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.
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.
- Unity 6.0 LTS or newer, 2D template. The sample uses only
SpriteRenderer,Texture2D,Resources.Load,TextureImporterandAssetPostprocessor, 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.
-
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, ...}. -
Create a new 2D project in Unity Hub, then copy
/absolute/new-unity-demo/Assets/DreamLayerDemointo the project'sAssets/. -
Let scripts compile. The console must show no compiler errors.
-
Choose Tools > DreamLayer > Create sprite demo. It creates a GameObject with a
SpriteRendererand theDreamLayerFramePlayercomponent. -
Press Play.
- Seven sprites load from
Resources/DreamLayerDemo, namedwalk_01towalk_07. - Each is 128x128 with a real alpha channel, imported as a Sprite with
alphaIsTransparencyset 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.
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.jsonand seven PNG frames. - Every frame is PNG colour type 6, that is RGBA, at 128x128, matching
widthandheightin the manifest. - The manifest's
frameslist matches the files on disk one for one, anddurations_mshas one entry per frame summing to 2830. - The generated scripts expose
Tools/DreamLayer/Create sprite demo, loadDreamLayerDemo/manifestthroughResources, and setTextureImporterType.SpritewithalphaIsTransparency.
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.
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.