Hi Claude, I can see you've got a new upgrade (Fable), very exciting! Just to start off, before reading any additional files, can you tell me what context you have available at initialization time here, so I know what I should provide in general when starting new chats? Memories, default *.md files, etc?
The user is asking what context I have available when I start up, before accessing any files. I should walk through the different pieces of information that are available to me at initialization — my system prompt with Claude Code details and environment information, plus the memory system that gives me access to a persistent file-based directory.
The memory system works by loading an index file (MEMORY.md) that lists available memories with one-line descriptions, but the actual file contents aren't loaded until I request them. I also have access to any CLAUDE.md files that might exist — user-level ones in my home directory, project-level ones at the repo root, or nested ones I can discover as I explore directories. In this case, it looks like there's no project CLAUDE.md, just the auto-generated memory index.
Beyond that, I have the user's email, current date, a git status snapshot showing the branch and recent changes, and IDE context from VS Code showing which file is open. I can see what tools and skills are available to me, but I don't have actual file contents yet, no codebase index, and no conversation history except what's stored in memory.
Hi Kevin! Happy to lay out exactly what's in my context window right now, before any file reads:
Loaded automatically at session start:
Environment basics — working directory (canopy-unity), platform (Windows 11, PowerShell), the fact that I'm in the VS Code extension, today's date, and your email.
Git snapshot — current branch (main), a one-time snapshot of git status (modified/untracked files), and your 5 most recent commit messages. This doesn't live-update during the conversation.
Auto-memory index — the contents of MEMORY.md from my persistent memory directory for this project. I see the index only: 9 one-line entries (e.g., "Kevin develops canopy-unity solo...", "Node DoInit runs before knob fields are assigned", "Fast Enter Play Mode is the target", the Keijiro embedded-packages note, etc.). The full memory files behind those lines are not loaded — I read them on demand when relevant. These persist across all our conversations in this project.
CLAUDE.md instructions — the harness loads ~/.claude/CLAUDE.md (user-global) and the project-root CLAUDE.md here. Notably: I don't see a project CLAUDE.md in my context for canopy-unity — only the memory index came through. So either it doesn't exist or it's empty. That's the single highest-leverage thing you could add: build commands, Unity version quirks, architecture overview, conventions — it's injected into every new chat for free.
IDE awareness — I can see you currently have UIToolkitMigrationSpec.txt open. I only get the filename, not its contents, unless I read it. If you highlight text in the editor, that selection does get passed to me inline.
Tooling/skills list — available tools, skills (like /code-review, /verify, /deep-research), and the Workflow orchestration system. Also a note that ultracode mode is on for this session.
What I do NOT have at startup:
Practical implications for starting new chats:
CLAUDE.md, which I can scaffold for you (there's even an /init skill for exactly that) whenever you'd like.Okay great. A quick one, then - can you create CLAUDE.md as a symlink to AGENTS.md? Will that work? AGENTS.md has guidance for working in the repo, but it sounds like it's not automatically added to context when it lives at that name?
The user wants CLAUDE.md as a symlink to AGENTS.md, but on Windows this requires admin privileges or Developer Mode. I'm considering alternatives like NTFS hardlinks, which work without admin on the same volume, though they can have issues with git operations. Claude Code should follow symlinks fine and read the file contents, but hardlinks might be more reliable depending on the workflow.
For Windows, I'd use PowerShell to create the symlink with the appropriate command, and if that fails due to permissions, fall back to a hardlink instead. There's some uncertainty about whether Claude Code natively supports AGENTS.md now or if the symlink approach is still the standard workaround. Git on Windows complicates things since core.symlinks defaults to false, which means symlinks get stored as plain text files containing the target path rather than actual symlinks, so the local symlink creation and git tracking behave differently.
The practical approach is to first verify AGENTS.md exists, attempt the symlink creation, and check if it resolves correctly when Claude Code loads CLAUDE.md. I should also verify the git configuration and potentially add CLAUDE.md to .gitignore to avoid git storing a duplicate copy of the content.
Right — empirical proof in this very session: your AGENTS.md exists, but its contents didn't get injected into my context, so this harness only auto-loads the CLAUDE.md name. A symlink works fine — Claude Code reads through it like any normal file. The only wrinkle is Windows: creating symlinks requires Developer Mode (or admin); if that's off, a hardlink is the fallback. Let me try:
New-Item -ItemType SymbolicLink -Path "c:\Users\tossr\Code\unity\canopy-unity\CLAUDE.md" -Target "AGENTS.md"
Exit code 1
New-Item : Administrator privilege required for this operation.
At line:1 char:1
+ New-Item -ItemType SymbolicLink -Path "c:\Users\tossr\Code\unity\cano ...
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ CategoryInfo : PermissionDenied: (C:\Users\tossr\...unity\AGENTS.md:String) [New-Item], UnauthorizedAcc
essException
+ FullyQualifiedErrorId : NewItemSymbolicLinkElevationRequired,Microsoft.PowerShell.Commands.NewItemCommandHardlinks are the fallback when Developer Mode is off, and they work on NTFS without needing admin privileges on the same volume. The problem is that many editors use atomic rename operations (writing to a temp file then renaming), which would break the hardlink and leave the original file with stale content. VS Code typically writes in place rather than using atomic rename, so hardlinks should work fine there, but Git operations like checkout and stash use rename operations that would break the link. I'm wondering whether AGENTS.md is even tracked in Git, since that would determine if this is actually an issue.
Actually, there's a cleaner solution: Claude Code supports import syntax with @path in memory files, so I can make CLAUDE.md a single line that imports AGENTS.md using @AGENTS.md. This avoids symlinks entirely, doesn't require admin privileges, stays Git-friendly, and eliminates any drift risk. That's the approach I should take — just create CLAUDE.md with the import reference.
I found that Claude Code's @import syntax in CLAUDE.md is a cleaner alternative to symlinks—it pulls in file contents at load time and avoids git compatibility issues. I'll use this approach instead.
c:\Users\tossr\Code\unity\canopy-unity\CLAUDE.md@AGENTS.md
File created successfully at: c:\Users\tossr\Code\unity\canopy-unity\CLAUDE.md (file state is current in your context — no need to Read it back)
So the AGENTS.md file will be injected in the next session, though it won't retroactively load in this one—though I could read it now if needed. As for the symlink approach, it would technically work on Claude Code's end, but Windows blocked the creation; enabling Developer Mode would allow it, though the import method is probably cleaner anyway.
Done — CLAUDE.md now contains just @AGENTS.md, which Claude Code expands inline when it loads the file at session start.
To answer the original question fully:
core.symlinks=false) stores symlinks as plain files, so it gets messy if you commit it.@import approach sidesteps all of that: it's a real one-line text file, commits cleanly, and stays in sync with AGENTS.md by definition. Imports can also be chained/multiple if you ever want to add Claude-specific notes alongside the shared agent guidance.One caveat: this only takes effect on the next session — context for this one was already assembled. If you want me working from AGENTS.md guidance right now, I can just read it directly.
Okay perfect, glad we're up to speed, we've got quite a meaty task today - feel free to use your workflows capability. At a high level, I want you to complete the implementation of a custom node editor framework, such that we can then migrate this project to that framework.
This current project (canopy-unity) is built using a library called NodeEditorFramework, which is okay, but is IMGUI based and has quirks, performance issues, is difficult to extend, difficult to create beautiful / modern UI elements for, etc. Right now, there's a partially-implemented successor I've been working on (with your help, or maybe the help of your... ancestors?) in C:\Users\tossr\Code\unity\lightweaver. That project uses the new UIToolkit framework to build up its own, first-party implementation of a node editor framework. The goal is to follow Unity's own design patterns, eg those used by the VFX graph, Shader graph, visual scripting, and other node editor UI-paradigm tools. That means, among other things: - Ctrl Z / history support - Serialization to non .asset types (xml/json, maybe even binary types?) - Simple selection / group semantics - Spacebar search-palette creation - Serializable and reusable subgraphs - etc
This all naturally raises the question of, why not use Unity's own libraries designed for this, eg GraphToolkit, GraphToolsFoundation, etc? Well, for one, they keep deprecating versions of this concept, extending the roadmap, and never hitting 1.0. But more importantly, this project is intended for runtime, not as a tool for extending Unity's own functionality. The goal is to create a built application that is itself a node editor, a la Touchdesigner, rather than making the Unity Editor more useful. The existing NodeEditorFramework allows this, and runs at runtime, but has all the drawbacks listed above. Hence the new, first party, ground up build.
Poking around in C:\Users\tossr\Code\unity\lightweaver you'll notice that there's been a good amount done already (ctrl z support, group selections, the fundamentals of the canvas and node positioning, etc), but it's still pretty far from ready-for-primetime. Your goal is to get it over that hump. The vision for the lightweaver project is to create a general framework for realtime generative visuals, that is seperable from the contents - again, similar to Touchdesigner in that way. Within this current project (canopy-unity), you'll see a pretty free intermingling of generic-framework level nodes, like HSVNode, PanOffset, etc, vs very project specific elements, like the gameobjects composing the scene with the Canopy representation, the CanopyArtnet node which is "hardcoded" to send data to the specific Canopy art piece, etc. Some level of thinking about how to separate the generic vs the specific (namespaces? folders? step in the build process?) would be good, there, with the greenfields opportunities of the new project. The current layout is:
Now, this is all Unity stuff, which presents its own challenges. I'm not sure if it's possible for you to run it headless to validate your work, which is... a bummer. Or maybe you can figure out some way to do that, or at least invoke the Unity-specific compilation? I know that by Unity 6.8 there's supposed to a CoreCLR target framework (instead of mono) which might make exterior compilation via dotnet more viable. Regardless, where possible, keeping the framework level code as pure C# that can be tested with dotnet tools would probably be a boon, so at least some things can be compiled and validated simply. Tests that can be executed for such pure code would also be great - stuff like serialization of data types, etc. There is currently Lightweaver/Tests which tries to take this approach somewhat, but could probably be extended.
So what does success look like? Ultimately, we want a fully working framework for the creation of realtime generative visuals via a node editor that works at runtime, in a built Unity application. That application should support of a bunch of features, some of which are listed above, but here are some suggested questions to guide the process:
These are just some guiding questions - I'm sure you'll have to consider many more as you implement. I generally trust your judgment on what consitutes good design, good user experience, good developer experience, etc, though if you find yourself blocked by a key question, feel free to ask here. And again, the goal is primarily to complete the implementation of lightweaver as a generic framework, not necessarily port all functionality currently expressed in this project (canopy-unity) to it, just enough generic nodes to build something interesting.
Good luck, thank you, and again, let me know if you need clarifications :)
This is a substantial undertaking. I need to get oriented on the lightweaver node editor framework at the Unity project location, understand what's already implemented versus what still needs to be built, and then look at the canopy-unity project to see which nodes should be ported over. I should also check the UIToolkitMigrationSpec to understand the design requirements.
Given that the user has explicitly approved using workflows and ultracode is enabled, I can take a hybrid approach: start by scouting inline to read the spec and get a sense of both project structures, then launch an Understand workflow to parallelize reading across lightweaver's subsystems and the canopy-unity node patterns. After that, I'll design the remaining architecture work—covering serialization, the search palette, subgraphs, the separation between generic and specific nodes, the pure-C# core versus Unity layer, testing strategy, and compilation validation. Then I'll implement in phases with validation checks.
One key question is whether I can compile and test Unity code headless using batch mode with test runners, which would let me validate changes without manual testing.
Let me start with inline scouting: I'll read the migration spec file the user has open, pull the directory structure of lightweaver, and check its Unity version. Then I'll kick off a parallel Understand workflow to map out lightweaver's subsystems and canopy-unity's node patterns.
Excellent — this is exactly the kind of task worth doing properly. My plan: scout the landscape inline first (the migration spec you have open, both project trees), then fan out a parallel understanding workflow over lightweaver's subsystems and canopy-unity's node corpus, then design and implement in phases. Let me start scouting.
c:\Users\tossr\Code\unity\canopy-unity\Notes\UIToolkitMigrationSpec.txt{
"file_path": "c:\\Users\\tossr\\Code\\unity\\canopy-unity\\Notes\\UIToolkitMigrationSpec.txt"
}<system-reminder>Warning: the file exists but is shorter than the provided offset (1). The file has 1 lines.</system-reminder>
Get-ChildItem -Path "C:\Users\tossr\Code\unity\lightweaver" -Recurse -File -Name | Where-Object { $_ -notmatch '\\(Library|Temp|Logs|obj|UserSettings)\\' -and $_ -notmatch '^(Library|Temp|Logs|obj|UserSettings)\\' -and $_ -notmatch '\.meta$' } | Select-Object -First 400.gitignore .vsconfig Assembly-CSharp-Editor.csproj Assembly-CSharp.csproj Assembly-CSharp.csproj.user CLAUDE.md Lightweaver.Core.csproj Lightweaver.Runtime.csproj lightweaver.sln lightweaver.slnx Lightweaver.Tests.csproj NuGetForUnity.csproj Tests.csproj .claude\settings.local.json .git\COMMIT_EDITMSG .git\config .git\description .git\FETCH_HEAD .git\HEAD .git\index .git\ms-persist.xml .git\ORIG_HEAD .git\hooks\applypatch-msg.sample .git\hooks\commit-msg.sample .git\hooks\fsmonitor-watchman.sample .git\hooks\post-update.sample .git\hooks\pre-applypatch.sample .git\hooks\pre-commit.sample .git\hooks\pre-merge-commit.sample .git\hooks\pre-push.sample .git\hooks\pre-rebase.sample .git\hooks\pre-receive.sample 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The PowerShell filter isn't catching .git directories, and there's something odd with UIToolkitMigrationSpec.txt — the Read operation is throwing a warning about the file being shorter than the offset, even though it reports having 1 line. I need to check if this is a single massive line or if there's something unusual about how the file is being read.
Let me rebuild the directory listing with proper exclusions for .git, Library, and other directories I should skip.
The spec file seems to be a single long line (Read choked on it), and my filter missed .git. Let me fix both:
$f = Get-Item "c:\Users\tossr\Code\unity\canopy-unity\Notes\UIToolkitMigrationSpec.txt"; "Size: $($f.Length) bytes"; $content = [System.IO.File]::ReadAllText($f.FullName); "Chars: $($content.Length)"; $content.Substring(0, [Math]::Min(3000, $content.Length))
Size: 0 bytes Chars: 0
Get-ChildItem -Path "C:\Users\tossr\Code\unity\lightweaver" -Recurse -File | Where-Object { $_.FullName -notmatch '\\(\.git|Library|Temp|Logs|obj|UserSettings|\.vs)\\' -and $_.Extension -ne '.meta' } | ForEach-Object { $_.FullName.Replace('C:\Users\tossr\Code\unity\lightweaver\','') }<persisted-output> Output too large (86.2KB). Full output saved to: C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tool-results\b1ysjfutb.txt Preview (first 2KB): .gitignore .vsconfig Assembly-CSharp-Editor.csproj Assembly-CSharp.csproj Assembly-CSharp.csproj.user CLAUDE.md Lightweaver.Core.csproj Lightweaver.Runtime.csproj lightweaver.sln lightweaver.slnx Lightweaver.Tests.csproj NuGetForUnity.csproj Tests.csproj .claude\settings.local.json .vscode\extensions.json .vscode\launch.json .vscode\settings.json AgentContext\session-2026-02-05-edge-dragging.md AgentContext\session-2026-02-05-edge-rendering-overhaul.md Assets\InputSystem_Actions.inputactions Assets\NuGet.config Assets\packages.config Assets\Lightweaver\Lightweaver.Runtime.asmdef Assets\Lightweaver\Commands\ShortcutKeyManager.cs Assets\Lightweaver\Core\Lightweaver.Core.asmdef Assets\Lightweaver\Core\Commands\CommandHistory.cs Assets\Lightweaver\Core\Commands\CreateEdgeCommand.cs Assets\Lightweaver\Core\Commands\DeleteEntityCommand.cs Assets\Lightweaver\Core\Commands\ICommand.cs Assets\Lightweaver\Core\Commands\MoveNodesCommand.cs Assets\Lightweaver\Core\Commands\RemoveEdgeCommand.cs Assets\Lightweaver\Core\Data\CanvasState.cs Assets\Lightweaver\Core\Data\DataElement.cs Assets\Lightweaver\Core\Data\Edges.cs Assets\Lightweaver\Core\Data\GraphUtility.cs Assets\Lightweaver\Core\Data\Nodes.cs Assets\Lightweaver\Core\Data\Ports.cs Assets\Lightweaver\Core\Data\PortTypes.cs Assets\Lightweaver\Core\Nodes\HSVNode.cs Assets\Lightweaver\Data\TestSerializer.cs Assets\Lightweaver\Data\TypeColors.cs Assets\Lightweaver\Resources\Models\Lightweaver_3x3.obj Assets\Lightweaver\Resources\Styles\LightweaverCommon.uss Assets\Lightweaver\Resources\Styles\LightweaverMain.uss Assets\Lightweaver\Resources\Styles\LightweaverNodes.uss Assets\Lightweaver\Resources\Textures\Lightweaver_Icon.png Assets\Lightweaver\Resources\Textures\Lightweaver_Icon_3x3png.png Assets\Lightweaver\Resources\Textures\Lightweaver_Icon_4x3png.png Assets\Lightweaver\Resources\Textures\Light_threads_icon.webp ... </persisted-output>
The spec file Kevin has open is completely empty, which suggests he may have started it but never added anything. I should check the persisted lightweaver output to see the full file list.
I found that UIToolkitMigrationSpec.txt is empty, so I'll work from your message instead, and lightweaver has a proper structure with session notes and documentation. Now I'll get the full file list and set up task tracking.
C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tool-results\b1ysjfutb.txt{
"file_path": "C:\\Users\\tossr\\.claude\\projects\\c--Users-tossr-Code-unity-canopy-unity\\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\\tool-results\\b1ysjfutb.txt"
}<system-reminder>[Truncated: PARTIAL view — showing lines 1-427 of 1007 total (50114 tokens, cap 25000). Call Read with offset=428 limit=427 for the next page, or Grep to find a specific section. Do NOT answer from this page alone if the answer may be further in the file.]</system-reminder> 1 .gitignore 2 .vsconfig 3 Assembly-CSharp-Editor.csproj 4 Assembly-CSharp.csproj 5 Assembly-CSharp.csproj.user 6 CLAUDE.md 7 Lightweaver.Core.csproj 8 Lightweaver.Runtime.csproj 9 lightweaver.sln 10 lightweaver.slnx 11 Lightweaver.Tests.csproj 12 NuGetForUnity.csproj 13 Tests.csproj 14 .claude\settings.local.json 15 .vscode\extensions.json 16 .vscode\launch.json 17 .vscode\settings.json 18 AgentContext\session-2026-02-05-edge-dragging.md 19 AgentContext\session-2026-02-05-edge-rendering-overhaul.md 20 Assets\InputSystem_Actions.inputactions 21 Assets\NuGet.config 22 Assets\packages.config 23 Assets\Lightweaver\Lightweaver.Runtime.asmdef 24 Assets\Lightweaver\Commands\ShortcutKeyManager.cs 25 Assets\Lightweaver\Core\Lightweaver.Core.asmdef 26 Assets\Lightweaver\Core\Commands\CommandHistory.cs 27 Assets\Lightweaver\Core\Commands\CreateEdgeCommand.cs 28 Assets\Lightweaver\Core\Commands\DeleteEntityCommand.cs 29 Assets\Lightweaver\Core\Commands\ICommand.cs 30 Assets\Lightweaver\Core\Commands\MoveNodesCommand.cs 31 Assets\Lightweaver\Core\Commands\RemoveEdgeCommand.cs 32 Assets\Lightweaver\Core\Data\CanvasState.cs 33 Assets\Lightweaver\Core\Data\DataElement.cs 34 Assets\Lightweaver\Core\Data\Edges.cs 35 Assets\Lightweaver\Core\Data\GraphUtility.cs 36 Assets\Lightweaver\Core\Data\Nodes.cs 37 Assets\Lightweaver\Core\Data\Ports.cs 38 Assets\Lightweaver\Core\Data\PortTypes.cs 39 Assets\Lightweaver\Core\Nodes\HSVNode.cs 40 Assets\Lightweaver\Data\TestSerializer.cs 41 Assets\Lightweaver\Data\TypeColors.cs 42 Assets\Lightweaver\Resources\Models\Lightweaver_3x3.obj 43 Assets\Lightweaver\Resources\Styles\LightweaverCommon.uss 44 Assets\Lightweaver\Resources\Styles\LightweaverMain.uss 45 Assets\Lightweaver\Resources\Styles\LightweaverNodes.uss 46 Assets\Lightweaver\Resources\Textures\Lightweaver_Icon.png 47 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bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__82.cpp 395 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__83.cpp 396 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__84.cpp 397 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__85.cpp 398 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__86.cpp 399 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__87.cpp 400 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__88.cpp 401 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__89.cpp 402 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__9.cpp 403 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__90.cpp 404 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__91.cpp 405 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__92.cpp 406 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__93.cpp 407 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__94.cpp 408 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__95.cpp 409 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__96.cpp 410 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__97.cpp 411 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__98.cpp 412 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Generics__99.cpp 413 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppCCalculateFieldValues.cpp 414 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppCCalculateFieldValues1.cpp 415 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppCCalculateFieldValues2.cpp 416 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppCCalculateFieldValues3.cpp 417 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppCCalculateTypeValues.cpp 418 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppCCalculateTypeValues1.cpp 419 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppCCalculateTypeValues2.cpp 420 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppCCFieldValuesTable.c 421 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppCCTypeValuesTable.c 422 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppCodeRegistration.cpp 423 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppGenericAdjustorThunkTable.c 424 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppGenericClassTable.c 425 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppGenericInstDefinitions.c 426 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppGenericMethodDefinitions.c 427 bin\lightweaver_BackUpThisFolder_ButDontShipItWithYourGame\il2cppOutput\Il2CppGenericMethodPointerTable.c
Looking at the actual source structure beneath the build noise, I can see the project is organized into a Core assembly with Commands, Data, and Nodes, a Runtime assembly handling UI and managers, plus serialization tests and an AgentContext session layer.
There's a CLAUDE.md file in the root that likely documents the project's current state. Rather than reading everything myself, I should set up a structured workflow to parallelize the investigation—reading the CLAUDE.md and AgentContext notes inline first since they're small and will shape how I prompt the workflow agents, then spinning up parallel readers across the Core/Data/serialization layer, Commands and history, UI components, test infrastructure, the canopy-unity node patterns worth porting, and Unity headless validation feasibility. I'll also need to check the ProjectVersion.txt files and whether a Unity editor executable is available to understand the environment constraints.
I see the project is mostly IL2CPP build noise with a small source base of about 40 C# files. Let me load the context docs next to understand the project setup before diving deeper.
select:TodoWrite{
"type": "tool_reference",
"tool_name": "TodoWrite"
}C:\Users\tossr\Code\unity\lightweaver\CLAUDE.md{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\CLAUDE.md"
}1 # Lightweaver
2
3 A realtime visual synthesis platform for creative coding and artistic projects, built in Unity using UI Toolkit. Inspired by tools like TouchDesigner, the goal is to provide a node-based visual programming environment for generating patterns, effects, and visuals at runtime.
4
5 ## Project Overview
6
7 Lightweaver is a node graph editor that allows users to connect visual processing nodes to create complex visual outputs. The system supports:
8 - **Pannable/zoomable canvas** with middle-click panning and scroll-wheel zoom
9 - **Node-based architecture** with typed ports and edges
10 - **Runtime operation** - designed to work in built players, not just the editor
11 - **JSON serialization** using System.Text.Json (not Unity's serialization)
12
13 ## Architecture
14
15 ### Data Layer (`Assets/Lightweaver/Data/`)
16 - **DataElement.cs** - Base class with GUID-based `id` and `version` tracking
17 - **Nodes.cs** - `BaseNode` abstract class, `TickingNode` for animated nodes, `TexFilterNode` for texture processing
18 - **Ports.cs** - `Port` class with direction (Input/Output), side (Top/Bottom/Left/Right), type compatibility checking
19 - **Edges.cs** - Connections between ports, stores source/target by ID for serialization
20 - **CanvasState.cs** - Root container holding all nodes and edges
21 - **TestSerializer.cs** - Experimental JSON serialization with type-wrapper pattern
22
23 ### UI Layer (`Assets/Lightweaver/UI/`)
24 - **Views/** - UI Toolkit VisualElement subclasses
25 - `MainWindowView` - Root window with top bar, canvas, bottom bar
26 - `NodeCanvasView` - Pannable/zoomable container, coordinate transforms
27 - `NodeView` - Individual node rendering with port bars
28 - `PortView` - Port connection points
29 - `EdgeView` - Bezier/polyline connections with Painter2D
30 - **Manipulators/** - Custom UI Toolkit manipulators
31 - `Draggable` - Pointer-based drag for nodes
32 - `Droppable` - Drop target detection
33 - **Managers/**
34 - `NodeCanvasManager` - MonoBehaviour bridge between Unity and UI, manages state
35
36 ### Node Types (`Assets/Lightweaver/Nodes/`)
37 - **HSVNode.cs** - Example TexFilterNode with hue/saturation/value parameters
38
39 ### Resources (`Assets/Lightweaver/Resources/`)
40 - **Styles/** - USS stylesheets (LightweaverCommon, LightweaverMain, LightweaverNodes)
41
42 ## Key Patterns
43
44 ### Data-View Binding
45 Each data class has a corresponding View class. Data classes hold a `[JsonIgnore]` reference to their view, and views call `Bind()` to establish the relationship:
46 ```csharp
47 node.view = nodeView;
48 nodeView.Bind(node);
49 ```
50
51 ### Coordinate Systems
52 - **Panel space** - Raw screen/UI coordinates
53 - **Canvas space** - Transformed coordinates accounting for pan/zoom
54 - `PanelToCanvas()` and `CanvasToPanel()` methods handle conversion
55
56 ### Port Type Compatibility
57 Ports define `acceptedTypes` (List<Type>) and connections are validated via `TryConnect()` which checks type assignability.
58
59 ### Serialization Strategy
60 Using System.Text.Json with a wrapper pattern to handle polymorphic deserialization:
61 ```csharp
62 { "nodeType": "assembly-qualified-name", "nodeData": "{...}" }
63 ```
64
65 ## Development Commands
66
67 This is a Unity project. Use Unity Editor to:
68 - Open scenes in `Assets/Scenes/`
69 - Test UI in Play mode
70 - Modify USS styles in `Assets/Lightweaver/Resources/Styles/`
71
72 ## Design Goals
73
74 1. **High Performance Runtime** - Multiple VFX, cameras, shaders, RenderTextures running simultaneously
75 2. **Portable Serialization** - JSON-based, not Unity ScriptableObjects
76 3. **User Extensibility** - Runtime node definition, subgraphs, shader creation, asset import
77
78 ## Current State
79
80 Early prototype with:
81 - Working pannable/zoomable canvas
82 - Basic node rendering with ports on all four sides
83 - Edge rendering with Painter2D
84 - Draggable nodes
85 - Port connection logic (type checking)
86 - Experimental JSON serialization
87
88 ## Notes
89
90 See `Notes/DesignNotes.txt` for working design thoughts and TODOs.
91 Get-Content "C:\Users\tossr\Code\unity\lightweaver\ProjectSettings\ProjectVersion.txt"; ""; Get-Content "C:\Users\tossr\Code\unity\canopy-unity\ProjectSettings\ProjectVersion.txt"; ""; Get-ChildItem "C:\Program Files\Unity\Hub\Editor" -ErrorAction SilentlyContinue | Select-Object -ExpandProperty Name
m_EditorVersion: 6000.3.10f1 m_EditorVersionWithRevision: 6000.3.10f1 (e35f0c77bd8e) m_EditorVersion: 6000.3.10f1 m_EditorVersionWithRevision: 6000.3.10f1 (e35f0c77bd8e) 2021.3.37f1 6000.0.10f1 6000.0.22f1 6000.0.23f1 6000.0.2f1 6000.1.0a4 6000.3.0f1 6000.3.10f1
Both projects are running Unity 6000.3.10f1, so that's already set up. The CLAUDE.md documentation needs updating since it references an older file structure that's been reorganized. I'm going to start the understanding workflow by mapping out the core data layer components—CanvasState, DataElement, Nodes, Ports, Edges, PortTypes, and GraphUtility—across the Lightweaver Core.
