. - Build size report script:
scripts/ci/build-size-report.shwith baselineci/build-size-baseline.json. - Unity workflows require
UNITY_LICENSEto execute Unity-dependent steps; when absent they emit warnings and skip those steps. - Optional execution enforcement toggle: set repository variable
UNITY_EXECUTION_ENFORCE=trueto fail trusted contexts when Unity execution is skipped. - Trusted write-capable check publication uses
AUTOMATION_WRITE_TOKEN(docs/CI_AUTOMATION_TOKEN_POLICY.md).
Assets/Scenes/: gameplay scenes (Boot -> Cinematic -> MainMenu -> Harbor -> Fishing)Assets/Scripts/Bootstrap/: runtime service composition rootAssets/Scripts/Core/: shared runtime services, settings, and infrastructureAssets/Scripts/Systems/: flow orchestration and objective systemsAssets/Scripts/Fishing/: fishing loop runtime systems and domain logicAssets/Scripts/Economy/: sell economy and meta-loop systemsAssets/Scripts/Data/: catalog/content data servicesAssets/Scripts/Save/: profile/save persistence and migration pipelineAssets/Scripts/Input/: input routing, action maps, and rebinding servicesAssets/Scripts/UI/: HUD/menu/settings/presentation controllersAssets/Editor/: Unity editor tooling for build/validationdocs/: operations, QA, release, and content pipeline documentation.github/: CI workflows, CODEOWNERS, issue templates, PR template
- Compile errors after pull:
- Reimport project and verify Unity version is
6000.3.9f1.
- Reimport project and verify Unity version is
- Missing assets or pink materials:
- Run
git lfs pull, then reopen project.
- Run
- Input not responding in play mode:
- Verify
Assets/Resources/InputActions_Gameplay.inputactionsexists and is assigned.
- Verify
- Content validator failures:
- Fix duplicate IDs, missing icons, or invalid value ranges in ScriptableObject definitions.
- Save issues during local testing:
- Delete local save file at
%USERPROFILE%/AppData/LocalLow/<CompanyName>/<ProductName>/save_v1.jsonand rerun smoke flow.
- Delete local save file at
- Addressables pilot:
docs/ADDRESSABLES_PILOT.md - Architecture:
docs/ARCHITECTURE.md - Industry quality roadmap:
docs/INDUSTRY_QUALITY_ROADMAP.md - Asset import standards:
docs/ASSET_IMPORT_STANDARDS.md - Assembly boundaries:
docs/ASSEMBLY_BOUNDARIES.md - Hardware baseline lock:
docs/HARDWARE_BASELINE_LOCK.md - Contribution workflow:
CONTRIBUTING.md - Build pipeline:
docs/BUILD_PIPELINE_WINDOWS.md - Build profiles:
docs/BUILD_PROFILES.md - CI and branch protection:
docs/CI_BRANCH_PROTECTION.md - CI automation token policy:
docs/CI_AUTOMATION_TOKEN_POLICY.md - Catch log baseline:
docs/CATCH_LOG.md - Crash diagnostics/privacy:
docs/CRASH_REPORTING.md - Content pipeline:
docs/CONTENT_PIPELINE.md - Gameplay sprite-sheet standard:
docs/SPRITE_SHEET_STANDARD.md - Content lock checklist:
docs/CONTENT_LOCK_CHECKLIST.md - Content lock audit report (2026-02-21):
docs/CONTENT_LOCK_AUDIT_REPORT_2026-02-21.md - Save migration rehearsal:
docs/SAVE_MIGRATION_REHEARSAL.md - Save migration rehearsal report (2026-02-21):
docs/SAVE_MIGRATION_REHEARSAL_REPORT_2026-02-21.md - Accessibility baseline:
docs/ACCESSIBILITY_BASELINE.md - Accessibility conformance mapping:
docs/ACCESSIBILITY_CONFORMANCE.md - UX/accessibility 1.0 signoff:
docs/UX_ACCESSIBILITY_SIGNOFF.md - Fishing environment slice:
docs/FISHING_ENVIRONMENT_SLICE.md - Fishing combat model:
docs/FISHING_COMBAT_MODEL.md - Fishing conditions:
docs/FISHING_CONDITIONS.md - Fishing tutorial flow:
docs/FISHING_TUTORIAL.md - Meta-loop systems:
docs/META_LOOP_SYSTEM.md - Input baseline:
docs/INPUT_MAP.md - Nightly full regression runbook:
docs/NIGHTLY_FULL_REGRESSION.md - Objectives system:
docs/OBJECTIVES_SYSTEM.md - Memory and Addressables quality gates:
docs/MEMORY_AND_ADDRESSABLES_GATES.md - Balance simulation tooling:
docs/BALANCE_SIMULATION.md - Performance baseline and budgets:
docs/PERF_BASELINE.md - Photo mode and capture:
docs/PHOTO_MODE.md - Progression system baseline:
docs/PROGRESSION_SYSTEM.md - Settings system:
docs/SETTINGS_SYSTEM.md - Scene capture baseline diffing:
docs/SCENE_CAPTURE_BASELINE.md - Steam achievements/stats:
docs/STEAM_ACHIEVEMENTS_STATS.md - Steam Cloud sync:
docs/STEAM_CLOUD_SYNC.md - Steam baseline:
docs/STEAMWORKS_BASELINE.md - Steam release compliance checklist:
docs/STEAM_RELEASE_COMPLIANCE_CHECKLIST.md - Steam rich presence:
docs/STEAM_RICH_PRESENCE.md - SteamPipe upload rehearsal:
docs/STEAMPIPE_UPLOAD_TEST.md - Release ops dry run and hotfix drill:
docs/RELEASE_OPS_DRY_RUN_AND_HOTFIX_DRILL.md - Testing baseline:
docs/TESTING_BASELINE.md - Unity CI license/trusted-context policy:
docs/UNITY_CI_LICENSE_POLICY.md - Release tagging/checklist:
docs/RELEASE_TAGGING.md - RC validation/signoff bundle:
docs/RC_VALIDATION_BUNDLE.md - Security release workflow:
docs/SECURITY_RELEASE_WORKFLOW.md - Security disclosure policy:
SECURITY.md - UI architecture notes:
docs/UI_ARCHITECTURE.md - QA smoke checklist:
docs/QA_SMOKE_TEST.md
- Commit Unity
.metafiles with associated assets. - Replace assets in-place when possible to preserve GUID references.
- Track large binary assets (audio/video/textures/models) with Git LFS.