feat: add semantic character action ids#169
Merged
Merged
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
CharacterActionIdas the gameplay-facing action layer for character visuals.VisualAnimationIntentand shared Animator contract throughCharacterAnimationRegistry.Closes #146
Verification
git diff --checkpassed.npx markdownlint-cli2@0.15.0 CHANGELOG.md ROADMAP.md docs/ARCHITECTURE.mdpassed.code-reviewfallback passed manually: no authority, reward, TIME, SECOND, package, provider-key, or model-call boundary changes.The "path" argument must be of type string. Received undefined. This matches the existing Unity 6000.5.0b9 blocker tracked in Fix Unity Package Manager path error on 6000.5.0b9 #122. Root MCP compile and Play Mode smoke should run after merge against the warmed active Editor.Notes
This PR keeps
VisualAnimationIntentas the internal animation-layer adapter for existing controller mappings. Gameplay and AI prototype callers should useCharacterActionIdgoing forward.