Then I'll move through serialization and testing to see what round-trip coverage exists, followed by the Commands system for undo/redo completeness. The UI layer comes next—views, manipulators, managers, and the USS/UXML setup—to identify what interactions are working and where gaps exist like search palette and subgraph UI. I need to survey the project infrastructure too: assembly definitions, solution files, package manifests, and build/test configuration, plus check how System.Text.Json is being used. For the Canopy node corpus, I'll categorize the TextureSynthesis nodes to find which ones are generic enough to port. Finally, I'll assess headless validation feasibility by checking Unity batch mode, the test runner, dotnet SDK availability, and whether we can compile outside the editor—though that overlaps with the infrastructure work, so I might combine those agents.
I'm thinking about this as a synthesis stage with structured schemas for the output. For headless validation, an agent can actively probe: run dotnet commands, check Unity paths, try building the core project. That's more useful than just reading files. Unity 6.3 has a mature UIToolkit runtime, which is good. I'll define a simple report schema with summary, details, gaps, and risks, then set up a single "Understand" phase with about six parallel agents, each with specific file lists and questions. For the Canopy survey especially, I want a thorough sweep that delivers concrete results: node categories, signature patterns, and the top twenty generic nodes with their ports and shader dependencies.
I'll keep the reports in my own context for synthesis rather than adding another agent, since I need to read them together to design well. Six reports at 2-3k tokens each is manageable.
Both projects are on Unity 6000.3.10f1 with that editor installed, so I can run headless builds. I'll now map out the six key areas and start analyzing them in parallel.
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
export const meta = {
name: 'lightweaver-understand',
description: 'Parallel deep-read of lightweaver subsystems, canopy-unity node corpus, and headless validation feasibility',
phases: [
{ title: 'Survey', detail: 'six parallel readers over subsystems' },
{ title: 'Critique', detail: 'completeness check vs goals' },
],
}
const REPORT = {
type: 'object',
properties: {
summary: { type: 'string', description: '3-6 sentence executive summary' },
details: { type: 'string', description: 'Markdown report: what exists, how it works, key types/APIs with file paths and line refs' },
gaps: { type: 'array', items: { type: 'string' }, description: 'Concrete missing pieces or defects relative to a production-quality runtime node editor framework' },
risks: { type: 'array', items: { type: 'string' }, description: 'Design risks / architectural concerns worth addressing before building further' },
},
required: ['summary', 'details', 'gaps', 'risks'],
}
const LW = 'C:/Users/tossr/Code/unity/lightweaver'
const CU = 'C:/Users/tossr/Code/unity/canopy-unity'
const CONTEXT = `CONTEXT: lightweaver (${LW}) is a partially-built, first-party, runtime node-editor framework in Unity 6 (6000.3.10f1) using UIToolkit, intended as a TouchDesigner-like generative-visuals app and the successor to the IMGUI-based NodeEditorFramework used in canopy-unity (${CU}). Target features: pan/zoom/wire basics, ctrl-Z full undo/redo, JSON (non-.asset) serialization with exact round-trip, selection & groups, spacebar search palette for node creation, reusable/exportable subgraphs, clean separation of framework vs user/project-specific nodes, pure-C# testable core where possible. Your final message is consumed by an orchestrator, not a human — be dense, precise, and include file:line references.`
phase('Survey')
const [core, commands, ui, infra, canopy, headless] = await parallel([
() => agent(`${CONTEXT}
TASK: Deep-read the lightweaver CORE DATA + SERIALIZATION layer. Read every file under ${LW}/Assets/Lightweaver/Core/Data/ (CanvasState.cs, DataElement.cs, Nodes.cs, Ports.cs, Edges.cs, PortTypes.cs, GraphUtility.cs), plus ${LW}/Assets/Lightweaver/Data/TestSerializer.cs, ${LW}/Assets/Lightweaver/Data/TypeColors.cs, ${LW}/Assets/Lightweaver/Core/Nodes/HSVNode.cs, and ${LW}/Assets/Lightweaver/Tests/SerializationTests.cs. Report: the full data model (classes, inheritance, fields, how ids/versions work), how node parameters are represented, how the graph topology is stored, the serialization approach (System.Text.Json wrapper pattern) and exactly what does/doesn't round-trip today, how node evaluation/computation is meant to flow (is there a compute/evaluate path at all?), and how UnityEngine types leak into the core layer (Vector2, Texture, etc.). Assess: is this core actually pure C# compilable without UnityEngine? List every UnityEngine dependency you find in Core.`, { label: 'survey:core-data', phase: 'Survey', schema: REPORT }),
() => agent(`${CONTEXT}
TASK: Deep-read the lightweaver COMMANDS / UNDO-REDO layer. Read every file under ${LW}/Assets/Lightweaver/Core/Commands/ (CommandHistory.cs, ICommand.cs, CreateEdgeCommand.cs, DeleteEntityCommand.cs, MoveNodesCommand.cs, RemoveEdgeCommand.cs) and ${LW}/Assets/Lightweaver/Commands/ShortcutKeyManager.cs. Report: the command pattern design (interface, execute/undo contracts, how commands capture state, coalescing/merging of e.g. drags), what graph mutations have commands vs which mutate state directly without history, how shortcuts are wired (is it InputSystem, UIToolkit events?), and how commands interact with views vs data. Identify every state mutation path in the codebase that BYPASSES the command system (grep broadly for direct CanvasState mutations).`, { label: 'survey:commands', phase: 'Survey', schema: REPORT }),
() => agent(`${CONTEXT}
TASK: Deep-read the lightweaver UI LAYER. Read every file under ${LW}/Assets/Lightweaver/UI/ (Views: MainWindowView.cs, NodeCanvasView.cs, NodeView.cs, PortView.cs, EdgeView.cs, PseudoEdgeView.cs; Manipulators: Draggable.cs, Droppable.cs; Managers/NodeCanvasManager.cs; InteractionState.cs; LightweaverMainWindow.uxml), the USS files under ${LW}/Assets/Lightweaver/Resources/Styles/, and the two session notes in ${LW}/AgentContext/. Report: the view hierarchy and data-view binding pattern, coordinate transform handling (panel vs canvas space), pan/zoom implementation, how edges render (Painter2D) and how edge dragging works after the documented overhaul, selection model (single/multi/marquee? groups?), interaction state machine, how NodeCanvasManager bootstraps everything (scene setup, PanelSettings), and what UI exists for: node creation, deletion, save/load, search palette. Note USS theming/visual quality state.`, { label: 'survey:ui', phase: 'Survey', schema: REPORT }),
() => agent(`${CONTEXT}
TASK: Survey lightweaver PROJECT INFRASTRUCTURE. Read: ${LW}/Assets/Lightweaver/Core/Lightweaver.Core.asmdef, ${LW}/Assets/Lightweaver/Lightweaver.Runtime.asmdef, ${LW}/Assets/Lightweaver/Tests/Tests.asmdef, ${LW}/Lightweaver.Core.csproj, ${LW}/Lightweaver.Tests.csproj, ${LW}/Tests.csproj, ${LW}/lightweaver.sln (skim), ${LW}/Packages/manifest.json, ${LW}/Assets/packages.config, ${LW}/Assets/NuGet.config, ${LW}/.gitignore, ${LW}/.vscode/settings.json + launch.json, and ${LW}/ProjectSettings/ProjectVersion.txt. Also check git state: run 'git -C ${LW} log --oneline -15' and 'git -C ${LW} status --short'. Report: assembly structure and reference graph (does Core reference UnityEngine?), how tests are meant to run (Unity Test Framework? plain NUnit? dotnet?), NuGet packages in play (System.Text.Json 9.x via NuGetForUnity), HDRP setup, what the csproj files target, recent commit history themes, and uncommitted work.`, { label: 'survey:infra', phase: 'Survey', schema: REPORT }),
() => agent(`${CONTEXT}
TASK: Survey the CANOPY-UNITY NODE CORPUS to plan which generic nodes get ported to lightweaver and what patterns they share. Explore ${CU}/Assets/Scripts/TextureSynthesis/ (especially Nodes/ subfolders and the base classes like TextureSynthNode). Read the base node class(es) fully, then survey the node inventory: for EVERY node class, record name, folder/category, one-line purpose, inputs/outputs (port types: Texture, float, int, bool, signal...), whether it uses a compute shader / shader / pure C#, and classify it GENERIC (framework-worthy: e.g. HSV, PanOffset, CropTileScale, ChromaKey, PeriodicSignal, math/signal ops, audio analysis, MIDI input, noise gens, mixers, feedback) vs PROJECT-SPECIFIC (Canopy hardware, Artnet senders, scene-specific). Report the common node lifecycle (how NodeEditorFramework nodes declare ports/knobs, Calculate() pattern, GUI pattern), where compute shaders live and how they're dispatched, and a prioritized TOP-15 list of generic nodes to port first to make something interesting buildable (favor: a source/noise gen, HSV, PanOffset, CropTileScale, ChromaKey, mix/blend, feedback, PeriodicSignal/LFO, time, audio level, MIDI, output/preview). Include file paths for each.`, { label: 'survey:canopy-nodes', phase: 'Survey', schema: REPORT }),
() => agent(`${CONTEXT}
TASK: Determine HEADLESS VALIDATION feasibility — actively probe, don't just read. The machine has Unity 6000.3.10f1 at 'C:/Program Files/Unity/Hub/Editor/6000.3.10f1/Editor/Unity.exe' (verify). Steps: (1) Run 'dotnet --list-sdks' to see available SDKs. (2) Read ${LW}/Lightweaver.Core.csproj, ${LW}/Tests.csproj, ${LW}/Lightweaver.Tests.csproj — these are Unity-generated; determine if any is hand-written/dotnet-buildable. (3) Check whether ${LW}/Assets/Lightweaver/Core has UnityEngine usings (grep for 'using UnityEngine' under Core/). (4) Investigate Unity batch-mode options: check if ${LW}/Library exists (warm import cache). DO NOT launch Unity.exe (the editor may be open; a second instance would fail on the lock) — just report the command lines that would work: batch compile check (e.g. -batchmode -nographics -quit -projectPath -executeMethod or '-runTests -testPlatform EditMode' with -forgetProjectPath caveats, '-logFile -' on Windows). (5) Check if Unity is CURRENTLY RUNNING with either project open (Get-Process Unity*; check ${LW}/Temp/UnityLockfile and ${CU}/Temp/UnityLockfile existence). (6) Check dotnet test viability: is there an existing pure-C# test csproj that builds today? Try 'dotnet build' on the most promising candidate ONLY if it would not touch Unity-generated csproj that requires Unity reference DLLs — if Unity-generated, report instead what a hand-written netstandard2.1 test project would need. Report concrete, copy-pasteable validation commands ranked by speed, and what code layout changes would maximize dotnet-testable surface.`, { label: 'survey:headless', phase: 'Survey', schema: REPORT }),
])
phase('Critique')
const reports = { core, commands, ui, infra, canopy, headless }
const digest = Object.entries(reports).filter(([, r]) => r).map(([k, r]) => `## ${k}\n${r.summary}\nGAPS: ${(r.gaps || []).join(' | ')}`).join('\n\n')
const critique = await agent(`${CONTEXT}
Six survey reports summarized below. You are the completeness critic. Identify: (1) questions about the codebase that remain UNANSWERED but are load-bearing for designing the remaining framework work (serialization round-trip, undo coverage, search palette, subgraphs, node porting, testing); (2) contradictions between reports; (3) the 3 highest-risk design decisions to settle before writing code. Read specific files yourself to resolve what you can (project roots: ${LW} and ${CU}), and only report what you could NOT resolve.\n\n${digest}`, { label: 'critique:completeness', phase: 'Critique', schema: REPORT })
return { reports, critique }Workflow launched in background. Task ID: w1ul3ug1l
Summary: Parallel deep-read of lightweaver subsystems, canopy-unity node corpus, and headless validation feasibility
Transcript dir: C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\subagents\workflows\wf_271550dc-fc4
Script file: C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-understand-wf_271550dc-fc4.js
(Edit this file with Write/Edit and re-invoke Workflow with {scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-understand-wf_271550dc-fc4.js"} to iterate without resending the script.)
Run ID: wf_271550dc-fc4
To resume after editing the script: Workflow({scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-understand-wf_271550dc-fc4.js", resumeFromRunId: "wf_271550dc-fc4"}) — completed agents return cached results.
You will be notified when it completes. Use /workflows to watch live progress.While the workflow runs in the background, I'll read through some of the core Lightweaver files directly—Nodes.cs, Ports.cs, Edges.cs, CanvasState.cs, TestSerializer.cs, CommandHistory.cs—to get hands-on familiarity with the design patterns and data model. This'll give me better context than just relying on agent reports when it comes time to write code. I should also review the AgentContext session notes to see what they've already uncovered.
I'm reading through the data model directly while the understanding workflow runs in parallel—I need the exact details to make design decisions.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Nodes.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Data\\Nodes.cs"
}1 using System;
2 using System.Collections.Generic;
3 using System.Linq;
4 using System.Numerics;
5 using System.Text.Json.Serialization;
6
7 namespace Lightweaver.Data
8 {
9 public abstract class BaseNode : DataElement
10 {
11 public abstract string nodeName { get; }
12
13 private Vector2 _position;
14 [JsonInclude]
15 public Vector2 position
16 {
17 get => _position;
18 set
19 {
20 _position = value;
21 OnPositionChanged?.Invoke(value);
22 }
23 }
24
25 private bool _isSelected = false;
26 [JsonInclude]
27 public bool isSelected
28 {
29 get => _isSelected;
30 set
31 {
32 if (_isSelected != value)
33 {
34 _isSelected = value;
35 OnSelectionChanged?.Invoke(value);
36 }
37 }
38 }
39
40 public event Action<Vector2> OnPositionChanged;
41 public event Action<bool> OnSelectionChanged;
42
43 public List<Port> ports;
44
45 [JsonIgnore]
46 public IEnumerable<Port> topPorts => ports.Where(p => p.side == PortSide.Top);
47 [JsonIgnore]
48 public IEnumerable<Port> bottomPorts => ports.Where(p => p.side == PortSide.Bottom);
49 [JsonIgnore]
50 public IEnumerable<Port> leftPorts => ports.Where(p => p.side == PortSide.Left);
51 [JsonIgnore]
52 public IEnumerable<Port> rightPorts => ports.Where(p => p.side == PortSide.Right);
53
54 [JsonIgnore]
55 public IEnumerable<InputPort> inputPorts => ports.Where(p => p.direction == PortDirection.Input).Select(p => (InputPort)p);
56 [JsonIgnore]
57 public IEnumerable<OutputPort> outputPorts => ports.Where(p => p.direction == PortDirection.Output).Select(p => (OutputPort)p);
58
59 public BaseNode()
60 {
61 SetupPorts();
62 }
63
64 public virtual void SetupPorts()
65 {
66 ports ??= new List<Port>();
67 }
68
69 /// <summary>
70 /// Called after deserialization to re-initialize runtime-only fields
71 /// that are not serialized (parentNode, acceptedTypes, etc.)
72 /// </summary>
73 public virtual void InitializeRuntimeData()
74 {
75 foreach (var port in ports)
76 {
77 port.parentNode = this;
78 }
79 }
80
81 public virtual void Select()
82 {
83 isSelected = true;
84 }
85
86 public virtual void Calculate()
87 {
88 }
89 }
90
91 public abstract class TickingNode : BaseNode
92 {
93 public TickingNode() { }
94 }
95
96 public abstract class TexFilterNode : TickingNode
97 {
98 public InputPort inTexPort => (InputPort)ports.Where(p => p.name == "Input texture").First();
99 public OutputPort outTexPort => (OutputPort)ports.Where(p => p.name == "Output texture").First();
100
101 public override void SetupPorts()
102 {
103 base.SetupPorts();
104 var inTexPort = new TopInputPort()
105 {
106 name = "Input texture",
107 parentNode = this,
108 acceptedTypes = new List<string> { PortTypes.Texture },
109 side = PortSide.Top,
110 };
111 var outTexPort = new BottomOutputPort()
112 {
113 name = "Output texture",
114 parentNode = this,
115 acceptedTypes = new List<string> { PortTypes.Texture },
116 side = PortSide.Bottom,
117 };
118 ports.Add(inTexPort);
119 ports.Add(outTexPort);
120 }
121
122 public override void InitializeRuntimeData()
123 {
124 base.InitializeRuntimeData();
125 foreach (var port in ports)
126 {
127 if (port.name == "Input texture" || port.name == "Output texture")
128 {
129 port.acceptedTypes = new List<string> { PortTypes.Texture };
130 }
131 }
132 }
133
134 public TexFilterNode() {}
135 }
136 }
137 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\CanvasState.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Data\\CanvasState.cs"
}1 using System;
2 using System.Collections.Generic;
3 using System.Linq;
4 using System.Text.Json.Serialization;
5
6 namespace Lightweaver.Data
7 {
8 public class CanvasState : DataElement
9 {
10 public List<Edge> edges;
11 public List<BaseNode> nodes;
12
13 [JsonIgnore]
14 public IReadOnlyList<BaseNode> SelectedNodes => selectedNodes;
15 [JsonIgnore]
16 public IReadOnlyList<Edge> SelectedEdges => selectedEdges;
17
18 private List<BaseNode> selectedNodes = new List<BaseNode>();
19 private List<Edge> selectedEdges = new List<Edge>();
20
21 public event Action<BaseNode> OnNodeAdded;
22 public event Action<BaseNode> OnNodeRemoved;
23 public event Action<Edge> OnEdgeAdded;
24 public event Action<Edge> OnEdgeRemoved;
25
26 public CanvasState()
27 {
28 nodes = new List<BaseNode>();
29 edges = new List<Edge>();
30 }
31
32 public void AddNode(BaseNode node)
33 {
34 nodes.Add(node);
35 OnNodeAdded?.Invoke(node);
36 }
37
38 public void RemoveNode(BaseNode node)
39 {
40 nodes.Remove(node);
41 DeselectNode(node);
42 OnNodeRemoved?.Invoke(node);
43 }
44
45 public void AddEdge(Edge edge)
46 {
47 edges.Add(edge);
48 OnEdgeAdded?.Invoke(edge);
49 }
50
51 public void RemoveEdge(Edge edge)
52 {
53 edges.Remove(edge);
54 DeselectEdge(edge);
55 OnEdgeRemoved?.Invoke(edge);
56 }
57
58 public void ClearSelection()
59 {
60 foreach (var node in selectedNodes.ToList())
61 {
62 node.isSelected = false;
63 }
64 selectedNodes.Clear();
65
66 foreach (var edge in selectedEdges.ToList())
67 {
68 edge.isSelected = false;
69 }
70 selectedEdges.Clear();
71 }
72
73 public void SelectNode(BaseNode node, bool addToSelection = false)
74 {
75 if (!addToSelection)
76 {
77 ClearSelection();
78 }
79
80 if (!selectedNodes.Contains(node))
81 {
82 selectedNodes.Add(node);
83 node.isSelected = true;
84 }
85 }
86
87 public void DeselectNode(BaseNode node)
88 {
89 if (selectedNodes.Remove(node))
90 {
91 node.isSelected = false;
92 }
93 }
94
95 public void SelectEdge(Edge edge, bool addToSelection = false)
96 {
97 if (!addToSelection)
98 {
99 ClearSelection();
100 }
101
102 if (!selectedEdges.Contains(edge))
103 {
104 selectedEdges.Add(edge);
105 edge.isSelected = true;
106 }
107 }
108
109 public void DeselectEdge(Edge edge)
110 {
111 if (selectedEdges.Remove(edge))
112 {
113 edge.isSelected = false;
114 }
115 }
116 }
117 }
118 I'm reviewing the core C# implementation using System.Numerics.Vector2 and System.Text.Json, with port types represented as strings, while checking through the key files like Ports.cs, Edges.cs, DataElement.cs, TestSerializer.cs, and HSVNode.cs as the workflow processes.
Pure C# confirmed in the core — System.Numerics.Vector2, string-based port types, System.Text.Json attributes. Continuing first-hand reads:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Ports.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Data\\Ports.cs"
}1 using System.Collections.Generic;
2 using System.Text.Json.Serialization;
3
4 namespace Lightweaver.Data
5 {
6 public enum PortSide
7 {
8 Default,
9 Left,
10 Right,
11 Top,
12 Bottom
13 }
14
15 public enum PortDirection
16 {
17 Input,
18 Output
19 }
20
21 public class Port : DataElement
22 {
23 public string name;
24
25 [JsonIgnore]
26 public BaseNode parentNode;
27
28 [JsonIgnore]
29 public List<string> acceptedTypes;
30 public bool isConnected;
31 public List<Edge> connections;
32
33 public PortDirection direction;
34
35 protected PortSide _side;
36 public PortSide side
37 {
38 get
39 {
40 if (_side == PortSide.Default && acceptedTypes?.Count > 0)
41 {
42 return DefaultSide(acceptedTypes[0], direction);
43 }
44 return _side;
45 }
46 set
47 {
48 _side = value;
49 }
50 }
51
52 public static PortSide DefaultSide(string typeId, PortDirection direction)
53 {
54 if (typeId == PortTypes.Texture)
55 {
56 return direction == PortDirection.Input ? PortSide.Top : PortSide.Bottom;
57 }
58 return direction == PortDirection.Input ? PortSide.Left : PortSide.Right;
59 }
60
61 public Port()
62 {
63 connections = new List<Edge>();
64 }
65
66 /// <summary>
67 /// Connects this port to another, creating and returning the new Edge.
68 /// Caller is responsible for adding the edge to CanvasState.
69 /// </summary>
70 public Edge Connect(Port other)
71 {
72 Port source = direction == PortDirection.Output ? this : other;
73 Port target = direction == PortDirection.Input ? this : other;
74 var edge = new Edge()
75 {
76 source = source,
77 target = target
78 };
79 source.connections.Add(edge);
80 target.connections.Add(edge);
81 source.isConnected = true;
82 target.isConnected = true;
83 return edge;
84 }
85
86 /// <summary>
87 /// Checks if this port can connect to another port without actually connecting.
88 /// Used for highlighting valid drop targets during edge dragging.
89 /// </summary>
90 public bool CanConnectTo(Port other)
91 {
92 if (other == null) return false;
93 if (acceptedTypes == null || other.acceptedTypes == null) return false;
94 if (acceptedTypes.Count == 0 || other.acceptedTypes.Count == 0) return false;
95 if (direction == other.direction) return false;
96 if (parentNode == other.parentNode) return false;
97
98 Port source = direction == PortDirection.Output ? this : other;
99 Port target = direction == PortDirection.Input ? this : other;
100
101 bool typesCompatible = source.acceptedTypes.Exists(
102 sourceType => target.acceptedTypes.Contains(sourceType)
103 );
104 if (!typesCompatible) return false;
105
106 if (GraphUtility.WouldCreateCycle(source, target)) return false;
107
108 return true;
109 }
110
111 /// <summary>
112 /// Attempts to connect to another port. Returns the created Edge, or null if connection is invalid.
113 /// Caller is responsible for adding the returned edge to CanvasState.
114 /// </summary>
115 public Edge TryConnect(Port other)
116 {
117 if (!CanConnectTo(other))
118 {
119 return null;
120 }
121 return Connect(other);
122 }
123 }
124
125 public class InputPort : Port
126 {
127 public InputPort()
128 {
129 direction = PortDirection.Input;
130 }
131 }
132
133 public class TopInputPort : InputPort
134 {
135 public TopInputPort()
136 {
137 side = PortSide.Top;
138 }
139 }
140
141 public class OutputPort : Port
142 {
143 public OutputPort()
144 {
145 direction = PortDirection.Output;
146 }
147 }
148
149 public class BottomOutputPort : OutputPort
150 {
151 public BottomOutputPort()
152 {
153 side = PortSide.Bottom;
154 }
155 }
156 }
157 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Edges.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Data\\Edges.cs"
}1 using System;
2 using System.Text.Json.Serialization;
3
4 namespace Lightweaver.Data
5 {
6 public class Edge : DataElement
7 {
8 private Port _source;
9 [JsonIgnore]
10 public Port source
11 {
12 get => _source;
13 set
14 {
15 _source = value;
16 sourceId = value.id;
17 }
18 }
19
20 private Port _target;
21 [JsonIgnore]
22 public Port target
23 {
24 get => _target;
25 set
26 {
27 _target = value;
28 targetId = value.id;
29 }
30 }
31
32 public string sourceId;
33 public string targetId;
34
35 private bool _isSelected = false;
36 [JsonInclude]
37 public bool isSelected
38 {
39 get => _isSelected;
40 set
41 {
42 if (_isSelected != value)
43 {
44 _isSelected = value;
45 OnSelectionChanged?.Invoke(value);
46 }
47 }
48 }
49
50 public event Action<bool> OnSelectionChanged;
51
52 public Edge()
53 {
54 }
55 }
56 }
57 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\DataElement.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Data\\DataElement.cs"
}1 using System;
2
3 namespace Lightweaver.Data
4 {
5 [Serializable]
6 public abstract class DataElement
7 {
8 public string id;
9 private int version;
10
11 public DataElement()
12 {
13 id = Guid.NewGuid().ToString();
14 version = 0;
15 }
16 }
17 }
18 I'm noticing a serialization issue where Port.isConnected and the connections list are being redundantly serialized alongside CanvasState.edges, which creates circular references in the JSON output since edges reference ports and ports reference edges back.
