docs
This commit is contained in:
7
.claude/settings.local.json
Normal file
7
.claude/settings.local.json
Normal file
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"permissions": {
|
||||
"allow": [
|
||||
"Bash(cat:*)"
|
||||
]
|
||||
}
|
||||
}
|
||||
192
DESIGN.md
Normal file
192
DESIGN.md
Normal file
@@ -0,0 +1,192 @@
|
||||
# Cursebreaker Unity Parser - Design Document
|
||||
|
||||
## Project Overview
|
||||
|
||||
A high-performance Rust library for parsing and querying Unity project files (.unity scenes, .prefab prefabs, and .asset ScriptableObjects).
|
||||
|
||||
## Goals
|
||||
|
||||
1. **Parse Unity YAML Format**: Handle Unity's YAML 1.1 format with custom tags (`!u!`) and file ID references
|
||||
2. **Extract Structure**: Parse GameObjects, Components, and their properties into queryable data structures
|
||||
3. **High Performance**: Optimized for large Unity projects with minimal memory footprint
|
||||
4. **Type Safety**: Strong typing for Unity's component system
|
||||
5. **Library-First**: Designed as a reusable SDK for other Rust tools
|
||||
|
||||
## Target File Formats
|
||||
|
||||
- `.unity` - Unity scene files
|
||||
- `.prefab` - Unity prefab files
|
||||
- `.asset` - Unity ScriptableObject and other asset files
|
||||
|
||||
All three formats share the same underlying YAML structure with Unity-specific extensions.
|
||||
|
||||
## Unity File Format Structure
|
||||
|
||||
Unity files use YAML 1.1 with special conventions:
|
||||
|
||||
```yaml
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!1 &1866116814460599870
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
m_Component:
|
||||
- component: {fileID: 8151827567463220614}
|
||||
- component: {fileID: 8755205353704683373}
|
||||
m_Name: CardGrabber
|
||||
--- !u!224 &8151827567463220614
|
||||
RectTransform:
|
||||
m_GameObject: {fileID: 1866116814460599870}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
```
|
||||
|
||||
### Key Concepts
|
||||
|
||||
1. **Documents**: Each `---` starts a new YAML document representing a Unity object
|
||||
2. **Type Tags**: `!u!N` indicates Unity type (e.g., `!u!1` = GameObject, `!u!224` = RectTransform)
|
||||
3. **Anchors**: `&ID` defines a local file ID for the object
|
||||
4. **File References**: `{fileID: N}` references objects by their ID (local or external)
|
||||
5. **GUID References**: `{guid: ...}` references external assets
|
||||
6. **Properties**: All Unity objects have serialized fields (usually prefixed with `m_`)
|
||||
|
||||
## Architecture
|
||||
|
||||
### Core Components
|
||||
|
||||
```
|
||||
cursebreaker-parser/
|
||||
├── src/
|
||||
│ ├── lib.rs # Public API exports
|
||||
│ ├── parser/ # YAML parsing layer
|
||||
│ │ ├── mod.rs
|
||||
│ │ ├── yaml.rs # YAML document parser
|
||||
│ │ ├── unity_tag.rs # Unity type tag handler (!u!)
