Unity game engine layer for The Seed multiverse project.
TLDA (True Living Development Assistant) is the Unity-based game engine component of The Seed project. It handles all Unity-specific functionality including game mechanics, Steam integration, and the bridge to the Seed Python backend.
- Game Mechanics: Companion battle systems, NPC behavior
- Unity Integration: Editor tools, asset management, scene handling
- Platform Integration: Steam API, platform-specific features
- Bridge Communication: Data exchange with Seed Python backend
- Visualization: STAT7 data rendering in Unity environment
Assets/Plugins/TWG/TLDA/
├── Scripts/
│ ├── GameManager.cs # Core game management
│ ├── Companion/ # Companion battle system
│ │ ├── Companion.cs
│ │ ├── CompanionBattleManager.cs
│ │ ├── CompanionBattleUI.cs
│ │ └── CompanionBattleCore.cs
│ ├── Warbler/ # NPC integration
│ │ ├── WarblerNPCBridge.cs
│ │ ├── WarblerDialogueSystem.cs
│ │ └── WarblerAPI.cs
│ ├── Visualization/ # STAT7 bridges
│ │ ├── SeedMindCastleBridge.cs
│ │ ├── stat7node.cs
│ │ ├── MindCastleVisualizer.cs
│ │ └── MindCastleSceneSetup.cs
│ ├── Platform/ # Platform integration
│ │ ├── SteamBridge.cs
│ │ ├── ISteamworksAPI.cs
│ │ └── IPlatformBridge.cs
│ ├── Quest/ # Quest system
│ │ └── QuestManager.cs
│ ├── Chat/ # Chat interface
│ │ ├── TLDAChatInterface.cs
│ │ └── SeedEnhancedTLDAChat.cs
│ └── Editor/ # Editor tools
│ ├── WarblerProjectOrchestrator.cs
│ ├── WarblerIntelligentOrchestrator.cs
│ └── WarblerChatWindow.cs
├── Editor/
│ ├── Scribe/ # Documentation tools
│ │ ├── ScribeCore.cs
│ │ ├── ScribeDataManager.cs
│ │ ├── ScribeMarkdownParser.cs
│ │ ├── ScribeMarkdownGenerator.cs
│ │ ├── ScribeImageManager.cs
│ │ ├── ScribeGitWindow.cs
│ │ ├── ScribeCommitWindow.cs
│ │ ├── ScribeFormBuilder.cs
│ │ ├── ScribeNavigator.cs
│ │ ├── ScribePreviewRenderer.cs
│ │ ├── ScribeFileOperations.cs
│ │ └── ScribeTemplateManager.cs
│ ├── Tools/ # Unity editor extensions
│ │ ├── School/ # Experiment tools
│ │ │ ├── SchoolExperimentWorkbench.cs
│ │ │ ├── ExperimentRunner.cs
│ │ │ ├── InventoryCollector.cs
│ │ │ ├── HypothesisExtractor.cs
│ │ │ ├── IntelligenceSynthesizer.cs
│ │ │ ├── ResultValidator.cs
│ │ │ ├── ReportSynthesizer.cs
│ │ │ ├── ManifestConverter.cs
│ │ │ └── WarblerContextBridge.cs
│ │ └── Alchemist/ # Data processing tools
│ │ ├── AlchemistManifestGenerator.cs
│ │ └── ExperimentManifestGenerator.cs
│ ├── TerminusShellConsole.cs # Debug console
│ ├── SpellsmithCodeWindow.cs # Code editor
│ ├── ChronasTimerOverlay.cs # Time tracking
│ ├── TestSuite/ # Unity test runner
│ │ ├── UnityTestSuiteManager.cs
│ │ └── OneClickValidationRunner.cs
│ └── ForceCSharp10.cs # C# version enforcement
└── Runtime/ # Runtime components
└── CompanionWarblerIntegration.cs
Location: Assets/Plugins/TWG/TLDA/Scripts/Companion/
Purpose: Turn-based companion battle mechanics with integration to Seed backend.
Key Components:
Companion.cs- Companion entity definitionCompanionBattleManager.cs- Battle state managementCompanionBattleUI.cs- User interface for battlesCompanionBattleCore.cs- Core battle logic
Integration: Sends battle events to Seed for STAT7 addressing and narrative tracking.