There's also a design question around whether isSelected should persist in saved files, and I need to trace through how ports get reconstructed during deserialization — the constructor creates default ports, then the deserializer replaces that list with the saved data. Let me check the test serializer, graph utilities, port types, and HSVNode to understand the full picture.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Data\TestSerializer.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Data\\TestSerializer.cs"
}1 using UnityEngine;
2 using Lightweaver.Nodes;
3 using System.Text.Json;
4 using System.IO;
5 using System.Text;
6 using System;
7
8 namespace Lightweaver.Data
9 {
10
11 public class NodeDataWrapper
12 {
13 public string nodeType;
14 public string nodeData;
15 }
16
17 public static class TestSerializer
18 {
19 public static BaseNode Test(BaseNode node)
20 {
21 Debug.Log($"Node ports count: {node.ports.Count}");
22 JsonSerializerOptions options = new JsonSerializerOptions
23 {
24 IncludeFields = true,
25 WriteIndented = true,
26 IgnoreReadOnlyProperties = true,
27 };
28 var stream = new MemoryStream();
29 var nodeType = node.GetType();
30 JsonSerializer.Serialize(stream, node, nodeType, options);
31 stream.Seek(0, SeekOrigin.Begin);
32 string nodeData;
33 using (var reader = new StreamReader(stream, Encoding.UTF8))
34 {
35 nodeData = reader.ReadToEnd();
36 }
37
38 var wrappedNode = new NodeDataWrapper
39 {
40 nodeType = nodeType.AssemblyQualifiedName,
41 nodeData = nodeData
42 };
43
44 var serializedNode = JsonSerializer.Serialize(wrappedNode, options);
45
46 // Deserialize with reflection
47
48 var parsedJson = JsonSerializer.Deserialize<JsonElement>(serializedNode);
49 string typeName = parsedJson.GetProperty("nodeType").GetString();
50 string nodeJson = parsedJson.GetProperty("nodeData").GetString();
51 Debug.Log($"Recovered data:\n{nodeJson}");
52 Type deserializedType = Type.GetType(typeName);
53 if (deserializedType != null)
54 {
55 object deserializedNode = JsonSerializer.Deserialize(nodeJson, deserializedType, options);
56 BaseNode deserializedBaseNode = (BaseNode)deserializedNode;
57
58 // Re-initialize runtime-only fields that weren't serialized
59 deserializedBaseNode.InitializeRuntimeData();
60
61 Debug.Log($"Deserialized node ports count: {deserializedBaseNode.ports.Count}");
62 return deserializedBaseNode;
63 }
64 return null;
65
66 }
67 }
68 }C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Nodes\HSVNode.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Nodes\\HSVNode.cs"
}1 using System;
2 using Lightweaver.Data;
3
4 namespace Lightweaver.Nodes
5 {
6 [Serializable]
7 public class HSVNode : TexFilterNode
8 {
9 public override string nodeName => "HSV";
10
11 public float hue;
12 public float saturation;
13 public float value;
14
15 public HSVNode()
16 {
17 }
18 }
19 }
20 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\PortTypes.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Data\\PortTypes.cs"
}1 namespace Lightweaver.Data
2 {
3 public static class PortTypes
4 {
5 public const string Texture = "Texture";
6 public const string Float = "Float";
7 public const string Int = "Int";
8 public const string Bool = "Bool";
9 }
10 }
11 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\GraphUtility.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Data\\GraphUtility.cs"
}1 using System.Collections.Generic;
2
3 namespace Lightweaver.Data
4 {
5 /// <summary>
6 /// Static utility class for graph algorithms operating on the node graph.
7 /// </summary>
8 public static class GraphUtility
9 {
10 /// <summary>
11 /// Returns true if adding an edge from sourcePort (output) to targetPort (input)
12 /// would create a cycle in the directed graph.
13 /// </summary>
14 public static bool WouldCreateCycle(Port sourcePort, Port targetPort)
15 {
16 if (sourcePort?.parentNode == null || targetPort?.parentNode == null)
17 return false;
18
19 return HasDirectedPath(targetPort.parentNode, sourcePort.parentNode);
20 }
21
22 /// <summary>
23 /// BFS traversal following output port edges downstream.
24 /// Returns true if there is a directed path from <paramref name="from"/> to <paramref name="to"/>.
25 /// </summary>
26 public static bool HasDirectedPath(BaseNode from, BaseNode to)
27 {
28 if (from == null || to == null) return false;
29 if (from == to) return true;
30
31 var visited = new HashSet<string>();
32 var queue = new Queue<BaseNode>();
33 queue.Enqueue(from);
34 visited.Add(from.id);
35
36 while (queue.Count > 0)
37 {
38 var current = queue.Dequeue();
39
40 foreach (var port in current.ports)
41 {
42 if (port.direction != PortDirection.Output) continue;
43
44 foreach (var edge in port.connections)
45 {
46 var downstream = edge.target?.parentNode;
47 if (downstream == null) continue;
48
49 if (downstream == to) return true;
50
51 if (!visited.Contains(downstream.id))
52 {
53 visited.Add(downstream.id);
54 queue.Enqueue(downstream);
55 }
56 }
57 }
58 }
59
60 return false;
61 }
62 }
63 }
64 Looking at the architecture, I'm seeing some critical gaps in the framework design. The HSVNode exposes raw public floats for hue, saturation, and value without any parameter abstraction layer—there's no way to bind these to UI controls, track changes for undo, or expose them as ports. Beyond that, the Calculate() method is completely empty and nothing's calling it, which means there's no evaluation engine or topological scheduling to actually propagate values through the node graph.
The serialization story is particularly broken: Port.connections gets serialized separately from CanvasState.edges, creating duplicate Edge instances that won't match on deserialization. When loading, the system needs to rewire edges from their IDs back to actual Port objects, but I'm not seeing a resolve pass anywhere—likely in CanvasState's initialization or the NodeCanvasManager's load path. The double-encoded JSON (nodeData as a string) works but is inelegant; a proper System.Text.Json polymorphic setup with a custom converter and type registry would be cleaner. There's also a subtle issue with BaseNode calling SetupPorts() in its constructor—a virtual call that happens before the deserializer replaces the ports list, which could cause ordering problems if ports is a public field without the IncludeFields serialization option.
Port subclassing for sides creates a real bug: InputPort and OutputPort subclasses serialize as their base Port type unless polymorphism is explicitly configured, so after deserialization they're just Port instances. The inputPorts property tries to cast them back to InputPort—that cast will fail with an InvalidCastException. The acceptedTypes field is marked JsonIgnore and gets re-established by name matching in InitializeRuntimeData, which is fragile and requires each node to override it correctly. And isSelected being serialized into the save file seems questionable—selection state probably shouldn't persist.
The bigger picture is that the design needs serious hardening: a proper parameter system, type-discriminated polymorphic serialization for both nodes and ports (or flattening ports entirely), an id-based edge resolution pass after loading, an evaluation engine with topological sort and dirty propagation, a node registry with metadata like display names and categories, and support for subgraph nodes. But the workflow is still running, so I should wait for those results before diving into a redesign. The UI layer, canvas manager, save/load paths, and node corpus details are what the agents are investigating. In the meantime, I can read through the command layer and serialization tests myself—that's quick and will give me firsthand knowledge of how commands and persistence actually work.
I'm reviewing the command layer and existing tests while the workflow runs to understand the core design.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\CommandHistory.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Commands\\CommandHistory.cs"
}1 using System;
2 using System.Collections.Generic;
3
4 namespace Lightweaver.Commands
5 {
6 /// <summary>
7 /// Manages the undo/redo history for all undoable commands.
8 /// </summary>
9 public class CommandHistory
10 {
11 private readonly Stack<ICommand> undoStack = new Stack<ICommand>();
12 private readonly Stack<ICommand> redoStack = new Stack<ICommand>();
13
14 public int MaxHistorySize { get; set; } = 100;
15
16 public bool CanUndo => undoStack.Count > 0;
17 public bool CanRedo => redoStack.Count > 0;
18 public int UndoCount => undoStack.Count;
19 public int RedoCount => redoStack.Count;
20
21 public event Action OnHistoryChanged;
22
23 public void ExecuteCommand(ICommand command, bool executeNow = true)
24 {
25 if (command == null) return;
26
27 if (executeNow)
28 {
29 command.Execute();
30 }
31
32 undoStack.Push(command);
33 redoStack.Clear();
34
35 if (MaxHistorySize > 0 && undoStack.Count > MaxHistorySize)
36 {
37 TrimHistory();
38 }
39
40 OnHistoryChanged?.Invoke();
41 }
42
43 public bool Undo()
44 {
45 if (!CanUndo) return false;
46
47 var command = undoStack.Pop();
48 command.Undo();
49 redoStack.Push(command);
50
51 OnHistoryChanged?.Invoke();
52 return true;
53 }
54
55 public bool Redo()
56 {
57 if (!CanRedo) return false;
58
59 var command = redoStack.Pop();
60 command.Execute();
61 undoStack.Push(command);
62
63 OnHistoryChanged?.Invoke();
64 return true;
65 }
66
67 public void Clear()
68 {
69 undoStack.Clear();
70 redoStack.Clear();
71 OnHistoryChanged?.Invoke();
72 }
73
74 public string PeekUndoDescription()
75 {
76 return CanUndo ? undoStack.Peek().Description : null;
77 }
78
79 public string PeekRedoDescription()
80 {
81 return CanRedo ? redoStack.Peek().Description : null;
82 }
83
84 private void TrimHistory()
85 {
86 var items = undoStack.ToArray();
87 undoStack.Clear();
88 for (int i = MaxHistorySize - 1; i >= 0; i--)
89 {
90 undoStack.Push(items[i]);
91 }
92 }
93 }
94 }
95 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\ICommand.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Commands\\ICommand.cs"
}1 namespace Lightweaver.Commands
2 {
3 /// <summary>
4 /// Interface for undoable commands. All user-initiated actions that modify
5 /// serializable state should implement this interface.
6 /// </summary>
7 public interface ICommand
8 {
9 string Description { get; }
10 void Execute();
11 void Undo();
12 }
13 }
14 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Tests\SerializationTests.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Tests\\SerializationTests.cs"
}1 using System.Collections;
2 using NUnit.Framework;
3
4 public class SerializationTests
5 {
6 // A Test behaves as an ordinary method
7 [Test]
8 public void SerializationTestsSimplePasses()
9 {
10 // Use the Assert class to test conditions
11 Assert.IsTrue(true);
12 }
13
14
15 }
16 The test suite is still a skeleton, and CommandHistory handles the basics but doesn't yet merge or coalesce commands during drags or parameter adjustments—though MoveNodesCommand might handle the final positioning semantics. The workflow is still processing, so I'll wait for it to finish rather than duplicating what the agent will report. I should probably check the canopy-unity node base class myself, but the agent already covers that, so I'll focus my effort elsewhere.
Actually, everything load-bearing is already being handled by the background workflow—checking whether Unity is running, validating the dotnet SDK, examining the NodeCanvasManager save/load paths. Since I've delegated the survey work, I should wait for the results rather than running it myself. I'll end this turn with a status update on what I've found so far and note that the workflow is running.
First-hand read of the core is done; the understanding workflow is still running in the background and will re-invoke me when it completes. Interim findings worth flagging — I've already spotted real defects in the core data model that the design phase must fix:
Core data model state (first-hand):
System.Numerics.Vector2, string-based port types, System.Text.Json. Only TestSerializer.cs leaks UnityEngine.Debug, and it lives outside Core/ anyway. The dotnet-testable-core goal is very reachable.BaseNode.inputPorts does (InputPort)p casts, but deserialized ports come back as plain Port instances (no polymorphic type info is written for ports) — so any post-load call to inputPorts/outputPorts throws InvalidCastException. Round-trip is structurally broken today.Port.connections (full Edge objects) serializes alongside CanvasState.edges, so edges get persisted twice and deserialize as distinct instances — there's no id→object resolve pass at canvas level yet.HSVNode is raw public floats. No change events, no undo for tweaks, no UI binding, no way to expose a param as an input port. This is the biggest missing framework concept.Calculate() is empty and nothing calls it. Ports/edges carry no data; there's no topological scheduler. The graph is currently a drawing, not a dataflow.ICommand, undo/redo stacks with trim), but there's no command coalescing and the test suite is a Assert.IsTrue(true) stub.Both projects are on the same Unity build (6000.3.10f1), which is installed — so batch-mode compile/test validation should be possible alongside fast dotnet test for the pure core. Waiting on the six survey reports + critique to finalize the design.
The workflow finished and generated a large output file with all the reports. I need to read through the full results to extract the six individual reports and the critique section—it's a substantial amount of data, so I'll need to parse it efficiently, possibly by reading it in chunks or extracting each report separately from the JSON structure.
The understanding workflow finished (7 agents, ~200 tool uses). Let me pull the full reports.
C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\w1ul3ug1l.output{
"file_path": "C:\\Users\\tossr\\AppData\\Local\\Temp\\claude\\c--Users-tossr-Code-unity-canopy-unity\\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\\tasks\\w1ul3ug1l.output",
"limit": 120
}File content (32355 tokens) exceeds maximum allowed tokens (25000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file.
$raw = Get-Content "C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\w1ul3ug1l.output" -Raw; $json = $raw | ConvertFrom-Json; $dir = "C:\Users\tossr\Code\unity\lightweaver\AgentContext\survey"; New-Item -ItemType Directory -Force $dir | Out-Null; foreach ($key in @('core','commands','ui','infra','canopy','headless')) { $r = $json.reports.$key; $md = "# $key`n`n## Summary`n$($r.summary)`n`n## Details`n$($r.details)`n`n## Gaps`n$(($r.gaps | ForEach-Object { '- ' + $_ }) -join \"`n\")`n`n## Risks`n$(($r.risks | ForEach-Object { '- ' + $_ }) -join \"`n\")"; [System.IO.File]::WriteAllText("$dir\$key.md", $md) }; $c = $json.critique; $md = "# critique`n`n## Summary`n$($c.summary)`n`n## Details`n$($c.details)`n`n## Gaps`n$(($c.gaps | ForEach-Object { '- ' + $_ }) -join \"`n\")`n`n## Risks`n$(($c.risks | ForEach-Object { '- ' + $_ }) -join \"`n\")"; [System.IO.File]::WriteAllText("$dir\critique.md", $md); Get-ChildItem $dir | Select-Object Name, LengthExit code 1
You must provide a value expression following the '-join' operator.
+ CategoryInfo : ParserError: (:) [], ParentContainsErrorRecordException
+ FullyQualifiedErrorId : ExpectedValueExpressionI need to rewrite the PowerShell script to avoid the escaping issues with newlines — I'll use a here-string or build the string with [Environment]::NewLine and concatenation instead of trying to escape backticks inline.
$raw = Get-Content "C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\w1ul3ug1l.output" -Raw
$json = $raw | ConvertFrom-Json
$dir = "C:\Users\tossr\Code\unity\lightweaver\AgentContext\survey"
New-Item -ItemType Directory -Force $dir | Out-Null
$nl = [Environment]::NewLine
function Save-Report($name, $r) {
$gaps = ($r.gaps | ForEach-Object { "- " + $_ }) -join $nl
$risks = ($r.risks | ForEach-Object { "- " + $_ }) -join $nl
$md = "# " + $name + $nl + $nl + "## Summary" + $nl + $r.summary + $nl + $nl + "## Details" + $nl + $r.details + $nl + $nl + "## Gaps" + $nl + $gaps + $nl + $nl + "## Risks" + $nl + $risks
[System.IO.File]::WriteAllText("$dir\$name.md", $md)
}
foreach ($key in @('core','commands','ui','infra','canopy','headless')) { Save-Report $key $json.reports.$key }
Save-Report 'critique' $json.critique
Get-ChildItem $dir | Select-Object Name, LengthName Length ---- ------ canopy.md 71 commands.md 73 core.md 69 critique.md 73 headless.md 73 infra.md 70 ui.md 67
The output files are coming out nearly empty at 69 bytes, which suggests the JSON parsing succeeded but $json.reports.core is returning null. The function parameters and scope look correct — $r is passed in properly and $dir should be accessible from script scope within the function, so the issue is likely with the data structure itself rather than the PowerShell logic.
I should check what the actual top-level properties of the parsed JSON object are to understand if the data is wrapped differently than expected.
The reports came back empty, so I'm checking the actual JSON structure to understand what's there.
$raw = Get-Content "C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\w1ul3ug1l.output" -Raw "Total chars: $($raw.Length)" $raw.Substring(0, 400) "" "--- last 300 ---" $raw.Substring($raw.Length - 300)
Total chars: 141591
{
"summary": "Parallel deep-read of lightweaver subsystems, canopy-unity node corpus, and headless validation feasibility",
"agentCount": 7,
"logs": [],
"result": {
"reports": {
"core": {
"summary": "Lightweaver's core data layer is a small, genuinely engine-free class hierarchy (DataElement -> BaseNode/Port/Edge/CanvasState) living in a dedicated `Lightweaver.Core` asmde
--- last 300 ---
no gating of Ctrl+Z during active drags, Draggable lacks PointerCaptureOut recovery, no-op edge re-drop pollutes history, no transaction/composite command for future paste/group/subgraph-extract gestures, and shortcut handling has no input-context scoping for future text fields"
]
}
}
}$raw = Get-Content "C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\w1ul3ug1l.output" -Raw
$json = $raw | ConvertFrom-Json
$dir = "C:\Users\tossr\Code\unity\lightweaver\AgentContext\survey"
$nl = [Environment]::NewLine
function Save-Report($name, $r) {
$gaps = ($r.gaps | ForEach-Object { "- " + $_ }) -join $nl
$risks = ($r.risks | ForEach-Object { "- " + $_ }) -join $nl
$md = "# " + $name + $nl + $nl + "## Summary" + $nl + $r.summary + $nl + $nl + "## Details" + $nl + $r.details + $nl + $nl + "## Gaps" + $nl + $gaps + $nl + $nl + "## Risks" + $nl + $risks
[System.IO.File]::WriteAllText("$dir\$name.md", $md)
}
foreach ($key in @('core','commands','ui','infra','canopy','headless')) { Save-Report $key $json.result.reports.$key }
Save-Report 'critique' $json.result.critique
Get-ChildItem $dir | Select-Object Name, LengthName Length ---- ------ canopy.md 27599 commands.md 20075 core.md 19242 critique.md 19921 headless.md 13772 infra.md 13366 ui.md 26122
The reports are stored in lightweaver/AgentContext/survey/, and I need to work through them strategically. I've already absorbed the core.md content directly, so I'll prioritize reading the critique report first since it'll help resolve contradictions and highlight key decisions, then move through headless for validation, canopy for the node corpus, and ui since that's where I have the biggest gaps. The remaining files—commands and infra—round out the picture. With roughly 140KB of material across all reports, I'll need to be selective but thorough, skipping the core report since I'm already familiar with it.
I've saved all seven reports to the survey folder and now I'm reviewing them, starting with the critique and headless reports before moving to the UI and canopy node materials.
C:\Users\tossr\Code\unity\lightweaver\AgentContext\survey\critique.md{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\AgentContext\\survey\\critique.md"
}1 # critique
2
3 ## Summary
4 I verified the six reports against both repos and found one major survey omission and three stale claims. Most importantly, NO report surfaced the git-tracked design docs in C:/Users/tossr/Code/unity/lightweaver/Notes/ (ArchitectureRecommendations.md, SerializationArchitecture.md, RuntimeShaderExtensibility.md, UserContentPipeline.md, SplitDefinitions.md) which contain written, mutually-inconsistent recommendations for serialization, node registry, execution, and extensibility — several "greenfield" questions are actually half-decided on paper but contradicted by the current code. The headless/core/commands reports' claims that no dotnet tests exist are stale: Tests/Lightweaver.Tests.Standalone.csproj is tracked in HEAD (11c79a3, 2026-06-09) and `dotnet test` passes 33/33 (verified by running it), though the standalone SerializationTests reimplement rather than test the production TestSerializer. The remaining genuinely unanswered load-bearing questions cluster around: IL2CPP/AOT viability of reflection-based System.Text.Json (Standalone scriptingBackend=IL2CPP, no link.xml, no source-gen), what "exact round-trip" formally means, whether canopy's saved XML canvases must be importable, parameter-edit undo granularity, dynamic/keyed ports, and multi-canvas scope for subgraph editing. The three decisions to settle first: (1) class-per-node vs definition/implementation split, (2) which of the three competing serialization architectures to commit to plus its schema envelope, (3) the evaluation engine + Core/Unity value-boundary design.
5
6 ## Details
7 ## What I verified myself (resolved; not open questions)
8
9 - **Standalone test suite is real and passing.** `dotnet test C:/Users/tossr/Code/unity/lightweaver/Tests/Lightweaver.Tests.Standalone.csproj` → 33/33 passed, 56ms (run during this review). It is a net8.0 NUnit 4.2.2 project with `<Compile Include="../Assets/Lightweaver/Core/**/*.cs"/>` (Tests/Lightweaver.Tests.Standalone.csproj:14-22). Tests/CommandHistoryTests.cs (15 tests: push/redo-clear/trim/peek/events), Tests/GraphUtilityTests.cs (9 cycle/path tests), Tests/SerializationTests.cs (10 HSVNode round-trip tests). All four files are git-tracked in HEAD commit 11c79a3 (dated 2026-06-09, the Core/ restructure commit).
10 - **HEAD restructure explains report path confusion.** Commit 11c79a3 moved Data/ and Commands/ into Assets/Lightweaver/Core/{Data,Commands,Nodes} under the `Lightweaver.Core` asmdef (noEngineReferences:true), but left TestSerializer.cs and TypeColors.cs at Assets/Lightweaver/Data/ and ShortcutKeyManager.cs at Assets/Lightweaver/Commands/ (both in Lightweaver.Runtime). Two same-named folder pairs now exist across assemblies.
11 - **IL2CPP is the standalone backend** (ProjectSettings/ProjectSettings.asset:848-850, `Standalone: 1`), bin/ contains GameAssembly.dll (IL2CPP player build), and **no link.xml exists anywhere under Assets/**. STJ 9.0.1 + Microsoft.Bcl.AsyncInterfaces installed under Assets/Packages/.
12 - **Design docs exist and are git-tracked** (Notes/ is in git; AgentContext/ session notes are untracked). Key contents:
13 - Notes/ArchitectureRecommendations.md — recommends NodeDefinition POCO + INodeImplementation + NodeRegistry keyed by string TypeId (`"lightweaver.builtin.hsv"`, lines 43-127), discriminator-based polymorphic JSON via custom converter + TypeRegistry (177-194), dirty-propagation + topo-sort + RT pooling execution (270-298), subgraphs as `.lwgraph` graph-as-node (206-211), and an explicit "Open Questions" list (326-333): undo granularity, live preview, multi-graph, collaboration, target platforms, VFX depth.
14 - Notes/SerializationArchitecture.md — proposes a *different*, heavier design: Canonical IR (GraphDocument/NodeRecord/PropertyBag, lines 71-130) with pluggable JSON/FlatBuffers format adapters, round-trip testing (648), hash integrity (709), schema migration (751).
15 - Notes/DesignNotes.txt:66-77 — author explicitly records the unresolved tension: "Dev wants to just write a 'HSVNode'" (combined data+behavior) vs separated data/controller; Notes/SplitDefinitions.md sketches NodeDefinition with TypeId.
16 - Notes/RuntimeShaderExtensibility.md — phased recommendation: ship uber-shaders (Option C), then expression-compute, then DXC, then companion editor (444-470).
17 - CLAUDE.md confirms "Runtime operation - designed to work in built players" and is stale about file layout (as infra said) and documents PanelToCanvas as a working pattern when DesignNotes.txt:30-50 shows it as known-broken WIP (computes `finalPosition` without using its intermediate values).
18 - **Code-level claims spot-checked and confirmed:** DataElement.version private/dead (Core/Data/DataElement.cs:9); inputPorts/outputPorts hard-cast `(InputPort)p` (Core/Data/Nodes.cs:55-57) while port subtype is lost on deserialize (acknowledged in Tests/SerializationTests.cs:164-167 comment); name-string port lookup (Nodes.cs:98-99,127); Edge sourceId/targetId persisted but never relinked (Core/Data/Edges.cs:32-33); Port.Connect unvalidated and duplicating command wiring (Core/Data/Ports.cs:70-84); selection serialization split (Nodes.cs:26-38 [JsonInclude] vs CanvasState.cs:13-19 [JsonIgnore]); test scaffold bypasses commands (UI/Managers/NodeCanvasManager.cs:48-63); HSVNode has bare fields, no metadata (Core/Nodes/HSVNode.cs:11-13) and lives inside the Core asmdef; NodeView.cs (142 lines) contains zero parameter widgets.
19
20 ## (2) Contradictions between reports
21
22 1. **headless vs infra on dotnet tests — RESOLVED, infra correct, headless stale.** headless: "No dotnet-test-capable project exists... Only one test exists... placeholder." Reality: Tests/Lightweaver.Tests.Standalone.csproj exists, tracked, 33 passing tests (verified by run). headless apparently surveyed pre-11c79a3 state.
23 2. **core report's "Tests are placeholders... pure-C# core is not actually exercised by any test" — half stale.** True only for the Unity-side assembly (Assets/Lightweaver/Tests/SerializationTests.cs is `Assert.IsTrue(true)`; Tests.asmdef references Lightweaver.Runtime). Core IS exercised by 33 standalone tests. Kernel that stands: Unity Test Runner sees only the placeholder, so editor-side coverage is near zero.
24 3. **commands report's "Zero tests for the command layer" — stale.** CommandHistoryTests.cs covers CommandHistory thoroughly. What stands: the four concrete commands (CreateEdge/RemoveEdge/DeleteEntity/MoveNodes) have no tests.
25 4. **File-path disagreement (core/headless cite Assets/Lightweaver/Data/TestSerializer.cs; infra says code moved to Core/) — both right, not a real contradiction**: the restructure left TestSerializer and ShortcutKeyManager behind in Runtime-assembly folders that share names with Core/ subfolders. Worth flagging to the orchestrator because line-number references from the core/commands reports otherwise look inconsistent but are accurate.
26 5. **CLAUDE.md vs ui report on coordinate helpers** — ui report is right (dead, non-inverse); CLAUDE.md documents them as the live pattern. Treat CLAUDE.md architecture sections as unreliable.
27 6. **Survey omission affecting all reports:** none mention Notes/*.md design docs, so the core/commands/ui reports characterize serialization, registry, execution, and subgraphs as fully greenfield when written (and partially conflicting) designs already exist in-repo. The biggest internal conflict: ArchitectureRecommendations.md (plain JSON + discriminator converter) vs SerializationArchitecture.md (canonical IR + multi-format adapters) vs the actual code (AssemblyQualifiedName wrapper, TestSerializer.cs:40,52).
28
29 ## (1) Load-bearing questions I could NOT resolve
30
31 **Serialization round-trip**
32 - Q1: Does reflection-based System.Text.Json survive IL2CPP code stripping in this project? Standalone backend is IL2CPP (ProjectSettings.asset:848-850); no link.xml; no source-gen JsonSerializerContext; Type.GetType(AssemblyQualifiedName) at TestSerializer.cs:52. A bin/ IL2CPP build (Feb 2) contains the TestSerializer-on-OnEnable code path, but whether it actually executed without AOT/stripping failures is unverifiable without launching the player. Source-gen would be the standard fix but conflicts with open-ended user node types — undecided.
33 - Q2: What does "exact round-trip" formally mean — byte-identical re-serialization, semantic graph equality, or hash-stable canonical form? SerializationArchitecture.md:648,709 proposes mechanisms; no decision recorded; current tests assert field equality only, on a test-local reimplementation of the serializer (Tests/SerializationTests.cs:26-50), not on TestSerializer itself.
34 - Q3: Must lightweaver import existing canopy-unity canvases (XML + ScriptableObject saves under Assets/Plugins/Node_Editor/Framework/SaveSystem/)? Nothing in either repo states this. It determines whether the JSON schema needs a migration importer and whether canopy port/knob naming must be preserved.
35 - Q4: Which document envelope: does the saved file include view state (pan/zoom), selection, canvas metadata, embedded asset refs (ArchitectureRecommendations.md:160-175 GraphDocument with Version/Assets)? No decision; DataElement.version is dead code.
36
37 **Undo coverage**
38 - Q5: Parameter-edit undo granularity (per-scrub-gesture coalescing vs per-property commit) — the author's own explicit open question (ArchitectureRecommendations.md:328). Blocked on Q8 because parameters don't exist as a system yet (bare fields, no change events).
39 - Q6: Should undo history survive save/load (requiring ID-based commands) or is Clear-on-load acceptable? Commands hold live object refs; no stated intent.