|
||||
│ │ └── reference.rs # FileID/GUID reference parser
|
||||
│ ├── model/ # Data model
|
||||
│ │ ├── mod.rs
|
||||
│ │ ├── document.rs # UnityDocument struct
|
||||
│ │ ├── object.rs # UnityObject base
|
||||
│ │ ├── gameobject.rs # GameObject type
|
||||
│ │ ├── component.rs # Component types
|
||||
│ │ └── property.rs # Property value types
|
||||
│ ├── types/ # Unity type system
|
||||
│ │ ├── mod.rs
|
||||
│ │ ├── type_id.rs # Unity type ID -> name mapping
|
||||
│ │ └── component_types.rs
|
||||
│ ├── query/ # Query API
|
||||
│ │ ├── mod.rs
|
||||
│ │ ├── project.rs # UnityProject (multi-file)
|
||||
│ │ ├── find.rs # Find objects/components
|
||||
│ │ └── filter.rs # Filter/search utilities
|
||||
│ └── error.rs # Error types
|
||||
```
|
||||
|
||||
### Data Model
|
||||
|
||||
```rust
|
||||
// Core types
|
||||
pub struct UnityFile {
|
||||
pub path: PathBuf,
|
||||
pub documents: Vec<UnityDocument>,
|
||||
}
|
||||
|
||||
pub struct UnityDocument {
|
||||
pub type_id: u32, // From !u!N
|
||||
pub file_id: i64, // From &ID
|
||||
pub class_name: String, // E.g., "GameObject"
|
||||
pub properties: PropertyMap,
|
||||
}
|
||||
|
||||
pub struct UnityProject {
|
||||
pub files: HashMap<PathBuf, UnityFile>,
|
||||
// Reference resolution cache
|
||||
}
|
||||
|
||||
// Property values (simplified)
|
||||
pub enum PropertyValue {
|
||||
Integer(i64),
|
||||
Float(f64),
|
||||
String(String),
|
||||
Boolean(bool),
|
||||
FileRef { file_id: i64, guid: Option<String> },
|
||||
Vector3 { x: f64, y: f64, z: f64 },
|
||||
Color { r: f64, g: f64, b: f64, a: f64 },
|
||||
Array(Vec<PropertyValue>),
|
||||
Object(PropertyMap),
|
||||
}
|
||||
```
|
||||
|
||||
## Performance Considerations
|
||||
|
||||
1. **Streaming Parser**: Parse YAML incrementally rather than loading entire file into memory
|
||||
2. **Lazy Loading**: Only parse files when accessed
|
||||
3. **Reference Caching**: Cache resolved references to avoid repeated lookups
|
||||
4. **Zero-Copy Where Possible**: Use string slices and borrowed data where feasible
|
||||
5. **Parallel Parsing**: Support parsing multiple files concurrently
|
||||
|
||||
## Dependencies
|
||||
|
||||
- `yaml-rust2` or `serde_yaml` - YAML parsing (evaluate both)
|
||||
- `serde` - Serialization/deserialization
|
||||
- `rayon` - Parallel processing (optional, for multi-file parsing)
|
||||
- `thiserror` - Error handling
|
||||
- `indexmap` - Ordered maps for properties
|
||||
|
||||
## Testing Strategy
|
||||
|
||||
1. **Unit Tests**: Each parser component tested independently
|
||||
2. **Integration Tests**: Full file parsing with real Unity files
|
||||
3. **Sample Data**: Use PiratePanic project as test corpus
|
||||
4. **Benchmarks**: Performance tests on large Unity projects
|
||||
5. **Fuzzing**: Fuzz testing for parser robustness (future)
|
||||
|
||||
## API Design Goals
|
||||
|
||||
### Simple File Parsing
|
||||
```rust
|
||||
let file = UnityFile::from_path("Scene.unity")?;
|
||||
for doc in &file.documents {
|
||||
println!("{}: {}", doc.class_name, doc.file_id);
|
||||
}
|
||||
```
|
||||
|
||||
### Query API
|
||||
```rust
|
||||
let project = UnityProject::from_directory("Assets/")?;
|
||||
|
||||
// Find all GameObjects
|
||||
let objects = project.find_all_by_type("GameObject");
|
||||
|
||||
// Find by name
|
||||
let player = project.find_by_name("Player")?;
|
||||
|
||||
// Get components
|
||||
let transform = player.get_component("Transform")?;
|
||||
let position = transform.get_vector3("m_LocalPosition")?;
|
||||
```
|
||||
|
||||
### Reference Resolution
|
||||
```rust
|
||||
// Follow references automatically
|
||||
let gameobject = project.get_object(file_id)?;
|
||||
let transform_ref = gameobject.get_file_ref("m_Component[0].component")?;
|
||||
let transform = project.resolve_reference(transform_ref)?;
|
||||
```
|
||||
|
||||
## Future Enhancements (Out of Scope for v1)
|
||||
|
||||
- Unity YAML serialization (writing files)
|
||||
- C# script parsing
|
||||
- Asset dependency graphs
|
||||
- Unity version detection and compatibility
|
||||
- Binary .unity format support (older Unity versions)
|
||||
- Meta file parsing (.meta files)
|
||||
|
||||
## Success Criteria
|
||||
|
||||
1. Successfully parse all files in PiratePanic sample project
|
||||
2. Extract all GameObjects and Components with properties
|
||||
3. Resolve all internal file references correctly
|
||||
4. Parse large scene files (>10MB) in <100ms
|
||||
5. Memory usage scales linearly with file size
|
||||
6. Clean, documented public API
|
||||
394
ROADMAP.md
Normal file
394
ROADMAP.md
Normal file
@@ -0,0 +1,394 @@
|
||||
# Cursebreaker Unity Parser - [ ] Implementation Roadmap
|
||||
|
||||
## Overview
|
||||
|
||||
This roadmap breaks down the development into 5 phases, each building on the previous. Each phase has clear deliverables and success criteria.