Location: Assets/Plugins/TWG/TLDA/Scripts/Warbler/
Purpose: AI-powered NPC integration with Living Dev Agent.
Key Components:
WarblerNPCBridge.cs- Unity↔AI communication bridgeWarblerDialogueSystem.cs- Dialogue managementWarblerAPI.cs- AI service interface
Integration: Connects to Seed's Living Dev Agent for dynamic NPC behavior.
Location: Assets/Plugins/TWG/TLDA/Scripts/Visualization/
Purpose: Render STAT7 7D coordinate data in Unity environment.
Key Components:
SeedMindCastleBridge.cs- Data bridge from Seed backendstat7node.cs- STAT7 entity representationMindCastleVisualizer.cs- 3D visualization renderingMindCastleSceneSetup.cs- Scene configuration
Integration: Receives STAT7 data via WebSocket and renders as 3D objects.
// Example: Sending event to Seed
public void SendBattleEvent(BattleEvent battleEvent)
{
var eventData = new
{
event_type = "companion_battle",
data = battleEvent.ToDictionary(),
timestamp = DateTime.UtcNow.ToString("o")
};
_webSocketClient.SendJson(eventData);
}// Example: Receiving STAT7 entity
public void OnStat7EntityReceived(Stat7Entity entity)
{
var gameObject = Instantiate(stat7NodePrefab);
var node = gameObject.GetComponent<stat7node>();
node.Initialize(entity);
// Position based on 7D→3D projection
transform.position = Project7DTo3D(entity.Coordinates);
}-
Open Unity Project:
# Open in Unity Hub # Navigate to E:/Tiny_Walnut_Games/the-seed
-
Verify Compilation:
- Check Console for compilation errors
- Ensure all TLDA scripts compile without errors
- Verify .NET Framework version compatibility
-
Run Tests:
- Window → General → Test Runner
- Run "TLDA Test Suite"
- Verify all tests pass
-
Choose Location:
- Game mechanics:
Scripts/ - Editor tools:
Editor/ - Runtime components:
Runtime/
- Game mechanics:
-
Follow Patterns:
- Use existing script templates
- Implement proper bridge integration
- Add Unity Test Runner tests
-
Bridge Integration:
- Add WebSocket communication if needed
- Define JSON schemas for data exchange
- Update bridge documentation
[Test]
public void CompanionBattle_CalculatesDamageCorrectly()
{
// Arrange
var companion = new Companion();
var opponent = new Companion();
// Act
var damage = companion.CalculateDamage(opponent);
// Assert
Assert.IsTrue(damage > 0);
}- Test WebSocket communication with Seed backend
- Verify STAT7 data reception and rendering
- Validate bridge protocol compliance
- Object Pooling: Reuse companion and effect objects
- LOD Systems: Level of detail for STAT7 visualization
- Async Operations: Non-blocking WebSocket communication
- Memory Management: Proper cleanup of bridge connections
- Batch Updates: Group multiple STAT7 updates
- Compression: Compress JSON data for large transfers
- Connection Pooling: Reuse WebSocket connections
- Error Handling: Graceful degradation on connection loss
- Scripting Runtime Version: .NET Standard 2.1
- API Compatibility Level: .NET Standard 2.1
- Script Compilation: Custom defines for TLDA features
public class TLDAConfig
{
public string WebSocketUrl = "ws://localhost:8765";
public string WebServerUrl = "http://localhost:8001";
public bool EnableSTAT7Visualization = true;
public bool EnableWarblerIntegration = true;
}- Check .NET Framework version
- Verify all required packages are imported
- Check for missing using statements
- Verify Seed backend is running
- Check firewall settings for ports 8765/8001
- Validate JSON schema compatibility
- Check 7D→3D projection calculations
- Verify coordinate system alignment
- Validate material and shader assignments
- BRIDGES/README.md - Bridge system documentation
- API/UNITY_API.md - Unity API reference
- DEVELOPMENT/CODING_STANDARDS.md - Coding guidelines
TLDA provides the Unity foundation for The Seed's multiverse vision, enabling rich game experiences while maintaining clean integration with the STAT7 addressing system.