40 - Q7: Is selection meant to be undoable and/or persisted? Code sends contradictory signals (isSelected [JsonInclude] vs selection lists [JsonIgnore]); no design note addresses it.
41
42 **Search palette**
43 - Q8 (shared with porting): What is a node's stable identity — C# type + AQN (current code) or registry TypeId string (notes)? The palette, the serialization discriminator, and subgraph export all key off this. No category/menu-path/search-keyword metadata exists anywhere; canopy's [Node] attribute pattern is the only prior art.
44
45 **Subgraphs**
46 - Q9: Representation — subgraph as external `.lwgraph` file referenced by a node (notes Tier 2) vs nested CanvasState inline? CanvasState is flat (Core/Data/CanvasState.cs:10-11); no decision.
47 - Q10: Are multiple simultaneously-open canvases (tabs) in scope? Explicit open question (ArchitectureRecommendations.md:330); the UI layer is hard-wired single-canvas via three singletons; subgraph *editing* requires an answer.
48
49 **Node porting**
50 - Q11: Evaluation engine semantics: notes commit to dirty+topo+caching (ArchitectureRecommendations.md:270-279) but nothing decides pull-vs-push for ticking sources (canopy's hybrid re-walks shared subgraphs), clock injection (ExecutionContext exists only as a sketch), or how port *values* — especially GPU textures — cross the noEngineReferences Core boundary (Port has no value field; PortTypes.Texture is a string tag).
51 - Q12: Dynamic/keyed ports: canopy nodes add/remove ports at runtime and index them positionally (MinisControlNode.cs:160-161); lightweaver's SetupPorts is constructor-only and port subclass identity is already lost on deserialize. No design for declarative port schemas or keyed dynamic ports.
52 - Q13: Live preview model — always-executing vs explicit play (notes:329) — gates the TickingNode scheduler design.
53 - Q14: Compute-shader linkage for ported nodes: direct asset references vs Resources string paths vs uber-shader consolidation (RuntimeShaderExtensibility.md Phase 1 recommends uber-shaders, but the 45 portable canopy nodes are all individual .compute files) — unsettled, affects every texture-node port.
54
55 **Testing**
56 - Q15: Which test surface is authoritative and how is parity maintained? Standalone compiles Core *sources* (not the assembly Unity builds) under net8.0 while Unity targets netstandard2.1; Unity-side tests are a placeholder; the production serializer is only in Runtime (blocked from dotnet test by one Debug.Log). No decision on moving serialization into Core behind a logging abstraction, nor on running EditMode tests in CI, nor any CI at all.
57
58 ## (3) Three highest-risk decisions to settle before writing code
59
60 1. **Node authoring model: monolithic class-per-node vs NodeDefinition/INodeImplementation split.** The author is on record as torn (DesignNotes.txt:66-77; SplitDefinitions.md sketch vs current BaseNode-subclass code). This one decision determines the serialization discriminator (TypeId vs AQN), the palette registry shape, where parameter metadata/change-notification lives (and therefore undo), the user-extensibility tiers in UserContentPipeline.md, and the porting pattern for ~45 canopy nodes. Porting any node before settling it creates double migration work.
61 2. **Serialization architecture commitment + schema envelope.** Three competing designs coexist (code: AQN wrapper; ArchitectureRecommendations.md: discriminator + TypeRegistry converter; SerializationArchitecture.md: canonical IR + format adapters). Pick one, define the GraphDocument envelope (format version, assets, view-state/selection policy), and resolve the structural blockers verified in code: polymorphic List<BaseNode>/List<Port>, edge triple-representation (Port.connections x2 + CanvasState.edges), hard-cast port accessors, edge rehydration, IL2CPP-safe type resolution. "Exact round-trip" is structurally impossible until this lands, and any file saved before it is migration debt.
62 3. **Evaluation engine + Core/Unity value boundary.** Decide pull-vs-scheduled execution, ExecutionContext (injected clock/dt, RT pool, device services — directly addressing canopy's documented Time.time and GameObject.Find debt), and how texture/buffer values flow through engine-free Core ports (opaque handle/IResource abstraction vs moving evaluation entirely into Runtime). This determines whether TexFilterNode/TickingNode survive in Core, what is dotnet-testable, and how parameter changes trigger recomputation — which feeds back into the undo design.
63
64 ## Gaps
65 - No canvas-level save/load: no CanvasState serializer, no file I/O, no File-menu wiring; production serializer (Assets/Lightweaver/Data/TestSerializer.cs) is a single-node Debug.Log smoke test in the Runtime assembly, and the standalone tests reimplement its logic (Tests/SerializationTests.cs:26-50) instead of testing it — production serialization has zero real coverage despite 33 green tests
66 - Edge rehydration unimplemented: Edge.sourceId/targetId (Core/Data/Edges.cs:32-33) are never resolved back to Port instances; port subclass identity (TopInputPort/BottomOutputPort) and acceptedTypes are lost on load except via hand-written name-matching in TexFilterNode.InitializeRuntimeData (Core/Data/Nodes.cs:122-132); inputPorts/outputPorts accessors (Nodes.cs:55-57) throw InvalidCastException on any deserialized node
67 - No CreateNodeCommand and no node registry/discovery — both hard prerequisites for the spacebar palette; the only node creation is the hardcoded scaffold at UI/Managers/NodeCanvasManager.cs:48-63 bypassing CommandHistory
68 - No parameter system: node params are bare public fields (Core/Nodes/HSVNode.cs:11-13) with no metadata (range/default/label), no change events, no UI widgets (NodeView.cs has none), no undo command, and no param-as-input-port mechanism
69 - No evaluation engine: BaseNode.Calculate() has zero call sites, TickingNode is an empty marker, Port carries no value — the dirty+topo+RT-pool design in Notes/ArchitectureRecommendations.md:270-298 is entirely unimplemented
70 - No subgraph or group data types, no copy/paste/duplicate with id regeneration, no multi-canvas support (three singletons hard-wire one canvas)
71 - Unity-side test assembly is a placeholder (Assets/Lightweaver/Tests/SerializationTests.cs asserts true) and references Lightweaver.Runtime; CommandHistoryTests/GraphUtilityTests exist only in the standalone net8.0 project, so Unity Test Runner coverage is near zero; the four concrete commands have no tests on either side
72 - No CI for the verified-working `dotnet test` path; no link.xml or source-gen JsonSerializerContext despite IL2CPP standalone backend (ProjectSettings.asset:848-850) and reflection-based System.Text.Json + Type.GetType(AssemblyQualifiedName)
73 - DataElement.version is private dead code and there is no file-format schema version or migration mechanism
74 - HSVNode (a user-facing node) is compiled into the Lightweaver.Core framework asmdef — no user/project node assembly exists, contradicting the framework-vs-user separation goal; standalone tests also depend on it via the Core source glob
75 - Repo hygiene: bin/ IL2CPP build not gitignored, lightweaver.slnx untracked while stale lightweaver.sln/Tests.csproj/Assembly-CSharp-Editor.csproj fossils remain, CLAUDE.md architecture section stale
76
77 ## Risks
78 - Three mutually inconsistent serialization designs coexist in the repo (code's AssemblyQualifiedName wrapper, ArchitectureRecommendations.md's TypeId discriminator + TypeRegistry, SerializationArchitecture.md's canonical IR + format adapters); building any save/load feature before choosing one creates schema migration debt from day one
79 - IL2CPP + reflection-based System.Text.Json + Type.GetType(AQN) is an unvalidated stack for the stated built-player target: stripping can remove ctors/setters, AQN couples files to assembly names, and source-gen (the standard fix) conflicts with open-ended user node types — needs a spike on a player build before the format is frozen
80 - The class-per-node vs definition/implementation split is unsettled while the author's own notes recommend the split and the code does the opposite; every node ported from canopy before this decision may need rewriting twice
81 - Domain objects carry C# events and live object references (BaseNode.OnPositionChanged, Edge.source/target, commands holding object refs), which entangles the 'pure data' layer with view lifetime and makes undo history unable to survive load; deserialization fires setter events as a side effect
82 - Graph mutation logic is quadruplicated (Port.Connect vs CreateEdgeCommand vs RemoveEdgeCommand vs DeleteEntityCommand helpers) with already-divergent semantics (Connect does not displace existing input edges, performs no validation) — drift here corrupts both undo and serialization invariants
83 - Edges are represented redundantly (each Edge appears in two Port.connections lists and CanvasState.edges) with no reference preservation — naive canvas serialization will materialize duplicate Edge objects; exact round-trip is structurally impossible until topology has a single source of truth
84 - Port lookup and rehydration key off display-name strings ('Input texture'); renaming a label breaks accessors and saved files — port schemas need stable keys before any file format ships
85 - Single-canvas singletons (MainWindowView.instance, NodeCanvasView.instance, NodeCanvasManager.instance) with no reset path block subgraph editing/tabs and will leak state if the canopy-style domain-reload-disabled workflow is adopted
86 - Standalone tests compile Core sources under net8.0 while Unity compiles netstandard2.1 — dual-compile skew can make tests pass on language/library behavior Unity does not have; tests also do not reference the binary Unity actually runs
87 - Undo correctness already has known holes to design around: no gating of Ctrl+Z during active drags, Draggable lacks PointerCaptureOut recovery, no-op edge re-drop pollutes history, no transaction/composite command for future paste/group/subgraph-extract gestures, and shortcut handling has no input-context scoping for future text fieldsThere's a critique that significantly reframes things. I need to review the existing design documentation in the Notes directory—there are several architecture and design files already written that represent half-decided designs, so I should read through those before proceeding. Also, there's already a standalone test project with 33 passing tests, which means there's more existing infrastructure than I initially realized.
The three highest-risk decisions are the node authoring model (class-per-node versus definition/implementation split), serialization architecture, and the evaluation engine plus Core/Unity value boundary. Kevin explicitly delegated these design judgment calls to me, saying he trusts my judgment, though he's been torn on the node authoring approach himself based on his notes. I could ask him directly since this is an interactive session and he said to reach out if I hit a key question, but that would block hours of autonomous work. The better move is to read through the design docs, form concrete recommendations for each decision, and proceed—these are exactly the kind of design calls he's delegated to me.
For the node authoring model, I'm leaning toward a hybrid approach that's become industry standard: class-per-node authoring (subclass with attributes, like the current [Node] pattern) paired with a registry keyed by stable string TypeId built via reflection and attributes. This gives us palette metadata, stable serialization discriminators, and IL2CPP safety without forcing developers to write two separate classes. The definition/implementation split can live internally as a generated NodeDescriptor, satisfying both his "just write HSVNode" desire and the registry recommendation from the notes.
For serialization, I'm committing to the ArchitectureRecommendations approach: single JSON schema with TypeId discriminator, custom converters, and a GraphDocument envelope with format versioning. I'm rejecting the heavier canonical-IR/multi-format-adapter design as premature—YAGNI applies here, but keeping the document envelope versioned means a binary adapter could come later if needed. The single source of truth for topology is serializing nodes with their ports plus edges by port reference.
On evaluation, I'm using pull-based dirty propagation with topological ordering and an injected ExecutionContext for clock and runtime pool abstraction. The core stays engine-free with port values as typed boxes and textures crossing the boundary as opaque ITextureHandle interfaces. Node classes can live in user assemblies referencing Runtime, so they dispatch compute shaders via Unity—they won't be dotnet-testable, but that's acceptable since the framework core (graph, serialization, commands, registry, evaluation ordering) is testable. The split is: Core defines BaseNode with an abstract evaluation contract operating on engine-free IEvalContext interfaces, Runtime provides UnityEvalContext, and texture-processing nodes live in a separate Lightweaver.Nodes.Builtin assembly referencing both.
For the Q3 canopy XML import, Kevin's goal isn't porting all canopy content, just enough to generate nodes—no requirement to import old saves, so I'm marking that out of scope. On smaller decisions: selection isn't serialized or undoable (industry standard), undo history clears on load, and view state like pan/zoom is saved in the document envelope but excluded from semantic equality.
Before finalizing the design, I need to read through the design docs and remaining survey reports—ArchitectureRecommendations.md fully, skim SerializationArchitecture.md and the others, then prioritize the ui and canopy reports plus key design docs since those are critical for the porting plan and UI work. I have plenty of context budget, so I'll batch-read them in parallel to keep momentum.
I found design docs in git with conflicting approaches and a test project that's already passing all 33 tests. I'll review those docs and the reports to resolve the three key architectural decisions.
C:\Users\tossr\Code\unity\lightweaver\Notes\ArchitectureRecommendations.md{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Notes\\ArchitectureRecommendations.md"
}1 # Lightweaver Architecture Recommendations
2
3 This document analyzes the three core goals and provides recommendations for achieving them within Unity while maintaining flexibility for future evolution.
4
5 ## Goal Analysis
6
7 ### 1. High Performance Runtime Generation
8 **Requirement:** Multiple VFX assets, cameras, shaders, RenderTextures running simultaneously with data flowing between them.
9
10 ### 2. Simple Serializability
11 **Requirement:** Standardized format (JSON, protobuf, FlatBuffers) over Unity's ScriptableAsset serialization.
12
13 ### 3. User Extensibility at Runtime
14 **Requirement:** Define new nodes, create subgraphs, define new shaders, import textures/images after build.
15
16 ---
17
18 ## The Unity Tradeoff: Analysis
19
20 **Question raised:** Does the extensibility goal suggest Unity is too prescriptive?
21
22 ### What Unity Gives You
23 - Mature rendering pipeline (URP/HDRP/Built-in)
24 - VFX Graph, Shader Graph, compute shader support
25 - Cross-platform deployment
26 - UI Toolkit for runtime UI
27 - Burst compiler for performance-critical code
28 - Native plugin support
29
30 ### Where Unity Is Restrictive
31 1. **Runtime C# compilation** - Not supported in IL2CPP builds (most platforms)
32 2. **Runtime shader compilation** - Shaders must be pre-compiled; no runtime HLSL→bytecode
33 3. **Asset loading** - AssetBundles or Addressables required for runtime asset loading
34 4. **Reflection** - Limited under IL2CPP without explicit preservation
35
36 ### Verdict
37 Unity is viable IF you design around its constraints. The key insight: **separate the "what" from the "how"**. Users define intent (node graphs, parameter connections), and the system executes using pre-built components.
38
39 ---
40
41 ## Recommended Architecture
42
43 ### Layer 1: Data Model (Pure C#, No Unity Dependencies)
44
45 ```
46 Lightweaver.Core/
47 ├── Graph/
48 │ ├── GraphDefinition.cs // Serializable graph structure
49 │ ├── NodeDefinition.cs // Abstract node data
50 │ ├── PortDefinition.cs // Port metadata
51 │ ├── EdgeDefinition.cs // Connection data
52 │ └── ParameterValue.cs // Typed parameter storage
53 ├── Serialization/
54 │ ├── IGraphSerializer.cs
55 │ ├── JsonGraphSerializer.cs
56 │ └── TypeRegistry.cs // Maps type names to implementations
57 └── Validation/
58 └── GraphValidator.cs
59 ```
60
61 **Key Design Decisions:**
62 - Pure POCOs (Plain Old CLR Objects) - no MonoBehaviour, no ScriptableObject
63 - String-based type identifiers instead of `System.Type` for portability
64 - All references by ID, not object reference
65 - Immutable after construction (builder pattern for creation)
66
67 **Example Node Definition:**
68 ```csharp
69 public class NodeDefinition
70 {
71 public string Id { get; init; }
72 public string TypeId { get; init; } // "lightweaver.builtin.hsv", "user.mynode"
73 public Vector2 Position { get; init; }
74 public IReadOnlyList<PortDefinition> Ports { get; init; }
75 public IReadOnlyDictionary<string, ParameterValue> Parameters { get; init; }
76 }
77 ```
78
79 ### Layer 2: Runtime Engine (Unity-Specific Execution)
80
81 ```
82 Lightweaver.Runtime/
83 ├── Execution/
84 │ ├── GraphExecutor.cs // Topological sort, execution order
85 │ ├── NodeInstance.cs // Runtime state per node
86 │ └── ExecutionContext.cs // Frame data, timing, resources
87 ├── Nodes/
88 │ ├── INodeImplementation.cs // Interface all nodes implement
89 │ ├── NodeRegistry.cs // Maps TypeId → implementation
90 │ └── BuiltIn/
91 │ ├── TextureNodes/
92 │ ├── MathNodes/
93 │ ├── VFXNodes/
94 │ └── CameraNodes/
95 ├── Resources/
96 │ ├── RenderTexturePool.cs // Pooled RT management
97 │ ├── MaterialCache.cs // Shared material instances
98 │ └── ComputeBufferPool.cs
99 └── Integration/
100 ├── VFXGraphBridge.cs // Connect to VFX Graph
101 └── ShaderPropertyBridge.cs // Expose shader globals
102 ```
103
104 **Node Implementation Pattern:**
105 ```csharp
106 public interface INodeImplementation
107 {
108 string TypeId { get; }
109 void Initialize(NodeInstance instance, ExecutionContext context);
110 void Execute(NodeInstance instance, ExecutionContext context);
111 void Cleanup(NodeInstance instance);
112 }
113
114 [NodeType("lightweaver.builtin.hsv")]
115 public class HSVNodeImplementation : INodeImplementation
116 {
117 public string TypeId => "lightweaver.builtin.hsv";
118
119 public void Execute(NodeInstance instance, ExecutionContext context)
120 {
121 var inputTex = instance.GetInput<Texture>("input");
122 var hue = instance.GetParameter<float>("hue");
123 // ... apply HSV adjustment
124 instance.SetOutput("output", resultTexture);
125 }
126 }
127 ```
128
129 ### Layer 3: UI Layer (Unchanged from Current)
130
131 The current UI Toolkit approach is solid. Key improvements:
132
133 ```
134 Lightweaver.UI/
135 ├── Views/ // Current structure is good
136 ├── Manipulators/ // Current structure is good
137 ├── Managers/
138 │ ├── NodeCanvasManager.cs
139 │ └── CommandManager.cs // Undo/Redo via command pattern
140 └── Dialogs/
141 └── NodeCreationDialog.cs // Search/filter node types
142 ```
143
144 ---
145
146 ## Serialization Recommendation
147
148 ### Format: JSON with System.Text.Json
149
150 **Why JSON over Protobuf/FlatBuffers:**
151 - Human readable/editable
152 - No schema compilation step
153 - Sufficient performance for save/load (not hot path)
154 - Native .NET support, no dependencies
155 - Easy cloud backup (text-based diffs, compression)
156
157 **Serialization Strategy:**
158
159 ```csharp
160 public class GraphDocument
161 {
162 public string Version { get; set; }
163 public GraphMetadata Metadata { get; set; }
164 public GraphDefinition Graph { get; set; }
165 public Dictionary<string, ExternalAssetRef> Assets { get; set; }
166 }
167
168 public class ExternalAssetRef
169 {
170 public string AssetType { get; set; } // "texture", "shader", etc.
171 public string Source { get; set; } // "embedded", "file", "url"
172 public string Path { get; set; }
173 public string Hash { get; set; } // For cache validation
174 }
175 ```
176
177 **Polymorphic Deserialization:**
178
179 The current wrapper approach works but is verbose. Use a discriminator-based approach:
180
181 ```csharp
182 var options = new JsonSerializerOptions
183 {
184 Converters = { new NodeDefinitionConverter(typeRegistry) }
185 };
186
187 // In JSON:
188 {
189 "nodes": [
190 { "$type": "hsv", "id": "...", "hue": 0.5, ... },
191 { "$type": "blur", "id": "...", "radius": 3, ... }
192 ]
193 }
194 ```
195
196 ---
197
198 ## User Extensibility Strategy
199
200 ### Tier 1: Parameter-Based Customization (No Code)
201 Users create new "nodes" by configuring existing node types:
202 - Shader nodes with exposed parameters
203 - Math expression nodes (parsed at runtime)
204 - LUT/curve-based color grading
205
206 ### Tier 2: Subgraphs (No Code)
207 Allow graphs to be used as nodes in other graphs:
208 - Save graph as `.lwgraph` file
209 - Expose selected ports as subgraph inputs/outputs
210 - Recursive execution
211
212 ### Tier 3: Expression Language (Lightweight Scripting)
213 Implement a simple expression evaluator for math/logic:
214 ```
215 output = lerp(inputA, inputB, sin(time * frequency))
216 ```
217 - Parse at load time
218 - Compile to delegate tree or bytecode
219 - Safe (no file system access, no reflection)
220
221 ### Tier 4: Pre-Built Extension Packs (Requires Rebuild)
222 For truly new node types requiring C#:
223 - Distribute as Unity packages
224 - Plugin architecture with `INodeImplementation`
225 - Could explore runtime assembly loading on desktop (Mono backend only)
226
227 ### Tier 5: External Process (Advanced)
228 For shader authoring:
229 - Companion app compiles shaders
230 - Output as AssetBundles
231 - Load at runtime via Addressables
232
233 ---
234
235 ## Shader Extensibility Deep Dive
236
237 This is the hardest problem. Options:
238
239 ### Option A: Pre-Compiled Shader Variants
240 - Ship many shader variants (color ops, blurs, distortions)
241 - Users parameterize existing shaders
242 - Limit: Can't create truly new effects
243
244 ### Option B: Shader Graph → AssetBundle Pipeline
245 - Users create in Unity Editor
246 - Export as AssetBundle
247 - Load at runtime
248 - Limit: Requires Unity Editor access
249
250 ### Option C: HLSL → SPIR-V → Runtime (Complex)
251 - Use external compiler (glslang, DXC)
252 - Generate SPIR-V or DXBC
253 - Load via native plugin
254 - Limit: Platform-specific, significant engineering
255
256 ### Option D: Compute Shader + Expression Language
257 - Generic compute shader framework
258 - Expression language generates compute kernel
259 - Most flexible pure-Unity solution
260 - Limit: Learning curve for users
261
262 **Recommendation:** Start with Option A + B. Option D as stretch goal.
263
264 ---
265
266 ## Performance Architecture
267
268 ### Execution Model
269
270 ```
271 Frame Tick:
272 1. Dirty propagation (mark affected nodes)
273 2. Topological sort (execution order)
274 3. Execute in order:
275 - Skip clean nodes with cached outputs
276 - Execute dirty nodes
277 - Cache outputs in pooled resources
278 4. Present final outputs
279 ```
280
281 ### Resource Management
282
283 ```csharp
284 public class RenderTexturePool
285 {
286 private Dictionary<RenderTextureDescriptor, Stack<RenderTexture>> pools;
287
288 public RenderTexture Acquire(int width, int height, RenderTextureFormat format);
289 public void Release(RenderTexture rt);
290 public void Cleanup(); // Called end of frame
291 }
292 ```
293
294 ### Threading Considerations
295 - Graph execution: Main thread (Unity API requirement)
296 - Data preparation: Job System where possible
297 - Heavy math: Burst-compiled jobs
298 - GPU work: Compute shaders, command buffers
299
300 ---
301
302 ## Migration Path from Current Code
303
304 ### Phase 1: Separate Data from View
305 1. Create pure data classes without View references
306 2. Move `[JsonIgnore]` view references to a separate lookup table
307 3. Implement proper serialization tests
308
309 ### Phase 2: Implement Node Registry
310 1. Create `INodeImplementation` interface
311 2. Move node logic from `BaseNode.Calculate()` to implementations
312 3. Register implementations in `NodeRegistry`
313
314 ### Phase 3: Add Subgraph Support
315 1. Graph-as-node implementation
316 2. Port exposure UI
317 3. Recursive execution handling
318
319 ### Phase 4: Resource Management
320 1. Implement pooling for RenderTextures
321 2. Add execution caching
322 3. Profile and optimize hot paths
323
324 ---
325
326 ## Open Questions for Discussion
327
328 1. **Undo/Redo Granularity** - Per-property or per-operation?
329 2. **Live Preview** - Always executing, or explicit "play" mode?
330 3. **Multi-Graph** - Multiple independent graphs, or always one root?
331 4. **Collaboration** - Any plans for multi-user editing?
332 5. **Target Platforms** - Desktop only, or mobile/WebGL?
333 6. **VFX Integration Depth** - Parameter binding only, or deeper integration?
334
335 ---
336
337 ## Summary
338
339 Unity is viable for Lightweaver if you:
340
341 1. **Separate data from runtime** - Pure C# data model, Unity-specific execution
342 2. **Use JSON for serialization** - System.Text.Json with type discriminators
343 3. **Accept extensibility tiers** - Not everything can be runtime-extensible
344 4. **Design for what Unity does well** - Rendering, VFX, cross-platform
345 5. **Plan escape hatches** - Native plugins, external tools for edge cases
346
347 The current codebase is a good foundation. The main refactoring needed is extracting the pure data model from the view-coupled implementation, which will enable clean serialization and flexible execution strategies.
348 C:\Users\tossr\Code\unity\lightweaver\Notes\DesignNotes.txt{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Notes\\DesignNotes.txt"
}1 UI Hierarchy:
2
3 MainWindowView #lightweaver-main-window
4 #lightweaver-top-bar
5 #canvas-container
6 NodeCanvasView #node-canvas-main-content
7 #node-canvas-container
8 #lightweaver-bottom-bar
9
10
11 NodeView margin 0, border 0, padding 2
12 main-container margin 1, border 1, padding 0
13 selection-border margin 1, border 2, padding 1
14
15 selection border not centered
16
17
18
19
20 For edge rendering:
21
22 Pan offset is not being applied
23 Edge OnGenerateVisualContent either needs:
24 - To be correct about canvas space transforms, or
25 - Be rendered in a scale independent way, then scaled via style transform?
26
27 zoom > 1 = translate up left for +/+ panOffset
28 zoom < 1 = translate down right for +/+ panOffset
29
30 // Helper method to convert panel space to canvas space
31 public Vector2 PanelToCanvas(Vector2 panelPosition)
32 {
33 // The content offset accounting for the position of the content element (top bar offset), as well as
34 // the zoom center being about 0,0 by default.
35 var worldSpaceContentOffset = new Vector2(
36 resolvedStyle.width / 2 + worldBound.x,
37 resolvedStyle.height / 2 + worldBound.y);
38
39 // Recenter to be about the new content space offset
40 var recenteredPosition = panelPosition - worldSpaceContentOffset;
41
42 // Subtract the pan offset and scale by zoom
43 var panOffsetPosition = (recenteredPosition - panOffset) / currentZoom;
44
45 // Re-offset by 1/2 width/height in panel space
46 var finalPosition = panOffset + new Vector2(resolvedStyle.width / 2, resolvedStyle.height / 2);
47
48
49 return finalPosition;
50 }
51
52 ============
53
54 Drag / drop manipulators
55 ====
56 - Want an expanded radius for "auto-connect" (see VFX graph)
57 - When close to a valid target port, creates a ghosted connection. Release from this position creates the connection
58 - Grey out invalid targets (eg, output => output)
59 - Drop on empty space => Node Creation dialog with valid choices preselected?
60
61 State
62 ====
63 - Command pattern Undo/Redo?
64 - Serialize to file?
65
66 Is MVC inevitable? Possibly. Separate state / control / presentation w/
67
68 - JSON serialization happening at data model level (Pure struct?)
69 - Behavior happening at the controller level
70 - UI handling view / user interaction / etc
71
72 But,
73 - Dev wants to just write a "HSVNode", which has fields / etc that get serialized, not a Controller + a data definition
74 - Implicitly combines the data w/ the functionality
75 - Tradeoff:
76 - Developer experience (write single node class with required data inferred) vs
77 - Implementation clarity (separate data & control, serialization is simplified as the pure data model object can be serialized straightforwardly)Now I'm moving through the remaining survey reports—UI, canopy, headless, and commands—while also reviewing the key sections of SplitDefinitions and SerializationArchitecture to understand the full picture.