|
||||
|
||||
---
|
||||
|
||||
## Phase 1: Project Foundation & YAML Parsing
|
||||
|
||||
**Goal**: Set up project structure and implement basic YAML parsing for Unity files
|
||||
|
||||
### Tasks
|
||||
|
||||
1. **Project Setup**
|
||||
- [ ] Initialize Cargo project with workspace structure
|
||||
- [ ] Add core dependencies (yaml parser, serde, thiserror)
|
||||
- [ ] Set up basic module structure (lib.rs, parser/, model/, error.rs)
|
||||
- [ ] Configure Cargo.toml with metadata and feature flags
|
||||
|
||||
2. **Error Handling**
|
||||
- [ ] Define error types (ParseError, ReferenceError, etc.)
|
||||
- [ ] Implement Display and Error traits
|
||||
- [ ] Set up Result type aliases
|
||||
|
||||
3. **YAML Document Parser**
|
||||
- [ ] Implement Unity YAML document reader
|
||||
- [ ] Parse YAML 1.1 header and Unity tags
|
||||
- [ ] Split multi-document YAML files into individual documents
|
||||
- [ ] Handle `%TAG !u! tag:unity3d.com,2011:` directive
|
||||
|
||||
4. **Unity Tag Parser**
|
||||
- [ ] Parse Unity type tags (`!u!1`, `!u!224`, etc.)
|
||||
- [ ] Extract type ID from tag
|
||||
- [ ] Handle anchor IDs (`&12345`)
|
||||
|
||||
5. **Basic Testing**
|
||||
- [ ] Set up test infrastructure
|
||||
- [ ] Create minimal test YAML files
|
||||
- [ ] Unit tests for YAML splitting and tag parsing
|
||||
- [ ] Integration test: parse simple Unity file
|
||||
|
||||
### Deliverables
|
||||
- [ ] ✓ Working Cargo project structure
|
||||
- [ ] ✓ YAML documents successfully split from Unity files
|
||||
- [ ] ✓ Unity type IDs and file IDs extracted
|
||||
- [ ] ✓ Basic error handling in place
|
||||
- [ ] ✓ Tests passing
|
||||
|
||||
### Success Criteria
|
||||
- [ ] Can read `Scene01MainMenu.unity` and split into individual documents
|
||||
- [ ] Each document has correct type ID and file ID
|
||||
- [ ] No panics on malformed input (returns errors)
|
||||
|
||||
---
|
||||
|
||||
## Phase 2: Data Model & Property Parsing
|
||||
|
||||
**Goal**: Build the core data model and parse Unity properties into structured data
|
||||
|
||||
### Tasks
|
||||
|
||||
1. **Core Data Structures**
|
||||
- [ ] Implement `UnityDocument` struct
|
||||
- [ ] Implement `UnityFile` struct
|
||||
- [ ] Create property storage (PropertyMap using IndexMap)
|
||||
- [ ] Define FileID and LocalID types
|
||||
|
||||
2. **Property Value Types**
|
||||
- [ ] Implement `PropertyValue` enum (Integer, Float, String, Boolean, etc.)
|
||||
- [ ] Add Vector3, Color, Quaternion value types
|
||||
- [ ] Add Array and nested Object support
|
||||
- [ ] Implement Debug and Display for PropertyValue
|
||||
|
||||
3. **Property Parser**
|
||||
- [ ] Parse YAML mappings into PropertyMap
|
||||
- [ ] Handle nested properties (paths like `m_Component[0].component`)
|
||||
- [ ] Parse Unity-specific formats:
|
||||
- [ ] `{fileID: N}` references
|
||||
- [ ] `{x: 0, y: 0, z: 0}` vectors
|
||||
- [ ] `{r: 1, g: 1, b: 1, a: 1}` colors
|
||||
- [ ] `{guid: ..., type: N}` external references
|
||||
|
||||
4. **GameObject & Component Models**
|
||||
- [ ] Create specialized GameObject struct
|
||||
- [ ] Create base Component trait/struct
|
||||
- [ ] Add common component types (Transform, RectTransform, etc.)
