Archive P1 iteration workflow and manual checkpoint
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@@ -9,8 +9,10 @@ Player process. **Stop** leaves the authoring document unchanged.
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1. Edit `Scripts/Gameplay.cpp` and its explicit schema declarations.
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2. Stop the running Player.
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3. Choose **Build C++**. The compiler and SchemaExporter run outside the Editor.
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4. Read compiler errors in the Console. A failed build retains the previous schema
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3. Choose **Build**. CMake/Ninja build native gameplay and the separate
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SchemaExporter refreshes the Inspector schema when inputs changed.
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4. Read compiler errors in the Console. Select a project-source diagnostic to open
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its line in your external editor. A failed build retains the previous schema
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and binary; the schema status reports that it is stale.
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5. After a successful build, edit the behavior's exposed fields in the Inspector.
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6. Choose **Play**. It builds if necessary and launches the captured scene.
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@@ -23,6 +25,22 @@ The Player supports pause and single-step. Editor controls use a private session
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control file; they do not expose runtime entity queries through MCP. Closing the
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Player is observed by the Editor, which keeps its logs and authoring state.
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An unchanged second build still asks CMake/Ninja to verify their dependency graph.
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When the native outputs, gameplay sources, toolchain, shaders and runtime inputs
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match the validated package, **Jobs** reports `schema_cache_hit` and
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`generation_reused` as true and returns the same immutable generation without a
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second SchemaExporter run or package copy. A changed `.cpp`, header, Lua declaration,
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build recipe or relevant tool invalidates that reuse. A damaged cached package is
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not treated as a hit. The job also exposes elapsed phases and a build fingerprint;
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see [Developer diagnostics](diagnostics.md) for structured errors and raw logs.
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If a build fails, correct the listed source and build again. The prior playable
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generation remains available, but stale Inspector metadata is not evidence that
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the failed edit built successfully. Save the scene separately: named dirty scenes
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autosave after two idle seconds by default, while an unnamed scene needs **Save As**.
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External file changes produce a visible conflict instead of an overwrite; the
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[workspace guide](workspace.md#create-and-save-a-scene) explains recovery.
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## Export a standalone game
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Use **Export** in the Editor for the current scene. Resolve template conflicts and
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