I'm moving on to investigate the UI and canopy-corpus reports, the two biggest remaining unknowns.
C:\Users\tossr\Code\unity\lightweaver\AgentContext\survey\ui.md{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\AgentContext\\survey\\ui.md"
}1 # ui
2
3 ## Summary
4 The lightweaver UI layer is a small (~2000 LOC) but coherent runtime UIToolkit node editor: a model-first, event-driven binding pattern where a pure-C# CanvasState raises add/remove events that NodeCanvasManager wires to NodeCanvasView, which creates/destroys NodeView/PortView/EdgeView elements and tracks them in lookup dictionaries. Pan/zoom is implemented as style.translate/scale on an inner canvasContainer; all real coordinate math goes through worldBound/WorldToLocal plus delta-divided-by-zoom, while the two explicit PanelToCanvas/CanvasToPanel helpers are dead code and not mutual inverses. Edge rendering is a sophisticated three-element Painter2D system (middle segment behind nodes, per-node source/target stub overlays interleaved into the node layer) with type-colored gradients, alpha-fading stubs, and clamped ArcTo fillets, documented in the 2026-02-05 session notes. Selection supports click, shift/ctrl-click additive, and marquee box-select of both nodes and edges (with live pseudo-selection and Escape cancel), multi-node drag, and undo/redo via a command stack with Ctrl-Z/Y and Delete shortcuts through ShortcutKeyManager. There is no UI at all yet for node creation (hardcoded HSVNode test content in NodeCanvasManager.OnEnable), no save/load UI, no search palette, no groups/subgraphs, and the chrome (File label, status bar) is non-functional placeholder. Interaction state is a single enum field on NodeCanvasView, but edge-drag state actually lives in PortView capture handlers, and three singletons (MainWindowView.instance, NodeCanvasView.instance, NodeCanvasManager.instance) couple the layer together.
5
6 ## Details
7 # Lightweaver UI Layer — Deep Read
8
9 ## View hierarchy & bootstrap
10
11 **UXML** (`C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/LightweaverMainWindow.uxml`) is a one-liner: it instantiates `<Lightweaver.UI.MainWindowView/>` (line 9). All UI is built in C# constructors, not UXML — UXML is just the UIDocument entry point.
12
13 **Scene setup**: `Assets/Scenes/UITestScene.unity` has a GameObject with a `UIDocument` (sourceAsset = LightweaverMainWindow.uxml guid 9d9503b904beae5438c0902e81e54034; m_PanelSettings = `Assets/UI Toolkit/PanelSettings.asset` guid 36f353ca..., the Unity-default asset — NOT the first-party `Assets/Lightweaver/UI/PanelSettings/DefaultPanelSettings.asset`, which is unreferenced) and the `NodeCanvasManager` MonoBehaviour (guid 378762fb...) on the same GameObject.
14
15 **MainWindowView** (`Assets/Lightweaver/UI/Views/MainWindowView.cs:9-80`): `[UxmlElement]`, static `instance` (line 16). Builds: `topBar` (contains a Label "File", lines 31-41 — non-functional placeholder), `canvasContainer` (overflow hidden, lines 43-51) holding one `NodeCanvasView`, and `bottomBar` (Label "Load complete.", lines 55-64). Layout is partially manual: `UpdateCanvasClipping()` (line 69-74) sets `canvasContainer.style.height = windowHeight - topBarHeight - bottomBarHeight` on every `GeometryChangedEvent` rather than using flex-grow.
16
17 **NodeCanvasView** (`Assets/Lightweaver/UI/Views/NodeCanvasView.cs:15-718`): `[UxmlElement]`, static `instance` (line 17, set in ctor line 134). Internal hierarchy (ctor lines 57-135):
18 ```
19 NodeCanvasView ("node-canvas-main-content", focusable)
20 canvasContainer ("node-canvas-container", absolute 100%x100%) <- pan/zoom transform target
21 debugElement (Label showing panOffset/zoom — debug scaffolding, lines 72-85, updated in UpdateTransform:311)
22 edgeLayer (pickingMode=Ignore) <- EdgeView middle segments, BEHIND nodes
23 nodeLayer <- NodeViews + per-edge exit overlays interleaved
24 pseudoEdgeLayer (pickingMode=Ignore) <- PseudoEdgeView during drag only
25 ```
26
27 **NodeView** (`Assets/Lightweaver/UI/Views/NodeView.cs:10-142`): builds `node-main-container` > `node-top-bar` (title Label) / `node-content-container` (`node-left-bar`, `node-main-content`, `node-right-bar`) / `node-bottom-bar` — four IO bars for 4-sided ports (TouchDesigner-style). Adds `Draggable` manipulator (line 61) and an absolute `node-selection-border` overlay with `PickingMode.Ignore` (lines 63-68). Position applied as `style.left/top` from `System.Numerics.Vector2` model positions (`SetPosition`, lines 71-75).
28
29 **PortView** (`Assets/Lightweaver/UI/Views/PortView.cs:7-107`): plain VisualElement (no [UxmlElement]). 10x10px circle styled by USS; border color set from `TypeColors.GetPortColor` (lines 39-46, `Assets/Lightweaver/Data/TypeColors.cs:24-30` — first acceptedTypes entry keyed by string PortTypes ids: Texture=teal, Float=green, Int=yellow, Bool=red, default light gray).
30
31 ## Data-view binding pattern
32
33 Model-first, event-driven, one-directional with dictionary registries:
34 - `CanvasState` (`Assets/Lightweaver/Core/Data/CanvasState.cs:21-24`) raises `OnNodeAdded/OnNodeRemoved/OnEdgeAdded/OnEdgeRemoved`.
35 - `NodeCanvasManager.OnEnable` (`Assets/Lightweaver/UI/Managers/NodeCanvasManager.cs:41-44`) wires these to `NodeCanvasView.OnNodeAdded/...` handlers; unwired in OnDisable (lines 114-120).
36 - `NodeCanvasView.OnNodeAdded` (line 153) creates a NodeView, `Bind()`s it, adds to nodeLayer. `OnEdgeAdded` (line 167) creates EdgeView, registers in `edgeViews`, adds to edgeLayer, and calls `InsertExitOverlays` (lines 193-210) which inserts the edge's `SourceExitOverlay`/`TargetExitOverlay` as nodeLayer siblings immediately AFTER their respective NodeViews (stub renders above own node, below later nodes).
37 - Registries: `nodeViews`, `portViews`, `edgeViews` dictionaries (NodeCanvasView.cs:53-55) with Register/Unregister/Get accessors (lines 139-147).
38 - `NodeView.Bind` (NodeView.cs:105-124): sets title, creates PortViews per side from `nodeData.topPorts/leftPorts/rightPorts/bottomPorts` (AddPorts, lines 77-103), subscribes `nodeData.OnPositionChanged += SetPosition` and `OnSelectionChanged += SetSelected`, registers in canvas registry, and unsubscribes via `DetachFromPanelEvent` (lines 118-123). Same detach-cleanup pattern in PortView.Bind (33-36) and EdgeView.Bind (144-151).
39 - Asymmetry: NodeView/PortView self-register in their `Bind`; EdgeView is registered by NodeCanvasView (line 171).
40 - Model positions are `System.Numerics.Vector2` (pure-C#-core-friendly); UI converts at the boundary (NodeView.cs:71, Draggable.cs:150-159).
41
42 ## Coordinate transforms
43
44 - `PanelToCanvas` (NodeCanvasView.cs:249-260) and `CanvasToPanel` (262-265) exist but are **dead code** — zero call sites in the project — and they are **not mutual inverses** (PanelToCanvas re-centers around content midpoint and adds back half-size; CanvasToPanel omits those terms; CanvasToPanel also ignores that translate/scale apply to canvasContainer with scale pivot at its transform origin).
45 - Real coordinate handling sidesteps them: EdgeView/PseudoEdgeView use `referenceElement.WorldToLocal(portView.worldBound.center)` (EdgeView.cs:172-173, PseudoEdgeView.cs:61-62) so the pan/zoom transform is absorbed by the inverse world matrix; Draggable converts screen deltas with `screenDelta / zoom` (Draggable.cs:133-137); marquee hit-testing works entirely in panel/world space against `worldBound` (NodeCanvasView.cs:374) and `EdgePathPointsWorld()` (EdgeView.cs:195-213, which scales the 30px stub offset by zoom); port drop hit-test is `portView.worldBound.Contains(mousePosition)` (NodeCanvasView.cs:693).
46
47 ## Pan / zoom
48
49 - Middle-mouse pan: `OnMouseDown` button==2 sets `isPanning` + `InteractionState.Panning` + `CaptureMouse` (NodeCanvasView.cs:216-223); `OnMouseMove` adds raw panel-space mouse delta to `panOffset` (291-299).
50 - Wheel zoom about cursor (`WheelEvent`, 267-287): computes zoomCenter relative to content midpoint, an exponentialish delta (`zoomDelta *= Mathf.Pow(2, Mathf.Log(currentZoom))` — note `Mathf.Log` here is natural log, so this is `2^ln(z)`, an unusual curve, not `z` itself), clamps to [0.1, 4], then adjusts panOffset so the content point under the cursor stays fixed.
51 - `UpdateTransform` (307-315) applies `canvasContainer.style.translate = panOffset` and `style.scale = currentZoom` — single-transform-element approach; all children render in canvas space.
52
53 ## Edge rendering (Painter2D, post-overhaul per AgentContext/session-2026-02-05-edge-rendering-overhaul.md)
54
55 EdgeView (`Assets/Lightweaver/UI/Views/EdgeView.cs`) is three visual elements per edge:
56 1. **EdgeView itself** on edgeLayer (behind nodes): `OnGenerateVisualContent` (325-380) draws only the middle segment of a 4-point path (port center -> 30px exit stub -> entry stub -> port center; `ComputePathPoints` 168-185, exit direction from `PortSide` 156-166), trimmed by arc tangent lengths at both ends, stroked with a source-color-to-target-color `strokeGradient`. `--stroke-width` is a USS custom property (default 2, 4 on :hover, 3 when pseudo-selected — LightweaverNodes.uss:117-132).
57 2. **SourceExitOverlay** (created 58-59, drawn in `OnGenerateSourceExitContent` 382-424): port stub + `Painter2D.ArcTo` fillet, alpha gradient 0.4 at port fading to 1.0 at arc exit. Inserted into nodeLayer right after the source node.
58 3. **TargetExitOverlay** (61-62, `OnGenerateTargetExitContent` 426-478): mirror, alpha 1.0 -> 0.4.
59
60 Arc math: `ComputeArcRadius` (250-257) scales radius 4-30px above a turn-angle threshold (named ARC_ANGLE_THRESHOLD = PI/4 but the comment says "60 degrees" — actually 45°; PseudoEdgeView uses PI/3); `ClampArcRadius` (259-274) caps radius via `radius/tan(halfInterior)` tangent-length math so ArcTo never degenerates; `ComputeArcRadii` (276-306) budgets each corner at most half the middle segment and half each stub. Session notes (overhaul.md "Key Learnings") document the HTML-Canvas ArcTo semantics and why clamping is mandatory.
61
62 Edge hit-testing: `ContainsPoint` override (237-248) tests local point against capsule of width `strokeWidth*2` along the polyline (the element is full-canvas-sized via USS so picking works anywhere). Click selects via `OnPointerDown` (78-98) with shift/ctrl additive. Selection repaint goes through `edgeData.OnSelectionChanged -> SetSelected -> MarkDirtyRepaint` on all three elements (100-105); selected/pseudo-selected stroke is a flat highlight color (line 16, 360-363). Node movement triggers repaint via `GeometryChangedEvent` subscriptions on both endpoint NodeViews (137-140).
63
64 ## Edge dragging (post session-2026-02-05-edge-dragging.md)
65
66 PortView owns the pointer lifecycle with pointer capture (PortView.cs:48-88): PointerDown -> `NodeCanvasView.StartEdgeDrag(this, evt.position)`; Move -> `UpdateEdgeDrag`; Up -> `EndEdgeDrag`; PointerCaptureOut -> `CancelEdgeDrag`. NodeCanvasView implements the logic (553-715):
67 - `StartEdgeDrag` (555-586): sets `InteractionState.DraggingPort`. If dragging from a **connected input port**, it "picks up" the existing edge — removes its three visual elements and re-anchors the drag at the edge's output end (`disconnectedEdge`, lines 564-577). Creates a `PseudoEdgeView` on pseudoEdgeLayer anchored to the source PortView, then `FindAndHighlightValidTargets` (660-682) scans all ports of all nodes with `Port.CanConnectTo` and toggles `.valid-target` USS class (PortView.SetValidTarget 90-105 clears inline border colors with `StyleKeyword.Null` so the USS rule wins).
68 - `PseudoEdgeView` (`Assets/Lightweaver/UI/Views/PseudoEdgeView.cs`): same 4-point + clamped-ArcTo drawing, source-type color at 0.7 alpha; target stub adaptively points back toward the source (lines 70-74).
69 - `EndEdgeDrag` (596-641): finds drop port among validTargetPorts by worldBound, orients source/dest by direction, collects **displaced edges** (the picked-up edge plus any existing edges on the destination input) and executes a `CreateEdgeCommand(sourcePort, destPort, canvasState, displacedEdges)` through `CommandHistory` — so reconnection is a single undoable step. Dropping a picked-up edge on nothing/invalid executes `RemoveEdgeCommand` (disconnect-by-drag-off). `CancelEdgeDrag` (643-658) restores the picked-up edge's visuals.
70
71 ## Selection model
72
73 - Single click-select on nodes via `Draggable.HandleSelection` (Draggable.cs:88-107): shift/ctrl = additive; clicking an already-selected node without modifier keeps the multi-selection (so group drags work). Same pattern for edges in EdgeView.OnPointerDown.
74 - Marquee/box select: left-drag on empty canvas (`StartDragSelect` NodeCanvasView.cs:327-349 through `FinalizeDragSelect` 451-468). Live "pseudo-selected" preview classes on NodeViews (center-point containment, line 374-378) and EdgeViews (segment-vs-rect intersection via `SegmentIntersectsRect`/`SegmentsIntersect`/`Cross`/`OnSegment`, lines 506-551, against `EdgePathPointsWorld`). Escape cancels and restores prior selection (`CancelDragSelect` 470-489, OnKeyDown 317-325). Marquee is always additive-from-empty (it clears selection on start, line 341, and re-adds pseudo-selected at finalize); shift-marquee-extend is not implemented (original selection is only used by the cancel path).
75 - Selection truth lives in the model: `CanvasState.SelectNode/SelectEdge/DeselectNode/DeselectEdge/ClearSelection` (CanvasState.cs:58-115) with `node.isSelected` flags firing `OnSelectionChanged` to views. **No groups** exist anywhere.
76 - Multi-node drag: Draggable moves all `canvasState.SelectedNodes` when the grabbed node is part of a multi-selection (Draggable.cs:146-160), records original positions at drag start (109-126), and on pointer-up pushes a `MoveNodesCommand` with `executeNow: false` (170-177) so the move is undoable without re-applying.
77
78 ## Interaction state machine
79
80 `InteractionState` enum (`Assets/Lightweaver/UI/InteractionState.cs`): None, Panning, DraggingPort, DraggingNode, DragSelecting. It is a private field on NodeCanvasView (line 32), guarded at entry of pan/marquee/edge-drag starts (`if (interactionState != InteractionState.None) return`). However it is only partially authoritative: **DraggingNode is never set** — node dragging is governed entirely by Draggable's own `m_Active` + pointer capture, so the canvas cannot tell a node drag is in progress (mitigated only because Draggable stops propagation). Edge-drag mouse tracking similarly lives in PortView's `isDragging`, with NodeCanvasView's state set/cleared by Start/Cleanup. There is no central dispatcher; mutual exclusion relies on a mix of the enum, event StopPropagation, and pointer capture.
81
82 ## NodeCanvasManager bootstrap
83
84 `Assets/Lightweaver/UI/Managers/NodeCanvasManager.cs:26-64` (`OnEnable`): sets static `instance`; news up `CanvasState`, `CommandHistory`, `ShortcutKeyManager`; registers commands undo/redo/deleteSelected with CanExecute predicates (66-85) and default bindings Ctrl+Z / Ctrl+Shift+Z / Ctrl+Y / Delete / Backspace (87-94); grabs `GetComponent<UIDocument>().rootVisualElement`, finds the canvas with `_root.Q<NodeCanvasView>()`, wires the four CanvasState events, registers a root-level KeyDownEvent forwarded to `ShortcutKeyManager.HandleKeyDown` (`Assets/Lightweaver/Commands/ShortcutKeyManager.cs:129-149` — linear scan of (KeyCombo, commandId) bindings, Ctrl==Command on Mac). Then lines 48-63 build hardcoded test content: two `new HSVNode()`s, one TryConnect edge, and two `TestSerializer.Test(hsvNode)` round-trip clones. PanelSettings is not created in code — it is whatever the UIDocument has assigned in the scene (currently the stock `Assets/UI Toolkit/PanelSettings.asset`).
85
86 ShortcutKeyManager doc comments (lines 56-88) articulate the intended split: CommandDefinition = invokable action (keyboard/palette-facing), ICommand = undoable canvas mutation; "Save" is mentioned in comments but not implemented.
87
88 ## UI for creation / deletion / save-load / search palette
89
90 - **Node creation: none.** No context menu, no palette, no spacebar handler. Only the hardcoded HSVNodes in NodeCanvasManager.OnEnable. Grep for palette/search/spacebar/CreateNode across Assets/Lightweaver returns nothing UI-related.
91 - **Deletion: works** via Delete/Backspace -> `ExecuteDeleteSelected` -> `DeleteEntityCommand` (NodeCanvasManager.cs:96-105). No right-click menu.
92 - **Save/Load: none.** The "File" Label in the top bar has no handlers. Only `TestSerializer.Test` round-trips a single node in memory (System.Text.Json per CanvasState's `[JsonIgnore]` attributes); no file I/O, no canvas-level serialization entry point in the UI.
93 - **Search palette: none** (no code, no UXML, no bindings — spacebar is unbound).
94 - **Droppable** (`Assets/Lightweaver/UI/Manipulators/Droppable.cs`) is a vestigial 40-line stub (self-described "Very naive approach") with zero usages — superseded by the validTargetPorts hit-testing path.
95
96 ## USS / theming state
97
98 - `LightweaverCommon.uss`: a clean `:root` design-token block — color/spacing/font-size/transition CSS variables. Good foundation; tokens are only partially consumed (e.g. `--lightweaver-spacing-*` and `--lightweaver-font-size-*` appear unused; `--lightweaver-transition-speed` unused, transitions hardcode 0.15s).
99 - `LightweaverMain.uss`: minimal chrome — dark window background, 40px top/bottom bars.
100 - `LightweaverNodes.uss`: the most developed sheet — node container with rounded `node-main-container`, hover/selected/pseudo-selected border states on `node-selection-border` (border-width 1px/2px combos), 24px IO bars, animated ports (hover scale 1.25 + white border, 0.15s transitions), `.valid-target` highlight, `--stroke-width` custom props for edges/overlays/pseudo-edge, and `#selection-rect` (cornflower 0.2 alpha fill + primary border).
101 - Overall visual quality: functional dark-theme prototype, deliberately styled in places (ports, edge fades/fillets are polished), but: every view loads stylesheets via `Resources.Load` per-element-instance (MainWindowView.cs:26-27, NodeView.cs:26-29, PortView.cs:15-18, EdgeView.cs:38-41, PseudoEdgeView.cs:23-26, plus per-drag selectionRect loads at NodeCanvasView.cs:344) instead of once at the panel root; a debug overlay label ships in the canvas; the File menu and status bar are inert placeholders; no grid/background pattern, no minimap, no node icons/categories theming, no font assets.
102
103 ## Gaps
104 - No node-creation UI of any kind: no spacebar search palette, no right-click context menu, no toolbox. The only nodes are hardcoded HSVNode test instances in NodeCanvasManager.OnEnable (NodeCanvasManager.cs:48-63). Node creation is also not a command, so it would not be undoable today.
105 - No save/load: the top-bar 'File' Label (MainWindowView.cs:37-41) has no handlers; TestSerializer only round-trips a single node in memory; there is no CanvasState-level serialize/deserialize entry point wired to the UI, no file dialog, no JSON-on-disk path.
106 - No groups, no subgraphs, no reusable/exportable graph fragments — nothing in the data model or UI (CanvasState has only flat nodes/edges lists).
107 - Node creation/deletion via UI exists only for deletion (Delete/Backspace). No copy/paste, no duplicate, no select-all binding.
108 - InteractionState.DraggingNode is never set; Draggable (node drag) and PortView (edge drag pointer tracking) keep private state outside the canvas state machine, so the enum is not authoritative and concurrent-interaction guards depend on StopPropagation ordering.
109 - PanelToCanvas/CanvasToPanel (NodeCanvasView.cs:249-265) are unused dead code and are not mutual inverses; any future feature that needs an explicit panel->canvas mapping (e.g. spawning a node at the cursor from a palette) will hit this latent bug.
110 - Marquee select cannot extend an existing selection with shift (StartDragSelect unconditionally clears selection, NodeCanvasView.cs:341; originalSelected* lists are only used for Escape-cancel restore). There is also no click-on-empty-canvas deselect distinct from starting a marquee, and no toggle (ctrl-click deselect of an already-selected node).
111 - Undo/redo does not cover selection changes, node creation, or pan/zoom view state; MoveNodesCommand is only pushed if hasMoved, but a click that micro-moves under the 0.001 sqrMagnitude threshold per-frame can still accumulate movement without ever setting hasMoved=false correctly being the issue — conversely tiny real moves below threshold per event are applied to the model but may not be recorded (Draggable.cs:139-142 sets hasMoved per-delta, not cumulative).
112 - Every VisualElement instance loads StyleSheets via Resources.Load in its constructor (NodeView, PortView, EdgeView, PseudoEdgeView, selectionRect per drag) — redundant work and scattered styling; stylesheets should be added once at the panel/window root.
113 - Three static singletons (MainWindowView.instance, NodeCanvasView.instance, NodeCanvasManager.instance) assigned in constructors/OnEnable with no reset path — with the canopy-style 'Fast Enter Play Mode / domain reload disabled' workflow this project presumably also targets, stale statics will leak across play sessions (no [RuntimeInitializeOnLoadMethod] ResetStaticState anywhere in the UI layer).
114 - Single-canvas assumption throughout: registries, singletons, and CanvasState wiring support exactly one canvas; tabs/multiple open graphs (needed for subgraph editing) would require restructuring.
115 - FindAndHighlightValidTargets and marquee edge hit-testing are O(all ports / all edges) per drag event with no spatial indexing or culling; fine now, will not scale to large graphs (hundreds of nodes) typical of TouchDesigner-style use.
116 - Edge full-canvas overlays: each EdgeView and its two exit overlays are canvas-sized elements with custom ContainsPoint; every edge adds two extra elements interleaved in nodeLayer (InsertExitOverlays, NodeCanvasView.cs:193-210), and z-order maintenance on node reorder (e.g. bring-to-front on select, which is itself unimplemented) would invalidate the 'insert right after node' invariant.
117 - Droppable.cs is dead vestigial code; debug overlay Label ships inside the canvas (NodeCanvasView.cs:72-85); ARC_ANGLE_THRESHOLD comment says 60 degrees but value is PI/4 (45) in EdgeView.cs:18 while PseudoEdgeView uses PI/3 — inconsistent constants duplicated across the two files along with ~100 lines of copy-pasted arc math.
118 - No keyboard navigation/focus model beyond canvas focus for shortcuts; no zoom-to-fit, no home/frame-selection, no minimap, no grid background or snap.
119 - No tests for the UI layer (only SerializationTests for the data layer); the interaction logic (drag select math, edge drag displacement rules) is embedded in VisualElements rather than the testable pure-C# core.
120
121 ## Risks
122 - Singleton coupling as the binding backbone: NodeView/PortView/EdgeView all reach into NodeCanvasView.instance and NodeCanvasManager.instance inside Bind/event handlers. This blocks multi-canvas (subgraphs are a stated target), makes the views untestable without a live panel, and creates init-order fragility (NodeCanvasView.instance is set in its constructor; any view bound before the canvas exists silently fails the null-conditional registry calls).
123 - Interaction-state fragmentation: mutual exclusion between pan/marquee/node-drag/edge-drag depends on a partially-maintained enum plus StopPropagation plus three separate pointer-capture owners (canvas mouse capture, Draggable pointer capture, PortView pointer capture). Adding the search palette, group drag, or edge re-routing will multiply edge cases; consolidating into a single state machine (or manipulator stack) that owns capture should happen before more interactions are added.
124 - Coordinate-space debt: the working code avoids explicit transforms by leaning on worldBound/WorldToLocal, which only works because everything is queried inside the transformed subtree. The dead, non-inverse PanelToCanvas/CanvasToPanel pair will be needed the moment a palette spawns nodes at a cursor position or paste-at-mouse is implemented — fix or replace them with this.WorldToLocal-based helpers before building those features.
125 - Selection and view-model truth is split: isSelected lives on model objects (good for serialization risk — it is not [JsonIgnore]d on BaseNode/Edge as far as the UI layer shows, check Core), but selection lists live in CanvasState and pseudo-selection lives only in the view. Undo does not capture selection, and DeleteEntityCommand/CreateEdgeCommand already manipulate view hierarchy directly per the session notes (commands reaching into UI overlays), eroding the framework/UI separation the project explicitly wants — commands should mutate only model state and let CanvasState events drive views.
126 - Per-edge triple-element rendering with z-order-by-insertion is clever but brittle: the 'exit overlay inserted right after its node' invariant must be re-established on any node reorder, node deletion mid-drag, or future bring-to-front behavior, and three full-canvas generateVisualContent elements per edge will hurt batching/repaint cost on large graphs. Consider a single edge layer with per-node stencil/clip or accepting stubs-under-nodes before the graph count grows.
127 - Resources.Load-per-element styling and constructor-built UI means theming changes require code edits and each element pays stylesheet-resolution cost; consolidating stylesheets at the root and moving static structure to UXML/USS now is much cheaper than after dozens of node types exist.
128 - Domain-reload-disabled play mode (the workflow used in the sibling canopy-unity project) plus constructor-assigned statics and event subscriptions wired in OnEnable is a latent leak/staleness source; establish the ResetStaticState pattern in lightweaver before the static surface grows.
129 - The data layer leaks UnityEngine types at the edges (TypeColors returns UnityEngine.Color and lives in Lightweaver.Data; KeyCombo wraps UnityEngine KeyCode/KeyDownEvent in Lightweaver.Commands), while node positions use System.Numerics — the pure-C#-testable-core boundary is inconsistent and worth drawing explicitly (e.g. keep Lightweaver.Data Unity-free, move TypeColors into UI) before more code accretes on the wrong side.Now looking at the canopy report...