|
||||
- [ ] Helper methods for accessing common properties
|
||||
|
||||
5. **Testing**
|
||||
- [ ] Unit tests for property parsing
|
||||
- [ ] Test all PropertyValue variants
|
||||
- [ ] Integration test: parse GameObject with components
|
||||
- [ ] Snapshot tests using sample Unity files
|
||||
|
||||
### Deliverables
|
||||
- [ ] ✓ Complete data model implemented
|
||||
- [ ] ✓ Properties parsed into type-safe structures
|
||||
- [ ] ✓ GameObject and Component abstractions working
|
||||
- [ ] ✓ All property types handled correctly
|
||||
|
||||
### Success Criteria
|
||||
- [ ] Parse entire `CardGrabber.prefab` correctly
|
||||
- [ ] Extract all GameObject properties (name, components list)
|
||||
- [ ] Extract all Component properties with correct types
|
||||
- [ ] Can access nested properties programmatically
|
||||
|
||||
---
|
||||
|
||||
## Phase 3: Reference Resolution & Unity Type System
|
||||
|
||||
**Goal**: Resolve references between objects and implement Unity's type system
|
||||
|
||||
### Tasks
|
||||
|
||||
1. **Reference Types**
|
||||
- [ ] Implement `FileReference` struct (fileID + optional GUID)
|
||||
- [ ] Implement `LocalReference` (within-file references)
|
||||
- [ ] Implement `ExternalReference` (cross-file GUID references)
|
||||
- [ ] Add reference equality and comparison
|
||||
|
||||
2. **Type ID Mapping**
|
||||
- [ ] Create Unity type ID → class name mapping
|
||||
- [ ] Common types: GameObject(1), Transform(4), MonoBehaviour(114), etc.
|
||||
- [ ] Load type mappings from data file or hardcode common ones
|
||||
- [ ] Support unknown type IDs gracefully
|
||||
|
||||
3. **Reference Resolution**
|
||||
- [ ] Implement within-file reference resolution
|
||||
- [ ] Cache resolved references for performance
|
||||
- [ ] Handle cyclic references safely
|
||||
- [ ] Detect and report broken references
|
||||
|
||||
4. **UnityProject Multi-File Support**
|
||||
- [ ] Implement `UnityProject` struct
|
||||
- [ ] Load multiple Unity files into project
|
||||
- [ ] Build file ID → document index
|
||||
- [ ] Cross-file reference resolution (GUID-based)
|
||||
|
||||
5. **Query Helpers**
|
||||
- [ ] Find object by file ID
|
||||
- [ ] Find objects by type
|
||||
- [ ] Find objects by name
|
||||
- [ ] Get component from GameObject
|
||||
- [ ] Follow reference chains
|
||||
|
||||
6. **Testing**
|
||||
- [ ] Test reference resolution within single file
|
||||
- [ ] Test cross-file references (scene → prefab)
|
||||
- [ ] Test broken reference handling
|
||||
- [ ] Test circular reference detection
|
||||
|
||||
### Deliverables
|
||||
- [ ] ✓ All references within files resolved correctly
|
||||
- [ ] ✓ Type ID system working with common Unity types
|
||||
- [ ] ✓ UnityProject can load and query multiple files
|
||||
- [ ] ✓ Query API functional
|
||||
|
||||
### Success Criteria
|
||||
- [ ] Load entire PiratePanic/Scenes/ directory
|
||||
- [ ] Resolve all GameObject → Component references
|
||||
- [ ] Resolve prefab references from scenes
|
||||
- [ ] Find objects by name across entire project
|
||||
- [ ] Handle missing references gracefully
|
||||
|
||||
---
|
||||
|
||||
## Phase 4: Optimization & Robustness
|
||||
|
||||
**Goal**: Optimize performance and handle edge cases
|
||||
|
||||
### Tasks
|
||||
|
||||
1. **Performance Optimization**
|
||||
- [ ] Profile parsing performance on large files
|
||||
- [ ] Implement string interning for common property names
|
||||
- [ ] Optimize property access paths (cache lookups)
|
||||
- [ ] Consider zero-copy parsing where possible
|
||||
- [ ] Add lazy loading for large projects
|
||||
|
||||
2. **Memory Optimization**
|
||||
- [ ] Measure memory usage on large projects
|
||||
