Archive P1 iteration workflow and manual checkpoint

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Emil
2026-09-24 03:45:18 +03:00
parent d7a7a7c3a4
commit 822b44f1d7
201 changed files with 100058 additions and 29 deletions
+14 -2
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@@ -56,14 +56,26 @@ The example scene is a complete, loadable document:
The sprite is visible because it has `faset.sprite`. It moves because it also has `tutorial.move_x`. The configuration field is `speed`; the type string must match the registration exactly. `rotation` uses radians, and the default coordinate system is Y-up.
After **Build C++** succeeds in the Editor, choose **Add component** in the Inspector
After **Build** succeeds in the Editor, choose **Add component** in the Inspector
and select the registered type. Its schema supplies editable fields, defaults and
constraints. The direct Player command above is useful for testing the same behavior
independently of an editor session.
## Make a change and verify it
Change the scene's `speed` to `-2`: the object moves left. Change the C++ callback or schema: stop the Player, rebuild, regenerate the schema, then launch a new session. There is no automatic C++ hot reload.
Change the scene's `speed` to `-2`: the object moves left. Change the C++ callback
or schema: stop the Player, choose **Build**, then launch a new Play session. The
Build job regenerates metadata when its inputs changed; an unchanged second build
can reuse the verified schema/package generation. It still asks CMake/Ninja to check
the native dependency graph. There is no automatic C++ hot reload.
To try compiler navigation in a project opened by the Editor, add
`#error Check navigation` to its `Scripts/Gameplay.cpp`, choose **Build**, and
select the resulting Console diagnostic. **Open source** passes the file and
one-based location to the configured external editor. Remove the line and build
again; the failed attempt keeps the previous valid generation. See
[Developer diagnostics](../editor/diagnostics.md) for editor command setup and
[Build, Play, and export](../editor/export.md) for the full iteration loop.
The `tutorial_moving` CTest checks that both 30 Hz and 60 Hz frame sequences move the object two metres in one second. It checks the resulting pose, rather than only checking that the program starts.