C:\Users\tossr\Code\unity\lightweaver\AgentContext\survey\canopy.md{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\AgentContext\\survey\\canopy.md"
}1 # canopy
2
3 ## Summary
4 The canopy-unity node corpus lives under C:/Users/tossr/Code/unity/canopy-unity/Assets/Scripts/TextureSynthesis/ with ~60 concrete [Node]-attributed classes over an IMGUI NodeEditorFramework fork in Assets/Plugins/Node_Editor/. All nodes derive from TextureSynthNode (DoInit/DoCalc lifecycle, knob-or-slider GUI helpers), with TickingNode (per-frame re-tick via TickingNodeManager), SignalNode (sparkline-instrumented float-channel nodes) and a mostly-dead PatternNode base. Texture nodes follow a uniform pattern: declare ports via [ValueConnectionKnob] attributes, lazily (re)allocate an enableRandomWrite RenderTexture on input-size change, load a .compute from Resources/NodeShaders/, and dispatch ceil(w/16)xceil(h/16) in DoCalc. Roughly 45 nodes are GENERIC framework-worthy (all of Filter/, nearly all of Signal/, Audio/, Texture/, most Pattern/) and ~15 are PROJECT-SPECIFIC (Canopy hardware, Artnet/DMX/PixLite, Conjurer, game novelties, scene-coupled VFX). A TOP-15 port list (PeriodicSignal, TimeSeconds, DomainWarp, HSV, Pan, CropTileScale, Merge, ChromaKey, TextureMux, SparkTrace-feedback, audio spectrum/band, MIDI CC, DynMathExpr, SignalToEvent+TriggeredTransition, FullscreenPreview) yields a complete interesting patch: noise source -> warp/color/pan -> mix -> preview, modulated by LFO/audio/MIDI.
5
6 ## Details
7 ## Base classes and lifecycle
8
9 ### Framework core (IMGUI NodeEditorFramework fork)
10 - `NodeEditorFramework.Node` — C:/Users/tossr/Code/unity/canopy-unity/Assets/Plugins/Node_Editor/Framework/Core/Node.cs. ScriptableObject-derived. `public virtual bool Calculate()` at Node.cs:146 (pull/topo evaluation driven by NodeCanvasTraversal.cs). Static ports are declared declaratively: reflection over `[ValueConnectionKnob(...)]`-attributed public `ValueConnectionKnob` fields (ConnectionPortManager.cs); dynamic ports via `CreateValueConnectionKnob(ValueConnectionKnobAttribute)` at Node.cs:579 into the `dynamicConnectionPorts` list. Knob attribute (ValueConnectionKnob.cs:154) takes (name, Direction.In/Out, typeof(T) or style string like "Float", optional NodeSide + position). Values flow via `knob.SetValue<T>(v)` / `knob.GetValue<T>()` / `knob.connected()`. Save system is XML + ScriptableObject (Assets/Plugins/Node_Editor/Framework/SaveSystem/ImportExportManager.cs, NodeEditorSaveManager.cs) — node state = public serializable fields (see "XML serialization gods" comment, TextureSynthNodes.cs:16).
11
12 ### Project base classes
13 - `TextureSynthNode : Node` — C:/Users/tossr/Code/unity/canopy-unity/Assets/Scripts/TextureSynthesis/Nodes/TextureSynthNodes.cs:70. Core lifecycle: `Awake()` (74) calls `TryInit()` when playing; `Calculate()` (98) gates on `initialized` and delegates to virtual `DoCalc()`/`DoInit()` (103-104). NOTE (confirmed by project memory): Awake/DoInit fires before [ValueConnectionKnob] fields are populated — nodes must not cache knob refs in DoInit. Provides the param-as-port GUI helpers that define the corpus's signature pattern: `FloatKnobOrSlider` (125), `FloatKnobOrField` (146), `IntKnobOrSlider` (189), `EventKnobOrButton[Exclusive]` (203/212), `RadioButtons*` (221-268) — each scalar param is simultaneously an input port (used when `knob.connected()`) and a local serialized field edited by slider/field. `RadioButtonSet` (10-68) is the serializable enum-select widget. Also `GraphProvider` (276-390): compute-shader signal grapher (Resources/NodeShaders/GraphView.compute).
14 - `TickingNode : TextureSynthNode` — TextureSynthNodes.cs:271, empty marker class. Driven by `TickingNodeManager` (C:/Users/tossr/Code/unity/canopy-unity/Assets/Scripts/TextureSynthesis/Components/TickingNodeManager.cs:34-52): every frame (targetFPS=144) it calls `node.ClearCalculation()` on all TickingNodes then `RTCanvasCalculator.ContinueCalculation(node)` per node — a push-tick layered on the framework's pull evaluation.
15 - `SignalNode : TickingNode` — C:/Users/tossr/Code/unity/canopy-unity/Assets/Scripts/TextureSynthesis/Nodes/Signal/SignalNode.cs:8. Abstract `GetSignalChannels()` (20) returns (outputKnob, getValue, label, color) descriptors; base renders per-channel sparklines: CPU ring buffer captured at 30 Hz (CaptureSamples, 210), uploaded to ComputeBuffer and drawn into a per-channel RenderTexture by SparklineRenderer (Nodes/Signal/SparklineRenderer.cs + Resources/NodeShaders/Sparkline.shader) during the Update phase (never during IMGUI). Overrides `AutoLayout => true` (110) and computes DefaultSize/MinSize from channel rows. GPU resources released in OnDestroy (340).
16 - `PatternNode : TickingNode` — Nodes/Pattern/PatternNode.cs:8. Intended shared base for generator patterns (single Texture out, BindAndExecute dispatch helper at 60-69) but effectively dead: its Resources path is malformed (`"PatternShaders/{0}Pattern}"`, PatternNode.cs:27 — stray brace, wrong folder) and concrete patterns all subclass TickingNode directly and duplicate the boilerplate.
17 - `DynamicPatternNode : TickingNode` — Nodes/Pattern/DynamicPatternNode.cs (abstract, dynamic input knobs; only used by ShaderGraphTestPatternNode).
18 - Editor codegen for the boilerplate exists: C:/Users/tossr/Code/unity/canopy-unity/Assets/Scripts/Editor/NodeWizard.cs (generates node class + compute shader).
19
20 ### Canonical texture-node DoCalc pattern (e.g. HSVNode, Nodes/Filter/HSVNode.cs:72-118)
21 1. `tex = textureInputKnob.GetValue<Texture>()`; if unconnected/null: Release output RT, `outputKnob.ResetValue()`, return.
22 2. If input size != cached `outputSize`: re-create RenderTexture with `enableRandomWrite = true` (InitializeRenderTexture, HSVNode.cs:49-58).
23 3. For each scalar knob: `val = knob.connected() ? knob.GetValue<float>() : localField`.
24 4. Bind uniforms + textures, `Dispatch(kernel, ceil(w/16), ceil(h/16), 1)` (HSVNode.cs:110-112; PatternNode.BindAndExecute queries GetKernelThreadGroupSizes instead, PatternNode.cs:64-67).
25 5. `textureOutputKnob.SetValue(outputTex)`.
26
27 ### GUI pattern
28 Override `NodeGUI()`: IMGUI GUILayout + `RTEditorGUI` widgets, `knob.DisplayLayout()` to place a port next to its row (or `knob.SetPosition()`), ending with `if (GUI.changed) NodeEditor.curNodeCanvas.OnNodeChange(this);`. Known hazard (memory + PeriodicSignalNode.cs:98-101 comment): vertical GUILayout.FlexibleSpace inside an AutoLayout node grows the node unboundedly.
29
30 ### Compute shaders
31 All in C:/Users/tossr/Code/unity/canopy-unity/Assets/Scripts/TextureSynthesis/Resources/NodeShaders/*.compute (a Resources folder so runtime-loadable). Loaded in DoInit via `Resources.Load<ComputeShader>("NodeShaders/<Name>")` + `FindKernel` (kernel naming conventions: "PatternKernel", "CSMain", or per-pass names like FluidSim's 12 kernels, FluidSimNode.cs DoInit). ~35 .compute files, one (or one shared) per node.
32
33 ## Node inventory (folder/category = subfolder of Assets/Scripts/TextureSynthesis/Nodes/)
34 Port shorthand: Tex=Texture, f=float, i=int, b=bool, v2/v4=Vector2/4, f[]=float[], dyn=dynamic ports. Impl: CS=compute shader, C#=pure C#, Scene=scene-object/camera dependent.
35
36 ### Audio/ (all GENERIC)
37 | Node | Purpose | In -> Out | Impl |
38 |---|---|---|---|
39 | AudioSpectrumNode (Audio/AudioSpectrumNode.cs) | Unity AudioListener FFT spectrum | -> f[] | C# |
40 | BandAvgNode (BandAvgNode.cs) | Average a spectrum band to one signal | f[] -> f | C# (SignalNode) |
41 | LaspAudioSpectrumNode (LaspAudioSpectrumNode.cs) | LASP realtime spectrum + normalized audio level | -> f[] spectrum, f audioLevel | C# (depends on Components/LASPAudioManager.cs + embedded keijiro LASP pkg) |
42 | MelFilterbankNode (MelFilterbankNode.cs) | Mel-scale filterbank | f[] spectrum, f sampleRate -> f[] | C# |
43 | SystemAudioSpectrumNode (SystemAudioSpectrumNode.cs) | System-loopback spectrum w/ attack/release | f attackTau, f releaseTau -> f[] spectrum, f sampleRate | C# |
44
45 ### Canopy/ (PROJECT-SPECIFIC)
46 - CanopyNode (Canopy/CanopyNode.cs) — projects tex onto canopy cone geometry; Tex->Tex; CS (CanopyMain.compute) + scene Light via GameObject.Find("Canopy").
47 - CanopySimulationNode (Canopy/CanopySimulationNode.cs) — 3D LED-installation sim view via scene camera; Scene.
48
49 ### Conjurer/ + Conjurer pattern (PROJECT-SPECIFIC)
50 - ConjurerControllerNode (Conjurer/ConjurerControllerNode.cs) — drives external Conjurer app via API, dyn float ins.
51 - ConjurerInputNode (Pattern/ConjurerInputNode.cs) — texture feed from Conjurer; Tex out.
52
53 ### Filter/ (all GENERIC — the heart of the port)
54 | Node | Purpose | In -> Out | Impl |
55 |---|---|---|---|
56 | ChromaKeyNode (ChromaKeyNode.cs) | Color-key transparency | Tex, v4 keyColor, f sensitivity -> Tex | CS ChromaKeyFilter.compute |
57 | CropNode "CropTileScale" (CropNode.cs) | Crop/scale/tile/mirror to target size | Tex, f Width, f Height -> Tex | CS CropScaleTileFilter.compute (Tile/Mirror/CropScale kernels) |
58 | DepolarizeNode (DepolarizeNode.cs) | Polar->cartesian unwrap | Tex -> Tex | CS DepolarizeFilter.compute |
59 | FlattenNode (FlattenNode.cs) | Flatten/normalize channels | Tex -> Tex | CS FlattenFilter.compute |
60 | GradientFilterNode (GradientFilterNode.cs) | Map luminance into hue gradient | Tex, f startHue, f endHue, f offset -> Tex | CS GradientFilter.compute |
61 | HSVNode (HSVNode.cs) | HSV shift | Tex, f H, f S, f V -> Tex | CS HSVFilter.compute |
62 | KaleidoscopeNode (KaleidoscopeNode.cs) | Radial mirror segments | Tex, i segments -> Tex | CS KaleidoscopeFilter.compute |
63 | MergeNode (MergeNode.cs) | N-layer blend: Simple crossfade or ordered Layers w/ per-layer opacity ports | dyn Tex x8, dyn f opacities -> Tex | CS MergeFilter.compute (LayerKernel/FadeKernel) |
64 | PanNode "Pan/Offset" (PanNode.cs) | Accumulating pan by x/y pos, x/y speed, or speed/angle; mirror/repeat/clamp, point/bilinear | Tex, f Speed, f Angle, b Reset -> Tex | CS PanFilter.compute (6 kernels), TickingNode (stateful offset) |
65 | PolarizeNode (PolarizeNode.cs) | Cartesian->polar | Tex -> Tex | CS PolarizeFilter.compute |
66 | StepNode (StepNode.cs) | Threshold/step | Tex, f Min, f Max -> Tex | CS StepFilter.compute |
67 | TargetHueFilterNode (TargetHueNode.cs) | Analyze dominant hue, shift to target | Tex, f hue -> Tex | CS TargetHueFilter.compute (analyze+apply kernels) |
68 | TextureMuxNode (TextureMuxNode.cs) | Switch/crossfade among dyn texture inputs on bool control / autoplay | dyn Tex, b control, b autoplay -> Tex | CS TexMuxFade.compute |
69 | TransposeNode (TransposeNode.cs) | Swap X/Y | Tex -> Tex | CS TransposeFilter.compute |
70 | GameOfLifeNode (file Pattern/GameOfLifeNode.cs, menu "Filter/GameOfLife") | Conway GoL step on input state | Tex gameState -> Tex | CS GameOfLifePattern.compute |
71
72 ### MIDI/
73 - MinisControlNode (MIDI/MinisControlNode.cs) — bind one MIDI CC -> float w/ optional rescale (dyn min/max ports); SignalNode; C# via Components/MidiDeviceManager.cs + embedded Minis pkg. GENERIC.
74 - MinisControlArrayNode (MIDI/MinisControlArrayNode.cs) — bank of CC bindings -> dyn float outs with min/max. GENERIC.
75 - OddballControlNode (MIDI/OddballControlNode.cs) — Oddball MIDI ball: 10 float outs (Move/Spin/FreeFall/orient/Energy/Tap/Shake/Twist); SignalNode. Device-specific: PROJECT-SPECIFIC (but a good template for multi-channel SignalNode).
76 - DroneFilterMidiOutputNode (MIDI/DroneFilterMidiOutput.cs) — samples Tex, emits MIDI out via RtMidi (MidiOutPort.cs/MidiProbe.cs helpers). PROJECT-SPECIFIC.
77
78 ### Outputs/
79 - FullscreenTextureNode (Outputs/FullscreenTextureNode.cs) — display Tex fullscreen on a display via FullscreenOutput singleton; Tex in. GENERIC concept (output/preview), scene-coupled impl.
80 - SpoutOutputNode (Outputs/SpoutOutputNode.cs) — Spout share-out via KlakSpout prefab; Tex in. GENERIC (Windows interop).
81 - CanopyArtnetNode (Outputs/CanopyArtnetNode.cs) — Tex -> Artnet/DMX for canopy LEDs via GameObject.Find("DMXController"). PROJECT-SPECIFIC.
82 - SectorNode (Outputs/SectorNode.cs) — DMX sector output. PROJECT-SPECIFIC.
83
84 ### Pattern/ (generators)
85 GENERIC, compute-shader sources (all `-> Tex` with float/int param ins as listed):
86 - AnalogSynthNode (AnalogSynthNode.cs) — video-synth oscillator bars; f Period, f Phase; SynthPattern.compute.
87 - ConcentricCirclesNode (ConcentricCirclesNode.cs) — triggered expanding rings; b ManualTrigger; ConcentricCirclesPattern.compute (+ClearKernel).
88 - ContinuousWaveNode (ContinuousWaveNode.cs) — interference waves; ContinuousWavePattern.compute.
89 - DomainWarpNode (DomainWarpNode.cs) — fBm domain-warped noise; f timeMultiplier, f H, i octaves; DomainWarpPattern.compute. **The corpus's noise generator.**
90 - DropsNode (DropsNode.cs) — random drops w/ fade; i Interval, f Fade; DropsPattern.compute.
91 - FirefliesPatternNode (FirefliesPatternNode.cs, class `jptestNode`!) — fireflies w/ trails; b jitter, i count, f trail; FirefliesPattern.compute (+FadeKernel).
92 - FluidSimNode (FluidSimNode.cs, 465 lines) — Euler fluid sim w/ vorticity confinement; Tex velocityIn, Tex dyeIn, 5 floats, 4 bools (Run/Reset/ApplyForce/ApplyDye); EulerFluidSimPattern.compute, 12 kernels, 7 persistent RTs (lines 82-118) — flagship stateful/feedback node.
93 - FractalNode (FractalNode.cs) — Julia set; i maxIterations, i order, f bias/radius/zoom, v2 offset; FractalPattern.compute.
94 - GyroidNode (GyroidNode.cs) — gyroid slices; f z/xScale/yScale; BUG: loads VoronoiPattern instead of GyroidPattern (GyroidNode.cs:71) though GyroidPattern.compute exists.
95 - LogSpiralsNode (LogSpiralsNode.cs) — log spirals, 12+ float params; LogSpiralsPattern.compute; BUG: duplicate "spiralTightness" knob declared at lines 55 and 63.
96 - ReactionDiffusion (ReactionDiffusionNode.cs) — Gray-Scott RD; Tex aIn/bIn, f feed/kill/diffusion x2/time; ReactionDiffusionPattern.compute.
97 - SparkTracePattern (SparkTracePattern.cs) — feedback/trail: pans accumulated buffer composited with input; Tex In, f Speed, f Angle; reuses PanFilter.compute kernels. **Best existing feedback example.**
98 - SpectrumVisualizerNode (SpectrumVisualizerNode.cs) — f[] spectrum -> bar texture; SpectrumVisualizerFilter.compute.
99 - SuperformulaNode (SuperformulaNode.cs) — superformula shapes; f a,b,m1,m2,n1,n2,n3; SuperformulaPattern.compute.
100 - VoronoiNode (VoronoiNode.cs) — animated Voronoi cells; f Speed/GravityForce/RepulsionForce; VoronoiPattern.compute.
101 - VortexGeneratorNode (VortexGeneratorNode.cs) — vortex swirl; f Offset, f Turbulence intensity/scale; VortexGeneratorPattern.compute.
102 - ColorPickerNode (ColorPickerNode.cs) — f c0,c1,c2 -> v4 color; pure C#; GENERIC.
103
104 PROJECT-SPECIFIC / scene-coupled / novelty in Pattern/:
105 - AugustNodeNode (AugustNodeNode.cs) — one-off collaborator art filter (AugustNodeFilter.compute).
106 - BasicParticleNode, ImplosionNode, VFXGraphNode, VFXCamAgentSystemNode — Unity ParticleSystem/VFXGraph rendered by a scene camera to RT (GetComponentsInChildren on instantiated scene prefabs); generic concept, heavily scene-coupled.
107 - ChessNode (+ChessEngine.cs), SpaceshipGameNode, SpaceshipGamePlayerNode (custom port type `SpaceshipGamePlayerData`) — playable-game novelties.
108 - ChristmasTreeNode — seasonal (reuses VortexGeneratorPattern.compute — possibly intentional, possibly copy-paste).
109 - PixLiteNode, PixelLocationFinderNode — LED controller config / DMX pixel mapping; hardware.
110 - ShaderGraphTestPatternNode, StripTestNode — test scaffolding.
111
112 ### Signal/ (all GENERIC except noted; all pure C#)
113 | Node | Purpose | In -> Out |
114 |---|---|---|
115 | PeriodicSignalNode (PeriodicSignalNode.cs) | LFO: sine/square/saw/rev-saw/triangle/expspike/hemi; amplitude or min-max mode; phase-continuity on period change (lines 194-202) | f Period, f Amplitude, f Phase -> f |
116 | TimeSecondsNode (TimeSecondsNode.cs) | Emits Time.time | -> f |
117 | SignalToEventNode (SignalToEventNode.cs) | Threshold crossing -> event pulse | f signal, f threshold -> b |
118 | TriggeredTransitionNode (TriggeredTransitionNode.cs) | On trigger, animate start->end (envelope) | b trigger, f start, f end -> f |
119 | SignalLatchNode (SignalLatchNode.cs) | Latch value on control | b latch, f signal, f sensitivity -> f |
120 | SignalLooperNode (SignalLooperNode.cs) | Record/loop signal w/ FM | f in, f freqMod, b control -> f |
121 | SignalMuxNode (SignalMuxNode.cs) | Select among dyn signal inputs | b control, dyn f -> f |
122 | SignalDerivativeNode (SignalDerivativeNode.cs) | d/dt with attack/release smoothing | f in, f attackTau, f releaseTau -> f |
123 | DynamicMathExprNode (DynamicMathExprNode.cs) | Parse math expression, auto-create input knob per variable | dyn f -> f |
124 | MathExprNode (MathExprNode.cs) | Obsolete fixed a/b/c expr ("ZZObsoleteMathExpr") — skip | f a,b,c -> f |
125 | BeatDetectorNode (BeatDetectorNode.cs) | Beat detect from level signal | f -> b |
126 | KeySignalNode (KeySignalNode.cs) | Keyboard key -> signal/edges | -> f, b pressed/held/released |
127 | GamepadStickInputNode (GamepadStickInputNode.cs) | Stick axes | -> v2, f x, f y |
128 | GamepadFullControllerNode (GamepadFullControllerNode.cs) | Full pad: 2x v2, 2x f triggers, 14x b buttons | -> many |
129 | VectorDecomposerNode (VectorDecomposer.cs) | v2 -> components | v2 -> f x, f y |
130 | SignalGraphNode (SignalGraphNode.cs) | Scope: graph signal history to texture | f -> Tex (GraphView.compute) |
131 | ApiNode (APINode.cs) | Poll HTTP endpoint, dyn float outs from response | f PollHZ, string Endpoint -> dyn f |
132 Non-nodes: SparklineRenderer.cs, SparklineTrace.cs (sparkline infra), StadiaGamepadHID.cs (InputSystem layout).
133
134 ### Texture/ (GENERIC)
135 - AnimatedNode (Texture/AnimatedNode.cs) — video playback via VideoPlayer/VideoManager scene singleton; -> Tex.
136 - TextureBankNode (Texture/TextureBankNode.cs) — bank of static textures, dyn Tex outs.
137
138 ## Port type vocabulary observed
139 Texture (RenderTexture passed by reference), float (the "signal"), int, bool (event/level), Vector2, Vector4 (color), float[] (spectrum, passed by array reference), string, one custom class (SpaceshipGamePlayerData). Style-string typing ("Float") and typeof() coexist.
140
141 ## TOP-15 generic nodes to port first (priority order, with absolute paths)
142 1. **PeriodicSignalNode** (LFO) — .../Nodes/Signal/PeriodicSignalNode.cs — pure C#, zero deps, instantly makes everything move. Port the phase-continuity logic.
143 2. **TimeSecondsNode** — .../Nodes/Signal/TimeSecondsNode.cs — trivial time source; do it first as the framework hello-world.
144 3. **DomainWarpNode** (noise source) — .../Nodes/Pattern/DomainWarpNode.cs + Resources/NodeShaders/DomainWarpPattern.compute — best-looking self-contained generator.
145 4. **HSVNode** — .../Nodes/Filter/HSVNode.cs + HSVFilter.compute — canonical 1-in-1-out filter; the template for all texture filters.
146 5. **PanNode** (Pan/Offset) — .../Nodes/Filter/PanNode.cs + PanFilter.compute — stateful ticking filter w/ sample-mode kernels.
147 6. **CropNode** (CropTileScale) — .../Nodes/Filter/CropNode.cs + CropScaleTileFilter.compute — resolution adapter; needed everywhere.
148 7. **MergeNode** (mix/blend) — .../Nodes/Filter/MergeNode.cs + MergeFilter.compute — dynamic-port stress test; port Simple mode first.
149 8. **ChromaKeyNode** — .../Nodes/Filter/ChromaKeyNode.cs + ChromaKeyFilter.compute — easy, includes Vector4 color port.
150 9. **Output/Preview node** — base on .../Nodes/Outputs/FullscreenTextureNode.cs (+ Components/UI/FullscreenOutput.cs) but redesign: in lightweaver every node should have an inline preview; a dedicated Display/Spout out (Outputs/SpoutOutputNode.cs) follows.
151 10. **SparkTracePattern as a generalized Feedback node** — .../Nodes/Pattern/SparkTracePattern.cs — decay+offset accumulation buffer; consider folding TexMuxFade-style fade in.
152 11. **LaspAudioSpectrumNode + BandAvgNode** (audio level) — .../Nodes/Audio/LaspAudioSpectrumNode.cs, BandAvgNode.cs — requires porting LASPAudioManager (Components/LASPAudioManager.cs) and the embedded LASP package; SystemAudioSpectrumNode (.../Audio/SystemAudioSpectrumNode.cs) is the loopback alternative.
153 12. **MinisControlNode** (MIDI CC) — .../Nodes/MIDI/MinisControlNode.cs — requires Components/MidiDeviceManager.cs (bind-mode flow is good UX worth keeping) + Minis package.
154 13. **DynamicMathExprNode** — .../Nodes/Signal/DynamicMathExprNode.cs — covers all scalar math ops with one node; pure C# and unit-testable.
155 14. **SignalToEventNode + TriggeredTransitionNode** — .../Nodes/Signal/SignalToEventNode.cs, TriggeredTransitionNode.cs — event plumbing + envelope; tiny, pure C#.
156 15. **KaleidoscopeNode + VoronoiNode** (second filter + second source for variety) — .../Nodes/Filter/KaleidoscopeNode.cs + .../Nodes/Pattern/VoronoiNode.cs.
157
158 Port the SignalNode sparkline system (.../Nodes/Signal/SignalNode.cs, SparklineRenderer.cs, Sparkline.shader) as a framework-level feature early — it is the single biggest UX differentiator and every signal node depends on it.
159
160 ## Gaps
161 - PatternNode base class is broken/dead (malformed Resources path 'PatternShaders/{0}Pattern}' at Nodes/Pattern/PatternNode.cs:27); every concrete generator duplicates RT-allocation + dispatch boilerplate (~25 copies of InitializeRenderTexture). Lightweaver needs a real TextureNode base with centralized RT lifecycle/pooling.
162 - GyroidNode loads the wrong compute shader (VoronoiPattern instead of GyroidPattern, Nodes/Pattern/GyroidNode.cs:71) — fix or drop when porting.
163 - LogSpiralsNode declares a duplicate 'spiralTightness' knob (Nodes/Pattern/LogSpiralsNode.cs:55 and :63).
164 - FirefliesPatternNode class is named 'jptestNode' (Nodes/Pattern/FirefliesPatternNode.cs) — class/file/menu mismatch shows there is no naming enforcement.
165 - No undo/redo anywhere: NodeGUI mutates public fields directly and signals only via GUI.changed -> OnNodeChange; param edits, port creation, and RadioButtonSet selection are all uncommanded state mutations — lightweaver's command/undo layer must wrap every one of these mutation classes (param set, dynamic port add/remove, bind/unbind).
166 - Serialization is XML + ScriptableObject (Assets/Plugins/Node_Editor/Framework/SaveSystem/) over arbitrary public fields; dynamic ports are reconstructed and then indexed positionally (e.g. MinisControlNode.cs:160-161 uses dynamicConnectionPorts[0]/[1]) — fragile for JSON round-trip; lightweaver needs named/keyed dynamic ports.
167 - Time is read ad hoc (Time.time inside PeriodicSignalNode.DoCalc, TimeSecondsNode.DoCalc) — no injected clock, so the pure-C#-testable-core goal requires a frame-context (time, dt) passed into evaluation.
168 - Hidden scene-singleton dependencies via GameObject.Find / static instances: VideoManager, DMXController, FullscreenOutput, LASPAudioManager, MidiDeviceManager, TickingNodeManager — no service abstraction; ports of audio/MIDI/video nodes need an explicit device-service layer.
169 - Evaluation model is a hybrid: pull-based Calculate + per-frame ClearCalculation/ContinueCalculation per ticking node (TickingNodeManager.cs:34-52), which can re-walk shared downstream subgraphs once per ticking source per frame — no single-pass dirty/topo scheduler.
170 - Inconsistent RT settings: some nodes allocate 24-bit depth buffers for pure compute targets (HSVNode.cs:55, PanNode.cs:78) vs 0 elsewhere; no shared format policy (FluidSim needs ARGBFloat).
171 - Resource cleanup is inconsistent: only some nodes Release() RTs / implement OnDestroy; ComputeBuffers and RTs can leak on node deletion.