- [ ] Use Cow<str> where appropriate
|
||||
- [ ] Pool allocations for common types
|
||||
- [ ] Implement Drop for cleanup
|
||||
- [ ] Add memory usage benchmarks
|
||||
|
||||
3. **Parallel Processing**
|
||||
- [ ] Add optional rayon dependency
|
||||
- [ ] Parallel file loading
|
||||
- [ ] Parallel document parsing within files
|
||||
- [ ] Thread-safe caching
|
||||
|
||||
4. **Error Recovery**
|
||||
- [ ] Graceful degradation on parse errors
|
||||
- [ ] Partial file parsing (skip invalid documents)
|
||||
- [ ] Better error messages with context
|
||||
- [ ] Error recovery suggestions
|
||||
|
||||
5. **Edge Cases**
|
||||
- [ ] Handle very large files (>100MB scenes)
|
||||
- [ ] Handle deeply nested properties
|
||||
- [ ] Handle unusual property types
|
||||
- [ ] Handle legacy Unity versions (different YAML formats)
|
||||
- [ ] Handle corrupted files
|
||||
|
||||
6. **Comprehensive Testing**
|
||||
- [ ] Parse entire PiratePanic project
|
||||
- [ ] Parse various Unity project versions
|
||||
- [ ] Stress tests with large files
|
||||
- [ ] Fuzz testing setup (optional)
|
||||
- [ ] Property-based tests
|
||||
|
||||
### Deliverables
|
||||
- [ ] ✓ Optimized parsing (<100ms for 10MB file)
|
||||
- [ ] ✓ Low memory footprint (linear scaling)
|
||||
- [ ] ✓ Parallel parsing support
|
||||
- [ ] ✓ Robust error handling
|
||||
- [ ] ✓ Comprehensive test suite
|
||||
|
||||
### Success Criteria
|
||||
- [ ] Parse 10MB scene file in <100ms
|
||||
- [ ] Parse entire PiratePanic project in <1s
|
||||
- [ ] Memory usage < 2x file size
|
||||
- [ ] 100% of PiratePanic files parse successfully
|
||||
- [ ] No panics on malformed input
|
||||
|
||||
---
|
||||
|
||||
## Phase 5: API Polish & Documentation
|
||||
|
||||
**Goal**: Finalize public API and create excellent documentation
|
||||
|
||||
### Tasks
|
||||
|
||||
1. **API Review & Refinement**
|
||||
- [ ] Review all public APIs for consistency
|
||||
- [ ] Add convenience methods based on common use cases
|
||||
- [ ] Ensure ergonomic API design
|
||||
- [ ] Add builder patterns where appropriate
|
||||
- [ ] Minimize unsafe code, document when necessary
|
||||
|
||||
2. **Type Safety Improvements**
|
||||
- [ ] Add type-safe component access methods
|
||||
- [ ] Strongly-typed property getters
|
||||
- [ ] Generic query API improvements
|
||||
- [ ] Consider proc macros for component definitions (optional)
|
||||
|
||||
3. **Documentation**
|
||||
- [ ] Write comprehensive rustdoc for all public items
|
||||
- [ ] Add code examples to every public function
|
||||
- [ ] Create module-level documentation
|
||||
- [ ] Write getting started guide
|
||||
- [ ] Create cookbook with common tasks
|
||||
|
||||
4. **Examples**
|
||||
- [ ] Basic parsing example
|
||||
- [ ] Query API example
|
||||
- [ ] Reference resolution example
|
||||
- [ ] Multi-file project example
|
||||
- [ ] Performance tips example
|
||||
|
||||
5. **README & Guides**
|
||||
- [ ] Professional README.md
|
||||
- [ ] Architecture documentation
|
||||
- [ ] Contributing guide
|
||||
- [ ] Changelog template
|
||||
- [ ] License file (Apache 2.0 or MIT)
|
||||
|
||||
6. **CI/CD Setup**
|
||||
- [ ] GitHub Actions workflow
|
||||
- [ ] Run tests on PR
|
||||
- [ ] Clippy lints
|
||||
- [ ] Format checking
|
||||
- [ ] Code coverage reporting
|
||||
- [ ] Benchmark tracking
|
||||
|
||||
7. **Benchmarks**
|
||||
- [ ] Benchmark suite for common operations
|
||||
- [ ] Track performance over time
|
||||
- [ ] Document performance characteristics
|
||||
- [ ] Comparison with other parsers (if any exist)
|
||||
|
||||
### Deliverables
|
||||
- [ ] ✓ Clean, documented public API
|
||||
- [ ] ✓ Comprehensive rustdoc with examples
|
||||
