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unity-editor-test-plan.md

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Unity editor test plan

Godot import is validated end to end. Unity is not: this repository ships importer code and instructions, and no Unity editor run has been completed. Until someone executes the steps below, do not describe Unity as validated anywhere.

Why it is not validated here

Unity Hub and the Unity Editor are not installed on the machine used for distribution work, and installing a multi-gigabyte editor, creating a Unity account or accepting a licence were all out of scope. Everything that can be checked without the editor has been checked; see "Static checks already passing" below.

Required environment

  • Unity 6.0 LTS or newer, 2D template. The sample uses only SpriteRenderer, Texture2D, Resources.Load, TextureImporter and AssetPostprocessor, which are stable across recent versions, so any modern 2D-capable editor should work. Record the exact version you use.
  • Unity Hub, a signed-in Unity account and a personal licence.
  • Python 3 for the importer script.

Steps

  1. Generate a fresh project folder from a real bundle, which spends no credits:

    python3 scripts/import_sprite.py --engine unity --zip examples/source/walk.zip --out /absolute/new-unity-demo

    The destination must not already exist. Expect {"engine": "unity", "frames": 7, "duration_ms": 2830, ...}.

  2. Create a new 2D project in Unity Hub, then copy /absolute/new-unity-demo/Assets/DreamLayerDemo into the project's Assets/.

  3. Let scripts compile. The console must show no compiler errors.

  4. Choose Tools > DreamLayer > Create sprite demo. It creates a GameObject with a SpriteRenderer and the DreamLayerFramePlayer component.

  5. Press Play.

What must be true

  • Seven sprites load from Resources/DreamLayerDemo, named walk_01 to walk_07.
  • Each is 128x128 with a real alpha channel, imported as a Sprite with alphaIsTransparency set and no compression.
  • The player advances frames on the manifest's own durations: 400, 410, 400, 410, 400, 410, 400 milliseconds, a 2.83-second cycle.
  • The animation loops, because the manifest sets loop: true.
  • No console errors or warnings from the DreamLayer scripts during Play.

Static checks already passing

Run without any editor, on 2026-09-25, from a fresh importer run:

  • The importer produced the documented layout: DreamLayerFramePlayer.cs, Editor/DreamLayerSpriteImporter.cs, Resources/DreamLayerDemo/manifest.json and seven PNG frames.
  • Every frame is PNG colour type 6, that is RGBA, at 128x128, matching width and height in the manifest.
  • The manifest's frames list matches the files on disk one for one, and durations_ms has one entry per frame summing to 2830.
  • The generated scripts expose Tools/DreamLayer/Create sprite demo, load DreamLayerDemo/manifest through Resources, and set TextureImporterType.Sprite with alphaIsTransparency.

What these do not establish: that the project compiles under a specific Unity version, that Play mode runs, or that the animation looks correct in the editor. Those are exactly what the steps above exist to settle.

After a successful run

Record the Unity version, the console result and the observed cycle in research/, then update the Unity wording in README.md, the ClawHub listing and docs/hermes-setup.md in the same change. Until then they all say editor validation is not confirmed.