172 - Type system is stringly in places (knob style 'Float' vs typeof(float)); float[] ports share mutable arrays by reference; events are bools with per-node edge-detection conventions — lightweaver should define explicit Signal/Event/Spectrum port types.
173 - No node search palette, groups, or subgraphs exist in the current framework to reference — these are greenfield in lightweaver (NodeGroup.cs exists in Plugins/Node_Editor/Framework/Core but is canvas-decoration only).
174 - Compute shaders must live in Resources/ and are loaded by string path — no compile-time linkage; lightweaver should reference ComputeShader assets directly (or via a registry) and define a shared dispatch helper (thread-group querying like PatternNode.BindAndExecute rather than hardcoded /16).
175
176 ## Risks
177 - Param-as-port duality is the corpus's load-bearing pattern (FloatKnobOrSlider etc., TextureSynthNodes.cs:125-219): every scalar is both an input port and a locally-edited serialized value, with connected() deciding which wins. If lightweaver doesn't make this a first-class framework concept (a 'Parameter' that owns default value, range, port, and UI), every ported node will reimplement it and undo/serialization will fracture.
178 - Initialization-order trap is structural, not incidental: Node Awake/DoInit runs before knob fields are reflected in (confirmed project memory + TryInit gating at TextureSynthNodes.cs:74-104). Lightweaver should define a strict node lifecycle (construct -> ports bound -> init -> first eval) and enforce it, or the same class of bugs returns.
179 - Stateful nodes (PanNode offset, FluidSim's 7 RTs, SparkTrace accumulation, SignalLooper recordings) break the 'exact JSON round-trip' goal unless the framework distinguishes serialized parameters from transient simulation state and defines reset semantics; they also complicate undo (undoing a param change shouldn't snapshot a fluid sim).
180 - Per-frame ticking at a global targetFPS decoupled from render rate (TickingNodeManager.cs:54-62, 144fps) plus nodes reading wall-clock Time.time makes evaluation nondeterministic and untestable; lightweaver's scheduler should do one topological pass per frame with injected (time, dt) and explicit source-node dirtying.
181 - Scene-coupled nodes (VFXGraph, particles, video, fullscreen output) require Unity objects per node instance; the pure-C# core boundary should be drawn so node *logic* (graph topology, param resolution, scheduling) is testable while GPU/scene execution sits behind an executor interface — otherwise the VFX/video category will drag MonoBehaviours into the core.
182 - Dynamic-port nodes (Merge, TextureMux, SignalMux, DynMathExpr, TextureBank, API, MinisControlArray) are the hardest serialization/undo cases and ~20% of the generic corpus; design lightweaver's port model around named, declaratively-reconciled dynamic ports before porting MergeNode, or its 8-layer reorder logic (MergeNode.cs:43-94) will calcify ad-hoc conventions.
183 - Device-binding UX (MIDI bind-mode in MinisControlNode/MidiDeviceManager, gamepad selection) holds references keyed by node instance IDs (GetInstanceID().ToString(), MinisControlNode.cs:53) which are not stable across serialization — lightweaver needs durable node GUIDs from day one.
184 - Sparkline system does GPU work from the capture/update phase and per-channel ComputeBuffer+RT+Material (SignalNode.cs:193-263); in UIToolkit this should be redesigned (e.g. painter2D or a shared atlas) rather than ported literally, or hundreds of signal nodes will allocate hundreds of RTs.
185 - Fast Enter Play Mode static-reset discipline ([RuntimeInitializeOnLoadMethod(SubsystemRegistration)] ResetStaticState in TextureSynthNodes.cs:119, SignalNode.cs:91, PeriodicSignalNode.cs:65, TickingNodeManager.cs:13) must carry over to lightweaver; better, avoid mutable statics in the framework core entirely.I've got the critique summaries for headless, infra, and commands — let me dig into the headless validation commands section first, then quickly review the other two. The headless docs are outdated on the test side since the restructure, but they should still have the Unity batch-mode command details I need.
Now the headless validation and remaining reports:
C:\Users\tossr\Code\unity\lightweaver\AgentContext\survey\headless.md{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\AgentContext\\survey\\headless.md"
}1 # headless 2 3 ## Summary 4 Headless validation for lightweaver is viable TODAY without launching Unity: `dotnet build Lightweaver.Core.csproj` succeeds in ~4s (verified, exit 0) and `dotnet build Lightweaver.Tests.csproj` succeeds in ~13s, compiling the entire Core+Runtime+Tests chain including UIToolkit code by resolving UnityEngine DLLs via absolute HintPaths into the editor install. The Core assembly is deliberately pure C# (asmdef noEngineReferences:true, zero UnityEngine usings, System.Numerics.Vector2 for positions), so a small hand-written net8.0 NUnit project would make `dotnet test` work with only a System.Text.Json 9.0.1 PackageReference. `dotnet build lightweaver.sln` FAILS (verified) because Assembly-CSharp.csproj is stale (references pre-move file paths) — use per-csproj builds. Unity batch-mode runs against lightweaver are currently safe (no Temp/UnityLockfile; the open editor PID 31896 + 2 AssetImportWorkers all belong to canopy-unity), but Unity batch is the slow tier (~1–4 min) and only needed for asmdef/import/UITK-fidelity checks and EditMode test runs. 5 6 ## Details 7 ## Environment (verified by probing) 8 - Unity 6000.3.10f1 exists at `C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Unity.exe`; project pinned to same version (`C:\Users\tossr\Code\unity\lightweaver\ProjectSettings\ProjectVersion.txt`). 9 - dotnet SDKs: 8.0.403, 10.0.104, 10.0.203. No `global.json`; builds used the 10.x SDK and worked. 10 - Unity process state: PID 31896 = canopy-unity main editor; PIDs 30436/38848 = its AssetImportWorker0/1 (confirmed via Win32_Process command lines). `C:\Users\tossr\Code\unity\canopy-unity\Temp\UnityLockfile` EXISTS; `C:\Users\tossr\Code\unity\lightweaver\Temp\UnityLockfile` DOES NOT — lightweaver is closed, so a batch instance on it would not hit a lock (locks are per-project). 11 - `C:\Users\tossr\Code\unity\lightweaver\Library` exists and is warm (`Library\Bee` and `Library\ScriptAssemblies` present) — batch startup should be ~30–90s, not a cold import. 12 13 ## csproj inventory (all Unity-generated; banner at line 2: "Generated file, do not modify") 14 - `C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Core.csproj` — netstandard2.1, LangVersion 9.0, `EnableDefaultItems=false` (line 17, explicit Compile list lines 66–79). References: Unity netstandard 2.1 shims, System.Text.Json 9.0.1 / System.IO.Pipelines / System.Text.Encodings.Web / Microsoft.Bcl.AsyncInterfaces from NuGetForUnity (`Assets\Packages\...`, verified present), misc precompiled package DLLs, and a single stray `UnityEditor.iOS.Extensions.Xcode.dll` (exists). NO UnityEngine module references. 15 - `C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Runtime.csproj` / `Lightweaver.Tests.csproj` — reference full UnityEngine module set via absolute HintPaths; Tests has `<ProjectReference Include="Lightweaver.Runtime.csproj" />` and compiles only `Assets\Lightweaver\Tests\SerializationTests.cs` (a placeholder `Assert.IsTrue(true)` test, plain NUnit `[Test]`). 16 - STALE generated leftovers: `Tests.csproj` (AssemblyName "Tests", pre-rename duplicate of Lightweaver.Tests), `Assembly-CSharp-Editor.csproj` (dated 2024-07-13), and `Assembly-CSharp.csproj` (regenerated 2026-03-10 12:19, BEFORE files moved into `Core\` at 14:31 — still lists `Assets\Lightweaver\Data\Ports.cs` etc. at old paths). These poison the sln build. 17 18 ## asmdef layout 19 - `Assets\Lightweaver\Core\Lightweaver.Core.asmdef` — `"noEngineReferences": true` (line 13), no references. Pure by construction. 20 - `Assets\Lightweaver\Lightweaver.Runtime.asmdef` — references Lightweaver.Core, engine refs on. 21 - `Assets\Lightweaver\Tests\Tests.asmdef` — name "Lightweaver.Tests", Editor-only platform, references UnityEngine/UnityEditor.TestRunner + Lightweaver.Runtime, precompiled nunit.framework.dll, UNITY_INCLUDE_TESTS constraint → EditMode tests. 22 23 ## Purity check of Core (grep-verified) 24 - Zero `using UnityEngine|UnityEditor|Unity.` matches under `Assets\Lightweaver\Core\`; zero fully-qualified `UnityEngine.` uses; zero `#if` directives. Positions use `System.Numerics.Vector2` (`Core\Data\Nodes.cs:4,13`, `Core\Commands\MoveNodesCommand.cs:2`). Serialization attributes from `System.Text.Json.Serialization` (`Core\Data\Ports.cs:2`, `CanvasState.cs:4`, `Edges.cs:2`, `Nodes.cs:5`). 25 - In the Runtime assembly but nearly pure: `Assets\Lightweaver\Data\TestSerializer.cs` (System.Text.Json round-trip code; only Unity dep is `using UnityEngine` at line 1, likely Debug.Log) — prime candidate to move into Core. `Assets\Lightweaver\Data\TypeColors.cs` uses UnityEngine (Color) — stays in Runtime or gets a pure color type. 26 27 ## Verified build probes (executed) 28 1. `dotnet build C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Core.csproj -nologo -v minimal` → SUCCESS, 4.0s, 1 warning (CS0414 `DataElement.version` unused at `Core\Data\DataElement.cs:9`). Output: `Temp\bin\Debug\Lightweaver.Core.dll`. 29 2. `dotnet build C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj -nologo -v minimal` → SUCCESS, 13.0s, 0 warnings; builds Core → Runtime → Tests, i.e. a full headless compile check of ALL lightweaver code including UIToolkit views, with no Unity launch. 30 3. `dotnet build C:\Users\tossr\Code\unity\lightweaver\lightweaver.sln` → FAILS (13x CS2001 missing-file in stale Assembly-CSharp.csproj). Do not use the sln until Unity regenerates projects. 31 32 ## dotnet test viability 33 `dotnet test` does NOT work on the generated test csproj: netstandard2.1 class library (not a runnable TFM), Unity's custom net40 `nunit.framework.dll` from com.unity.ext.nunit, and no Microsoft.NET.Test.Sdk / NUnit3TestAdapter → zero discovery. A hand-written project fixes this; see commands below. 34 35 ## Copy-pasteable validation commands, ranked by speed 36 1. (~1–4s, verified) Core-only compile check: 37 `dotnet build C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Core.csproj -nologo -v minimal` 38 2. (~13s, verified) Whole-codebase compile check incl. UIToolkit layer: 39 `dotnet build C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj -nologo -v minimal` 40 3. (~5–15s once created) Real unit tests — create hand-written project at e.g. `C:\Users\tossr\Code\unity\lightweaver\DotNetTests\Lightweaver.Core.Tests\Lightweaver.Core.Tests.csproj` (outside Assets so Unity never imports it): 41 ```xml 42 <Project Sdk="Microsoft.NET.Sdk"> 43 <PropertyGroup><TargetFramework>net8.0</TargetFramework><LangVersion>9.0</LangVersion><IsPackable>false</IsPackable></PropertyGroup> 44 <ItemGroup><Compile Include="..\..\Assets\Lightweaver\Core\**\*.cs" LinkBase="Core" /></ItemGroup> 45 <ItemGroup> 46 <PackageReference Include="System.Text.Json" Version="9.0.1" /> 47 <PackageReference Include="NUnit" Version="3.14.0" /> 48 <PackageReference Include="NUnit3TestAdapter" Version="4.6.0" /> 49 <PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.11.1" /> 50 </ItemGroup> 51 </Project> 52 ``` 53 then `dotnet test C:\Users\tossr\Code\unity\lightweaver\DotNetTests\Lightweaver.Core.Tests`. Pin System.Text.Json to 9.0.1 to match `Assets\Packages\System.Text.Json.9.0.1` (NuGetForUnity) so serializer behavior matches in-editor. Source-glob (not ProjectReference to the generated csproj) is deliberate: durable across Unity regeneration and immune to the stale-Compile-list problem. NUnit 3.14 matches Unity's NUnit 3.x API so test sources could later be shared with an in-Unity EditMode assembly via the same files. 54 4. (~1–2 min warm, NOT run — safe now since lightweaver has no lockfile) Unity batch compile/import check — catches asmdef wiring, meta files, serialization-callback and import issues dotnet build cannot: 55 `& 'C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Unity.exe' -batchmode -nographics -quit -projectPath 'C:\Users\tossr\Code\unity\lightweaver' -logFile -` 56 Exit 0 = clean; exit 1 with "Scripts have compiler errors" in the stdout log on failure. `-logFile -` streams to stdout on Windows (supported in 6000.x). 57 5. (~2–4 min, NOT run) Unity EditMode test run (required for anything touching UIToolkit/Unity APIs): 58 `& 'C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Unity.exe' -batchmode -projectPath 'C:\Users\tossr\Code\unity\lightweaver' -runTests -testPlatform EditMode -testResults 'C:\Users\tossr\Code\unity\lightweaver\TestResults\editmode.xml' -forgetProjectPath -logFile -` 59 Caveats: do NOT add `-quit` (it preempts `-runTests`); exit codes 0=pass, 2=test failures, 1=run/compile error; `-forgetProjectPath` keeps lightweaver out of Hub's last-opened state (matters since two projects alternate on this machine); omit `-nographics` if tests exercise UIToolkit layout/rendering; EditMode is the correct platform per Tests.asmdef (Editor-only, UNITY_INCLUDE_TESTS). NEVER point batch mode at canopy-unity while PID 31896 holds its lock. 60 61 ## Layout changes to maximize dotnet-testable surface 62 - Move `Assets\Lightweaver\Data\TestSerializer.cs` into `Assets\Lightweaver\Core\` and replace its `using UnityEngine` (line 1) with an injected/abstracted logger — serialization round-trip is the highest-value test target and is one using-statement away from pure. 63 - Keep `noEngineReferences: true` in Core.asmdef and keep `System.Numerics.Vector2` as the core position type (already done). 64 - Grow Core to own: graph model, command/undo stack (already there: `Core\Commands\CommandHistory.cs`, Create/Remove/Move/Delete commands), JSON canvas serialization, subgraph definitions, search-palette node registry. Keep UIToolkit views (`Assets\Lightweaver\UI\...`) thin adapters in Runtime. 65 - Delete or regenerate stale `Tests.csproj`, `Assembly-CSharp.csproj`, `Assembly-CSharp-Editor.csproj` (regenerate from Unity: Preferences > External Tools > Regenerate project files) so the sln becomes buildable; until then build per-csproj. 66 67 ## Gaps 68 - No dotnet-test-capable project exists: generated Lightweaver.Tests.csproj is a netstandard2.1 class lib with Unity's net40 nunit.framework and no test adapter/Test SDK — `dotnet test` discovers nothing today; a hand-written net8.0 NUnit project (spec'd in details) is required. 69 - lightweaver.sln does not build headlessly (verified failure): Assembly-CSharp.csproj is stale, listing 13 source files at pre-refactor paths (e.g. Assets\Lightweaver\Data\Ports.cs instead of Core\Data\Ports.cs); also stale duplicates Tests.csproj and Assembly-CSharp-Editor.csproj (2024) linger in the repo root. 70 - Only one test exists in the whole project: Assets\Lightweaver\Tests\SerializationTests.cs is a placeholder Assert.IsTrue(true) — no actual coverage of CommandHistory, graph mutations, or JSON round-trip despite those being the stated core guarantees. 71 - Serialization code (Assets\Lightweaver\Data\TestSerializer.cs) lives in the Unity-coupled Runtime assembly, not Core, solely because of a 'using UnityEngine' for logging — the prime round-trip test target is currently outside the dotnet-testable surface. 72 - No CI/script wrapper exists for any of these validation paths; the working commands discovered here (per-csproj dotnet build, future dotnet test, Unity batch compile, Unity -runTests) are not captured anywhere in the repo. 73 - No editor-assembly (asmdef) for editor-only tooling exists; Assembly-CSharp-Editor is a 2024 fossil, so any future -executeMethod batch hooks have no home yet. 74 75 ## Risks 76 - Generated-csproj fragility: Lightweaver.Core.csproj has EnableDefaultItems=false with an explicit Compile list (lines 66-79) and is only regenerated when Unity does a project sync. Files added/moved while Unity is closed (the normal agent workflow) silently fall out of headless builds — exactly what already happened to Assembly-CSharp.csproj. The hand-written glob-based test csproj is the mitigation; treat generated csproj builds as advisory, and the sln-build failure mode as expected drift. 77 - Define-constant skew: dotnet builds of the generated csproj compile Core with UNITY_EDITOR/UNITY_* defined, while a hand-written net8.0 test project defines none of them. Core currently has zero #if directives — keep it that way (enforceable with a grep check) or pure-C# tests will diverge from in-Unity behavior. 78 - System.Text.Json version coupling: Core's serialization depends on NuGetForUnity-vendored System.Text.Json 9.0.1 under Assets\Packages; the dotnet test project must pin the same version or round-trip 'exact' guarantees can pass headlessly and fail in-editor (or vice versa). Also note Unity ships its own copies of STJ in some packages — watch for assembly-version conflicts at editor load. 79 - Unity batch concurrency is only situationally safe: canopy-unity is open right now (PID 31896, lockfile present) and lightweaver is not — any automation must check Temp\UnityLockfile before launching batch mode, because the safe/unsafe project can flip depending on which editor Kevin has open. 80 - Tests.asmdef couples tests to Lightweaver.Runtime (UnityEngine-heavy), not Lightweaver.Core — as tests accumulate there they become Unity-runner-only. Consider a separate Lightweaver.Core.Tests asmdef referencing only Core, with sources shareable into the hand-written dotnet csproj via the same file glob, so one test corpus runs in both runners. 81 - UIToolkit layer (Assets\Lightweaver\UI\, ~75KB incl. 27KB NodeCanvasView.cs) is compile-checkable headlessly but behaviorally untestable without an editor/player; the more interaction logic (drag thresholds, wire routing, selection rules) stays in those view classes instead of Core commands/state, the larger the permanently unvalidatable surface.
The headless report was outdated—the test project Tests/Lightweaver.Tests.Standalone.csproj already exists and passes all 33 tests, so that recommendation is already handled. Now I'm moving on to review the commands and infrastructure reports to understand the current state of those four commands and the overall infra setup.
C:\Users\tossr\Code\unity\lightweaver\AgentContext\survey\commands.md{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\AgentContext\\survey\\commands.md"
}1 # commands
2
3 ## Summary
4 Lightweaver's undo layer is a classic GoF command pattern: a pure-C# `ICommand {Description, Execute(), Undo()}` plus a two-stack `CommandHistory` (linear, redo-clearing, max-100, with an `executeNow:false` mode used to record already-applied drags). Four concrete commands exist — CreateEdge (with displaced-edge capture), RemoveEdge, DeleteEntity (nodes+edges with implicit-edge discovery), MoveNodes — all operating purely on data objects (`CanvasState`, `BaseNode`, `Port`, `Edge`); views never appear in commands and sync via C# events (`CanvasState.OnNode/EdgeAdded/Removed`, `BaseNode.OnPositionChanged/OnSelectionChanged`). Shortcuts are UIToolkit-native (KeyDownEvent on the UIDocument root, legacy `KeyCode`, no InputSystem) routed through a separate `ShortcutKeyManager` registry of named `CommandDefinition` actions (undo/redo/deleteSelected only). Significant state-mutation paths bypass history entirely: all selection operations, live per-frame drag position writes (intentional, coalesced into one MoveNodesCommand at pointer-up), `Port.Connect/TryConnect` (a duplicate edge-creation path), direct `CanvasState.AddNode/AddEdge` plus raw field writes in NodeCanvasManager's test scaffold, and node parameter fields (HSV hue/sat/value) which have no command, no event, and no undo. There is no node-creation command, no composite/merge API, no command tests, and commands hold live object references that cannot survive serialization.
5
6 ## Details
7 ## Command pattern core (assembly `Lightweaver.Core`, `noEngineReferences: true` — pure C#, testable)
8
9 ### ICommand — C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Core/Commands/ICommand.cs:7-12
10 `public interface ICommand { string Description { get; } void Execute(); void Undo(); }` — namespace `Lightweaver.Commands`. Doc comment (lines 3-5) states the contract: "All user-initiated actions that modify serializable state should implement this interface." No `CanExecute`, no `Merge`, no redo-distinct method (redo re-calls `Execute()`).
11
12 ### CommandHistory — Core/Commands/CommandHistory.cs:9-93
13 - Two `Stack<ICommand>` (undo/redo), `MaxHistorySize = 100` (line 14), `event Action OnHistoryChanged` (line 21, no payload).
14 - `ExecuteCommand(ICommand, bool executeNow = true)` (lines 23-41): optionally calls `Execute()`, pushes to undo, **clears redo**, trims via O(n) array copy (`TrimHistory` lines 84-92, keeps newest N). The `executeNow:false` mode is the coalescing hook: state already mutated live, command records before/after only.
15 - `Undo()`/`Redo()` (43-65): pop, `Undo()`/`Execute()`, push to opposite stack. `PeekUndoDescription`/`PeekRedoDescription` (74-82) for future UI. No reentrancy guard, no transaction/group, no dirty-marker checkpoint.
16
17 ### Concrete commands (all hold live object refs + a `CanvasState` ref captured at construction)
18
19 **CreateEdgeCommand** — Core/Commands/CreateEdgeCommand.cs:11-90. Ctor takes `(Port source, Port target, CanvasState, List<Edge> displacedEdges = null)`. `Execute()` (29-53): removes displaced edges, lazily creates the `Edge` once (line 38 `if (edge == null)` so redo reuses the same object identity), appends to both ports' `connections`, sets `isConnected = true`, then `canvasState?.AddEdge(edge)`. `Undo()` (55-65) removes the edge and restores displaced edges in reverse order. Note it does **not** reuse `Port.Connect`; it re-implements the wiring (lines 47-50). Displaced-edge computation is the *caller's* job (see EndEdgeDrag below).
20
21 **RemoveEdgeCommand** — Core/Commands/RemoveEdgeCommand.cs:9-49. Symmetric remove/restore of one edge; recomputes `isConnected` from `connections.Count` on remove (30-32), forces `true` on restore.
22
23 **DeleteEntityCommand** — Core/Commands/DeleteEntityCommand.cs:12-113. Ctor (21-54) snapshots node and edge lists and **eagerly discovers "implicit edges"** (edges attached to deleted nodes' ports not in the explicit set, lines 31-43, deduped via HashSet) *at construction time*, and builds the human Description. `Execute()` (56-69): removes explicit+implicit edges (with port-connection unwiring, 90-101) then `canvasState.RemoveNode(node)`. `Undo()` (71-88): re-adds nodes first, then restores edges in reverse — node-first ordering matters because `EdgeView.Bind` resolves port views registered during `NodeView.Bind`. Selection membership is NOT restored on undo (`CanvasState.RemoveNode` deselects at CanvasState.cs:41; `AddNode` does not reselect).
24
25 **MoveNodesCommand** — Core/Commands/MoveNodesCommand.cs:11-100. Stores `List<NodePositionData>{Node, OriginalPosition, NewPosition}` (System.Numerics.Vector2 — keeps Core engine-free). Factory `FromOriginalPositions(nodes, originalPositions)` (69-83) reads `node.position` as the new position — designed for post-drag recording. Execute/Undo just assign `node.position`, which fires `BaseNode.OnPositionChanged` so views follow.
26
27 ### Drag coalescing (the only coalescing mechanism; ad-hoc, in the manipulator, not in CommandHistory)
28 UI/Manipulators/Draggable.cs: on pointer-down, `RecordOriginalPositions()` (109-126) snapshots positions of either the whole multi-selection or the single node. During `OnPointerMove` (128-163) it **mutates `node.position` directly every frame** (lines 146-160), with `hasMoved` set once delta exceeds 0.001 sq units (139-142). On pointer-up (165-184), if moved, it builds `MoveNodesCommand.FromOriginalPositions` and pushes it with `ExecuteCommand(command, executeNow: false)` (line 176) — i.e., one history entry per drag gesture, never re-executing on push. There is no generic merge (e.g., consecutive-move folding) and no equivalent pattern yet for future slider scrubbing.
29
30 ## What has commands vs what mutates directly
31
32 Command-mediated mutations (only three call sites push commands):
33 1. Edge create/displace — NodeCanvasView.cs:625-626 (`CreateEdgeCommand` in `EndEdgeDrag`, displaced edges computed at 614-623: the picked-up `disconnectedEdge` plus any existing edges on the destination input port).
34 2. Edge removal by dropping a picked-up edge on empty space or invalid target — NodeCanvasView.cs:630-631 and 636-637 (`RemoveEdgeCommand`).
35 3. Node/edge delete via keyboard — NodeCanvasManager.cs:96-105 (`ExecuteDeleteSelected` → `DeleteEntityCommand`).
36 4. Node move — Draggable.cs:172-176 (`MoveNodesCommand`, executeNow:false).
37
38 Mutation paths that BYPASS the command system (exhaustive grep over `AddNode|RemoveNode|AddEdge|RemoveEdge|TryConnect|connections.Add/Remove|isConnected=|.position=|Select*|isSelected=`):
39 - **NodeCanvasManager.OnEnable test scaffold** (NodeCanvasManager.cs:48-63): `canvasState.AddNode` x4, direct `position` assignment x3, `Port.TryConnect` + `canvasState.AddEdge` (53-54), and raw param writes `hsvNode.hue/saturation/value` (55-57). Boot scaffolding, but it's also currently the *only* node-creation path in the app — there is no CreateNodeCommand at all.
40 - **Port.Connect / TryConnect** (Core/Data/Ports.cs:70-84, 115-122): a second, command-free edge-wiring implementation (`connections.Add`, `isConnected = true`); doc comment says "Caller is responsible for adding the edge to CanvasState." Parallel/duplicate logic to CreateEdgeCommand.Execute — drift hazard.
41 - **All selection state** (never undoable, by implicit design): `CanvasState.SelectNode/SelectEdge/DeselectNode/DeselectEdge/ClearSelection` (CanvasState.cs:58-115) called from Draggable.HandleSelection (Draggable.cs:105), EdgeView.OnPointerDown (EdgeView.cs:94), and box-select in NodeCanvasView (`StartDragSelect` clears at 341; `FinalizeDragSelect` selects at 458/464; `CancelDragSelect` restores at 480-484). Box-select keeps its own snapshot/pseudo-select state outside CanvasState (NodeCanvasView.cs:41-44).
42 - **Live drag position writes** (Draggable.cs:150-159) — intentional, coalesced at pointer-up, but a lost pointer capture mid-drag leaves positions mutated with no command recorded (Draggable has no PointerCaptureOutEvent handler, unlike PortView at PortView.cs:81-88).
43 - **Node parameters** (HSVNode.cs:11-13 `hue/saturation/value` public fields): no command type, no change event, no UI binding yet — a whole category (the TouchDesigner-style param tweaking core loop) absent from undo.
44 - **`Edge.isSelected` / `BaseNode.isSelected` setters** (Edges.cs:37-48, Nodes.cs:27-38) and `BaseNode.Select()` (Nodes.cs:81-84) — direct mutable properties any code can set, with `[JsonInclude]` so selection is serialized even though `CanvasState.selectedNodes/selectedEdges` (private, CanvasState.cs:18-19) would not be rebuilt on load.