- [ ] ✓ README and getting started guide
|
||||
- [ ] ✓ Working examples
|
||||
- [ ] ✓ CI/CD pipeline
|
||||
|
||||
### Success Criteria
|
||||
- [ ] Every public item has rustdoc
|
||||
- [ ] At least 3 working examples
|
||||
- [ ] CI passes on all commits
|
||||
- [ ] README clearly explains usage
|
||||
- [ ] Someone new can use library from docs alone
|
||||
|
||||
---
|
||||
|
||||
## Phase 6: Future Enhancements (Post-v1.0)
|
||||
|
||||
These are potential features for future versions:
|
||||
|
||||
### Advanced Querying
|
||||
- [ ] XPath-like query language for Unity objects
|
||||
- [ ] Filter DSL for complex searches
|
||||
- [ ] Object graph traversal API
|
||||
- [ ] Dependency analysis tools
|
||||
|
||||
### Write Support
|
||||
- [ ] Modify Unity files programmatically
|
||||
- [ ] Create new Unity objects
|
||||
- [ ] Safe YAML serialization
|
||||
- [ ] Preserve formatting and comments
|
||||
|
||||
### Additional Formats
|
||||
- [ ] .meta file parsing
|
||||
- [ ] TextMesh Pro asset files
|
||||
- [ ] Unity package manifest parsing
|
||||
- [ ] C# script analysis integration
|
||||
|
||||
### Tooling
|
||||
- [ ] CLI tool built on library
|
||||
- [ ] Web service for Unity file analysis
|
||||
- [ ] VS Code extension for Unity file viewing
|
||||
- [ ] Unity Editor plugin for exporting metadata
|
||||
|
||||
### Performance
|
||||
- [ ] Binary format support (legacy Unity)
|
||||
- [ ] Streaming API for huge files
|
||||
- [ ] Incremental parsing (watch mode)
|
||||
- [ ] Serialization/deserialization optimizations
|
||||
|
||||
---
|
||||
|
||||
## Development Guidelines
|
||||
|
||||
### Code Quality
|
||||
- [ ] Follow Rust API guidelines
|
||||
- [ ] Use clippy with strict lints
|
||||
- [ ] Maintain >80% test coverage
|
||||
- [ ] No unsafe unless absolutely necessary
|
||||
- [ ] All public APIs must be documented
|
||||
|
||||
### Testing Philosophy
|
||||
- [ ] Unit test every parser component
|
||||
- [ ] Integration tests for full workflows
|
||||
- [ ] Use real Unity files from PiratePanic
|
||||
- [ ] Add regression tests for bugs
|
||||
- [ ] Benchmark critical paths
|
||||
|
||||
### Version Strategy
|
||||
- [ ] Semantic versioning (SemVer)
|
||||
- [ ] 0.x.x during development
|
||||
- [ ] 1.0.0 when API is stable
|
||||
- [ ] Changelog for all versions
|
||||
- [ ] No breaking changes in minor versions after 1.0
|
||||
|
||||
### Dependencies
|
||||
- [ ] Minimize dependency count
|
||||
- [ ] Use well-maintained crates only
|
||||
- [ ] Avoid nightly features
|
||||
- [ ] Keep MSRV (Minimum Supported Rust Version) reasonable
|
||||
- [ ] Document all feature flags
|
||||
|
||||
---
|
||||
|
||||
## Estimated Milestones
|
||||
|
||||
These are rough estimates for a single developer working part-time:
|
||||
|
||||
- [ ] **Phase 1**: 1-2 weeks
|
||||
- [ ] **Phase 2**: 2-3 weeks
|
||||
- [ ] **Phase 3**: 2-3 weeks
|
||||
- [ ] **Phase 4**: 1-2 weeks
|
||||
- [ ] **Phase 5**: 1-2 weeks
|
||||
|
||||
**Total: 7-12 weeks to v1.0**
|
||||
|
||||
Phases can overlap and tasks can be parallelized. Testing happens continuously throughout all phases.
|
||||
|
||||
---
|
||||
|
||||
## Getting Started
|
||||
|
||||
To begin implementation:
|
||||
|
||||
1. Start with Phase 1, Task 1 (Project Setup)
|
||||
2. Work through tasks sequentially within each phase
|
||||
3. Complete all deliverables before moving to next phase
|
||||
4. Use PiratePanic sample project for testing throughout
|
||||
5. Iterate based on what you learn from the Unity files
|
||||
|
||||
Remember: Start simple, make it work, then make it fast. Focus on correctness and API design in early phases, optimization comes later.
|
||||
Reference in New Issue
Block a user