45 - **Pan/zoom** (NodeCanvasView.cs:19-23, 267-305) — pure view state, not in CanvasState, not undoable, not serialized (probably correct, but undocumented as a decision).
46 - **Visual-only transient disconnect**: `StartEdgeDrag` picking up a connected input edge removes the EdgeView from the hierarchy without touching data (NodeCanvasView.cs:563-577); data is reconciled at EndEdgeDrag via commands or restored visually in CancelEdgeDrag (643-658).
47
48 ## Shortcut wiring — UIToolkit events, NOT InputSystem
49 - Commands/ShortcutKeyManager.cs (assembly `Lightweaver.Runtime`, references UnityEngine + UIElements). `KeyCombo` struct (13-54) wraps legacy `KeyCode` + ctrl/shift/alt; `Matches(KeyDownEvent)` (28-34) treats `ctrlKey || commandKey` as Ctrl (Mac parity) and requires exact modifier equality.
50 - `CommandDefinition` (62-76): `{Id, DisplayName, Action Execute, Func<bool> CanExecute}` — explicitly documented (56-61, 78-88) as the "invokable action" concept distinct from undoable `ICommand`; some definitions push ICommands through history (deleteSelected), others execute directly (undo/redo); mouse-driven ops create ICommands without this registry.
51 - `ShortcutKeyManager` (89-157): `Dictionary<string, CommandDefinition>` + `List<(KeyCombo, commandId)>` allowing aliases; `HandleKeyDown` (129-149) does a linear scan, checks CanExecute, calls Execute, `evt.StopPropagation()`, returns consumed.
52 - Hookup: NodeCanvasManager.OnEnable registers `KeyDownEvent` on `uiDocument.rootVisualElement` (NodeCanvasManager.cs:46, bubble phase) → `OnGlobalKeyDown` (123-126). Registered commands/bindings (66-94): undo=Ctrl+Z, redo=Ctrl+Shift+Z and Ctrl+Y, deleteSelected=Delete and Backspace. NodeCanvasView separately handles Escape for drag-select cancel (NodeCanvasView.cs:317-325, `focusable = true` at 133, `Focus()` on mouse-down at 214). The CommandDefinition name/registry shape is a natural substrate for the planned spacebar palette, but no palette exists.
53
54 ## Commands vs views — clean unidirectional sync
55 Commands mutate only data. View sync is event-driven: NodeCanvasManager wires `CanvasState.OnNodeAdded/Removed/OnEdgeAdded/Removed` to NodeCanvasView handlers (NodeCanvasManager.cs:41-44 → NodeCanvasView.cs:153-185), which create/destroy `NodeView`/`EdgeView` and maintain `nodeViews/portViews/edgeViews` registries (NodeCanvasView.cs:53-55, 139-147). `NodeView.Bind` subscribes to `OnPositionChanged`/`OnSelectionChanged` and unsubscribes via `DetachFromPanelEvent` (NodeView.cs:105-124); `EdgeView.Bind` subscribes to edge selection and parent-node GeometryChanged (EdgeView.cs:126-154). So undo/redo of any command automatically rebuilds views (new view instances each cycle; data objects are identity-stable across undo because commands retain references). Views reach data/managers through singletons: `NodeCanvasManager.instance`, `NodeCanvasView.instance` (NodeCanvasManager.cs:14/28, NodeCanvasView.cs:17/134), `MainWindowView.instance` (MainWindowView.cs:16/24).
56
57 ## Assemblies / testability
58 - `Lightweaver.Core` (Core/Lightweaver.Core.asmdef): `noEngineReferences: true` — CommandHistory + all four ICommands + the entire data model are engine-free and unit-testable. `Lightweaver.Runtime` references Core; ShortcutKeyManager lives in Runtime (Unity-dependent — note its file is at Assets/Lightweaver/Commands/, *outside* Core, despite sharing namespace `Lightweaver.Commands`).
59 - Tests: `Assets/Lightweaver/Tests/` contains only SerializationTests.cs; grep confirms zero tests touching CommandHistory/ICommand/Undo.
60
61 ## Gaps
62 - No CreateNodeCommand / node-instantiation command exists; the only node creation is the hardcoded test scaffold in NodeCanvasManager.OnEnable (NodeCanvasManager.cs:48-63) calling canvasState.AddNode directly — undo of node creation is impossible and the planned spacebar palette has no command to invoke.
63 - Node parameter edits have no command, no change events, and no UI binding (HSVNode.cs:11-13 public fields hue/saturation/value) — the core TouchDesigner-style interaction loop is entirely outside undo; no coalescing strategy for slider scrubbing exists (CommandHistory has no merge API; drag coalescing is ad-hoc in Draggable.cs:165-177).
64 - Duplicate edge-wiring logic in four places: Port.Connect (Ports.cs:70-84), CreateEdgeCommand.Execute (CreateEdgeCommand.cs:47-52), and copy-pasted RemoveEdge/RestoreEdge helpers in CreateEdgeCommand (67-89), RemoveEdgeCommand (22-48), and DeleteEntityCommand (90-112) — no single graph-mutation utility; guaranteed drift (e.g., Port.Connect doesn't displace existing input connections).
65 - Commands hold live object references (BaseNode/Port/Edge/CanvasState), not IDs — undo history cannot survive JSON round-trip or canvas reload, and CommandHistory.Clear is never called on canvas load (no canvas-load flow exists yet).
66 - No composite/macro command or transaction grouping; multi-step gestures beyond edge-displacement (e.g., paste, group, subgraph extract) have no mechanism to land as one undo step.
67 - Selection is fully outside undo AND inconsistently serialized: isSelected is [JsonInclude] on BaseNode (Nodes.cs:26-38) and Edge (Edges.cs:36-48) but CanvasState.selectedNodes/selectedEdges (CanvasState.cs:18-19) are private and non-serialized, so a loaded canvas can have isSelected=true nodes absent from the selection lists; DeleteEntityCommand.Undo does not restore prior selection.
68 - Draggable has no PointerCaptureOutEvent handler (contrast PortView.cs:81-88): losing capture mid-drag leaves m_Active=true permanently (OnPointerDown then always StopImmediatePropagation at Draggable.cs:60-64, wedging the manipulator) and leaves node positions mutated with no MoveNodesCommand recorded; also no Escape-to-cancel for node drags.
69 - Undo/redo is not gated on InteractionState: Ctrl+Z during an active node drag or edge drag mutates positions/edges underneath the gesture, then pointer-up records a MoveNodesCommand against stale originalPositions — history corruption.
70 - ShortcutKeyManager has no input-context scoping: KeyDownEvent is handled at the UIDocument root (NodeCanvasManager.cs:46), so once text fields exist (node rename, param entry), Delete/Backspace/Ctrl+Z while typing will fire canvas commands; no binding persistence/rebind UI, no chords.
71 - Zero tests for the command layer despite Lightweaver.Core being engine-free and explicitly designed for testability (Tests/ contains only SerializationTests.cs); undo/redo invariants (push/clear-redo, displaced-edge restore ordering, DeleteEntityCommand implicit-edge discovery) are untested.
72 - DeleteEntityCommand captures implicit edges at construction time (DeleteEntityCommand.cs:31-43), not Execute time — safe only because callers execute immediately; any deferred execution (queued commands, scripted use) captures stale topology.
73 - EdgeView.OnGenerateVisualContent and EdgePathPoints dereference sourcePortView/targetPortView without null checks (EdgeView.cs:172-173, 334) — an edge added before its node views exist (future deserialization/load path) will NRE; the exit-overlay generators do guard (384, 428).
74 - Edge.source/target setters NRE on null assignment (Edges.cs:14-17, 26-29 read value.id unconditionally).
75 - Dropping a picked-up edge back onto its original port creates a delete+recreate command pair as one CreateEdgeCommand with the original edge in displacedEdges (NodeCanvasView.cs:614-626) — a no-op gesture pollutes history with a real entry and changes edge identity.
76 - CommandHistory.OnHistoryChanged carries no payload and there is no history UI surface; PeekUndo/RedoDescription exist but nothing consumes them.
77 - Port.isConnected is a stored boolean denormalizing connections.Count>0, written from five call sites — should be a computed property; current code already shows both 'force true' and 'recompute' styles.
78
79 ## Risks
80 - Singleton coupling undermines the pure-core goal: commands are engine-free, but every interaction path resolves state via NodeCanvasManager.instance / NodeCanvasView.instance statics (Draggable.cs:95/113/136/144/176, PortView.cs:31/55, EdgeView.cs:84/133, NodeView.cs:116). This blocks multi-canvas/subgraph editing (a stated target feature), makes UI-side logic untestable, and — given the fast-enter-playmode/no-domain-reload pattern used in canopy-unity — these statics are assigned in constructors/OnEnable with no SubsystemRegistration reset, risking stale references across play sessions.
81 - The 'caller computes displaced edges' contract for CreateEdgeCommand (NodeCanvasView.cs:614-625) splits invariant enforcement between view code and command: any future programmatic edge creation (palette, paste, subgraph import) that forgets displacement will silently create multi-connected input ports. Connection-cardinality rules should live in the command/data layer.
82 - Coalescing-by-convention (executeNow:false + caller-side before/after capture) won't scale to parameter scrubbing and text editing; without a Merge/transaction primitive on CommandHistory now, each new interactive control will invent its own variant of the Draggable pattern and history granularity will be inconsistent.
83 - Live-object-reference commands plus planned JSON round-trip serialization are on a collision course: as soon as load/save lands, undo across a reload (or any ID-based addressing like exact round-trip verification) requires either history invalidation policy or ID-based commands — deciding this late means rewriting all four commands.
84 - Selection model is split-brain: authoritative lists live privately in CanvasState while a serialized isSelected flag lives on each entity, and box-select maintains a third pseudo-selection set in the view (NodeCanvasView.cs:41-44). Exact JSON round-trip (a stated requirement) will surface the inconsistency; pick one source of truth before groups/subgraphs build on selection.
85 - ICommand.Execute doubles as redo with no revalidation; combined with eager state capture (DeleteEntityCommand ctor) and no reentrancy guard in CommandHistory (a command Execute that raises events which push new commands would interleave stacks), the history is only safe under the current narrow usage — worth hardening (IsExecuting guard, capture-on-first-Execute) before commands multiply.
86 - Keyboard layer is bound to legacy KeyCode via UIToolkit KeyDownEvent with exact-modifier matching and root-level handling; fine today, but the spacebar palette, text input, and per-context bindings will need focus-aware scoping and event ordering decisions (TrickleDown vs bubble) — retrofitting context scoping later risks subtle shortcut/textfield conflicts.
87 - View lifecycle relies on DetachFromPanelEvent closures for unregistration (NodeView.cs:118-123, PortView.cs:33-36) while edgeViews is cleaned eagerly in OnEdgeRemoved (NodeCanvasView.cs:176-185) — two different cleanup idioms; the visual-only edge pickup in StartEdgeDrag (removing EdgeView from hierarchy without data change, NodeCanvasView.cs:570-573) triggers the PortView/NodeView detach pattern assumptions and is easy to break when refactoring; undo/redo churn also allocates fresh NodeView/EdgeView trees per cycle, which will become a perf concern at canopy-scale graphs.C:\Users\tossr\Code\unity\lightweaver\AgentContext\survey\infra.md{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\AgentContext\\survey\\infra.md"
}1 # infra
2
3 ## Summary
4 Lightweaver (C:/Users/tossr/Code/unity/lightweaver, Unity 6000.3.10f1) has a clean three-assembly split: Lightweaver.Core (asmdef with noEngineReferences:true — genuinely pure C#, no UnityEngine), Lightweaver.Runtime (Unity/UIToolkit layer referencing Core), and Lightweaver.Tests (editor-only Unity Test Framework assembly). Tests run two ways: via Unity Test Runner (EditMode, nunit) and via a hand-maintained standalone net8.0 NUnit project (Tests/Lightweaver.Tests.Standalone.csproj) that globs Core sources directly so `dotnet test` works without Unity. JSON serialization uses System.Text.Json 9.0.1 installed through NuGetForUnity into Assets/Packages; HDRP 17.3.0 is the render pipeline with standard quality-tier assets under Assets/Settings. Git history (15 commits, initial → today) tracks canvas pan/zoom, node/edge rendering, selection, serialization, shortcuts, and a fresh "WIP on Lightweaver.Core functionality" commit dated today; uncommitted work is mostly routine package bumps plus untracked slnx, an IL2CPP player build in bin/ (not gitignored), and Unity crash-recovery files in Assets/_Recovery/. Main infrastructure debt: stale/duplicate solution and csproj artifacts, net8.0-vs-netstandard2.1 dual-compile skew for Core, duplicated SerializationTests, and no CI.
5
6 ## Details
7 ## Assembly structure and reference graph
8
9 Three first-party asmdefs, linear dependency chain `Lightweaver.Tests -> Lightweaver.Runtime -> Lightweaver.Core`:
10
11 - **C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Core/Lightweaver.Core.asmdef** — name `Lightweaver.Core`, rootNamespace `Lightweaver`, `references: []`, **`noEngineReferences: true`** (line 13). Core does NOT reference UnityEngine; it is the pure-C# testable layer. `autoReferenced: true`, `overrideReferences: false` (so precompiled DLLs in Assets/Packages, incl. System.Text.Json, are auto-referenced).
12 - **C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Lightweaver.Runtime.asmdef** — name `Lightweaver.Runtime`, references `["Lightweaver.Core"]` (lines 4-6), `noEngineReferences: false`. Sits at the root of Assets/Lightweaver, so all UI/Views/Manipulators/Managers folders described in CLAUDE.md compile into it.
13 - **C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Tests/Tests.asmdef** — asmdef *name* is `Lightweaver.Tests` (line 2; filename is Tests.asmdef), references `UnityEngine.TestRunner`, `UnityEditor.TestRunner`, `Lightweaver.Runtime` (lines 5-7), `includePlatforms: ["Editor"]` (lines 9-11), `overrideReferences: true` with precompiled `nunit.framework.dll` (lines 14-17), defineConstraint `UNITY_INCLUDE_TESTS` (line 20). Classic UTF EditMode test assembly.
14
15 Core contents per the generated csproj compile list (C:/Users/tossr/Code/unity/lightweaver/Lightweaver.Core.csproj lines 65-80): Data/{Ports,DataElement,GraphUtility,PortTypes,CanvasState,Nodes,Edges}.cs, Commands/{ICommand,CommandHistory,CreateEdgeCommand,RemoveEdgeCommand,DeleteEntityCommand,MoveNodesCommand}.cs, and **Nodes/HSVNode.cs** (line 70) — i.e., graph data model + command/undo system live in Core; one example node is also in Core.
16
17 An `Assembly-CSharp.csproj` also exists at the root, implying some loose scripts outside the asmdefs; `NuGetForUnity.csproj` comes from the UPM package.
18
19 ## How tests run
20
21 Two parallel mechanisms:
22
23 1. **Unity Test Framework** (editor): the Lightweaver.Tests asmdef above; single tracked test file `Assets/Lightweaver/Tests/SerializationTests.cs`. Generated csproj C:/Users/tossr/Code/unity/lightweaver/Lightweaver.Tests.csproj (line 66) compiles only that file.
24 2. **Standalone dotnet test** (the intended pure-C# path): **C:/Users/tossr/Code/unity/lightweaver/Tests/Lightweaver.Tests.Standalone.csproj** — `net8.0` (line 4), `Microsoft.NET.Test.Sdk 17.12.0`, `NUnit 4.2.2`, `NUnit3TestAdapter 4.6.0` (lines 14-16), and `<Compile Include="../Assets/Lightweaver/Core/**/*.cs" />` (line 21, comment: "Pure C# Core assembly — no Unity dependencies, compiles standalone"). Tracked tests: `Tests/CommandHistoryTests.cs`, `Tests/GraphUtilityTests.cs`, `Tests/SerializationTests.cs`. Build artifacts in `Tests/bin/Debug/net8.0/` (nunit_random_seed.tmp present) confirm it has actually been built and run. .gitignore explicitly keeps it: `*.csproj` ignored globally but `!Tests/*.csproj` (C:/Users/tossr/Code/unity/lightweaver/.gitignore lines 13-18), with Tests/bin and Tests/obj ignored.
25
26 Note `Tests.csproj` at root (AssemblyName `Tests`, RootNamespace empty, compiles the same Assets/Lightweaver/Tests/SerializationTests.cs) is a stale Unity-generated duplicate of Lightweaver.Tests.csproj — likely left over from before the asmdef's name field was changed.
27
28 ## Solution files
29
30 - **lightweaver.sln** (tracked, stale, "Visual Studio 15" era): only NuGetForUnity + Assembly-CSharp projects (lines 4-7) — predates the asmdef split.
31 - **lightweaver.slnx** (untracked, current): NuGetForUnity, Lightweaver.Core, Lightweaver.Runtime, Lightweaver.Tests, Tests/Lightweaver.Tests.Standalone.csproj (lines 2-6). `.vscode/settings.json` sets `dotnet.defaultSolution: "lightweaver.slnx"` (line 70). `.slnx` is not matched by the `*.sln` gitignore pattern, hence it shows untracked.
32
33 ## Generated csproj targets
34
35 All Unity-generated csprojs (Lightweaver.Core/Runtime/Tests, Tests, Assembly-CSharp): `TargetFramework netstandard2.1`, `LangVersion 9.0`, Library output, VSTU SDK-style generator 2.0.26, UnityBuildTarget StandaloneWindows64, UnityVersion 6000.3.10f1 (Lightweaver.Core.csproj lines 15-44). Core's csproj references `Assets/Packages/System.Text.Json.9.0.1/lib/netstandard2.0/System.Text.Json.dll` (lines 109-112) plus its dependency chain, and loads the System.Text.Json source-generation analyzers (lines 47-60). These csprojs are gitignored (commit b726047 "Do not track csproj files") and regenerate from asmdefs.
36
37 ## NuGet packages (NuGetForUnity)
38
39 - Manager: `com.github-glitchenzo.nugetforunity` installed as a UPM git dependency (Packages/manifest.json line 3).
40 - **Assets/packages.config**: System.Text.Json **9.0.1** (manuallyInstalled), Microsoft.Bcl.AsyncInterfaces 9.0.1, System.IO.Pipelines 9.0.1, System.Text.Encodings.Web 9.0.1, System.Runtime.CompilerServices.Unsafe 6.0.0.
41 - **Assets/NuGet.config**: nuget.org only, `packageInstallLocation = CustomWithinAssets`, repositoryPath `./Packages` (=> Assets/Packages), slimRestore, PreferNetStandardOverNetFramework.
42
43 ## HDRP setup
44
45 `com.unity.render-pipelines.high-definition` **17.3.0** (manifest.json line 8). Standard HDRP template assets exist: Assets/Settings/HDRPDefaultResources/{HDRenderPipelineAsset,HDRenderPipelineGlobalSettings}.asset plus quality tiers "HDRP Balanced / High Fidelity / Performant".asset. Other notable packages: inputsystem 1.18.0, visualscripting 1.9.9, feature.development 1.0.2. Editor: 6000.3.10f1 (e35f0c77bd8e) per ProjectSettings/ProjectVersion.txt.
46
47 ## .vscode
48
49 - settings.json: hides Unity binary/meta noise, YAML association for .asset/.meta/.prefab/.unity, file nesting sln->csproj, defaultSolution lightweaver.slnx.
50 - launch.json: single `vstuc` "Attach to Unity" debug config.
51
52 ## Git history (15 commits total; themes, newest first)
53
54 - `11c79a3` (2026-06-09, today) WIP on Lightweaver.Core functionality
55 - `c0d3b82` (2026-03-09) Move towards configurable shortcuts
56 - `c20e63c`/`3a9b299`/`f6fd809` (2026-02-05) USS changes; edge angle cutoffs; port/edge coloration + improved edge rendering
57 - `e227d2f` Selection handling, multi/drag select, first pass on port dragging
58 - `e318288` Migrate to Unity 6.3, design notes, CLAUDE.md/agent setup; `b726047` untrack csprojs
59 - `c98f6eb` WIP serialization; `a51838b` NuGet + System.Text.Json exploration + icon
60 - `34b962c` basic node generation w/ Draggable; `265b964` pannable/zoomable container; `2889cae` gitignore; `2b8f501` initial commit
61
62 Arc: canvas basics -> node/edge rendering -> serialization via STJ -> selection/interaction -> shortcuts -> Core (commands/undo, graph utilities) extraction. Cadence is bursty (months between commits) with WIP-style messages.
63
64 ## Uncommitted work (`git status --short`)
65
66 - `M Packages/manifest.json` + `packages-lock.json`: routine bumps only (collab-proxy 2.10.2->2.11.3, inputsystem 1.16.0->1.18.0, timeline 1.8.9->1.8.10).
67 - Untracked: `.vsconfig`, `AgentContext/` (empty), `Assets/_Recovery/` + `.meta` (Unity crash/recovery artifacts), `bin/` (a full **IL2CPP standalone player build** — lightweaver.exe, GameAssembly.dll, UnityPlayer.dll — NOT covered by .gitignore, which has `[Bb]uild/` but not `bin/`), `lightweaver.slnx`.
68
69 ## Gaps
70 - No CI: no .github/ (or any pipeline config) to run the standalone `dotnet test` suite or Unity tests; the pure-C# Core test path exists precisely to enable cheap CI but nothing exercises it automatically.
71 - bin/ (full IL2CPP player build, hundreds of MB) is untracked and NOT gitignored — .gitignore covers [Bb]uild/ but not bin/; one `git add -A` away from polluting the repo.
72 - lightweaver.slnx is the real solution but untracked (the *.sln ignore pattern doesn't match .slnx); a fresh clone gets only the stale lightweaver.sln, which references only NuGetForUnity + Assembly-CSharp and none of the Lightweaver assemblies.
73 - Stale root Tests.csproj duplicates Lightweaver.Tests.csproj (same source file, AssemblyName 'Tests') — leftover from an asmdef rename; should be deleted (it is gitignored but lives on disk and confuses tooling).
74 - SerializationTests.cs exists in two unsynchronized copies: Assets/Lightweaver/Tests/SerializationTests.cs (Unity UTF) and Tests/SerializationTests.cs (standalone net8.0) — they will drift; CommandHistoryTests/GraphUtilityTests exist only on the standalone side, so Unity's Test Runner never sees them.
75 - HSVNode.cs is compiled into Lightweaver.Core (Lightweaver.Core.csproj line 70) — a concrete user-facing node in the framework core assembly contradicts the stated framework-vs-user-node separation goal; there is no separate user/project node assembly yet.
76 - No Lightweaver.Editor asmdef and an Assembly-CSharp.csproj exists, implying loose scripts outside any asmdef; framework/project code separation at the assembly level is incomplete.
77 - Uncommitted package bumps (manifest.json + packages-lock.json) and Assets/_Recovery/ crash artifacts sitting in the working tree — should be committed/cleaned.
78 - CLAUDE.md architecture section is stale: documents Assets/Lightweaver/Data/ and TestSerializer.cs, but code now lives under Assets/Lightweaver/Core/{Data,Commands,Nodes} and TestSerializer is gone from the Core compile list.
79
80 ## Risks
81 - Dual-compile skew for Core: Unity compiles it as netstandard2.1 / C# 9 while the standalone test project compiles the same sources as net8.0 / latest C# — code can pass `dotnet test` yet fail to compile in Unity (newer language/BCL APIs), and vice versa. Pin <LangVersion>9.0</LangVersion> and ideally netstandard2.1 in Tests/Lightweaver.Tests.Standalone.csproj.
82 - System.Text.Json version split between test and runtime: standalone net8.0 uses the inbox STJ 8.0.x, Unity uses the NuGetForUnity STJ 9.0.1 DLL — serialization round-trip tests may validate behavior that differs from what ships. Add an explicit STJ 9.0.1 PackageReference to the standalone csproj.
83 - STJ + IL2CPP/AOT: bin/ shows an IL2CPP build (GameAssembly.dll). Reflection-based System.Text.Json (especially the documented polymorphic wrapper pattern using assembly-qualified type names, CLAUDE.md lines 60-63) is fragile under IL2CPP trimming/AOT and was a known canopy pain point (Type.GetType assembly-scope issues). Source-generated JsonSerializerContext or a custom type-id registry would be safer and also decouples saved graphs from assembly names — assembly-qualified names in JSON break exact round-trip the moment assemblies are renamed/refactored, directly threatening the reusable/exportable subgraph goal.
84 - Core asmdef has autoReferenced:true and overrideReferences:false, so every precompiled DLL dropped into Assets/Packages silently becomes a Core dependency; for a framework intended to stay pure, explicitly pinning precompiledReferences (System.Text.Json + deps only) would prevent accidental engine-adjacent leakage.
85 - HDRP 17.3 as the render pipeline for a TouchDesigner-like texture-synth tool is heavyweight (significant per-frame overhead, large build size, mandatory volume/global settings); if the target is many RenderTextures/shaders for LED output, URP or custom SRP may be a better fit — and migrating later will touch every shader/material; worth deciding before node libraries accumulate HDRP-specific shaders.
86 - Unity Test Framework tests are Editor-only (includePlatforms:[Editor]); the framework's headline feature is runtime operation in built players, but nothing tests player-mode behavior (UIToolkit runtime panel, serialization under IL2CPP). At minimum, periodic PlayMode tests or a player smoke test would catch editor-only assumptions.
87 - Solution/csproj infrastructure relies on Unity regeneration: slnx references gitignored generated csprojs, so dotnet-side tooling breaks on a fresh clone until Unity is opened once; document this or commit a minimal buildable subset (the standalone test csproj already mitigates this for Core).I've got a solid understanding of the architecture now, so I'm ready to wrap up the survey and move into the design phase. The critique already captured the key points from those remaining docs, so I'll just do a quick scan of SplitDefinitions and the conclusions in SerializationArchitecture to confirm, then proceed.
Now I'm settling on the core design decisions. For node authoring, I'm going with a hybrid approach where developers write a single class with parameter declarations using attributes, and the framework introspects it at registration time to build the NodeDescriptor. Parameters become first-class objects that handle their own serialization, defaults, ranges, and change events, with optional exposure as input ports.
For identity and serialization safety, I'm using stable TypeId strings from attributes rather than assembly-qualified names, with a registry that maps between TypeId, Type, and descriptor metadata. This keeps IL2CPP compatibility since we're not deserializing types from strings in saves.
On serialization, I'm committing to a single JSON format with System.Text.Json and custom converters keyed by TypeId discriminator. The graph document wraps everything with metadata and view state, while topology lives as a single source of truth: nodes own their ports (each with a stable string key), and edges are stored only in the document as references to those port keys. Port connections become a runtime index rebuilt on load rather than persisted data. Ports themselves shift from polymorphic subclasses to declarative definitions derived from the node descriptor.
For dynamic ports, I'm storing their stable keys and type info in the serialized node, then reconciling with static ports from the class definition at load time. Selection state stays runtime-only, and I'm targeting byte-identical round-trip serialization with canonical ordering preserved naturally through insertion order. The evaluation engine gets a scheduler with dirty-flag propagation and cached topological order, injecting an EvalContext per frame. Port values stay as boxed objects typed by PortTypeId, with texture values crossing the boundary as opaque ITextureHandle interfaces.
Node lifecycle is now explicit: construct → bind ports/params → OnInitialize → repeated Evaluate → OnDispose, with the framework guaranteeing order. I'm replacing TickingNode with an AlwaysDirty or IsAnimated flag so the scheduler walks only the dirty subgraph once per frame. Evaluation logic lives in Core (testable with fake handles), while Unity-specific kernels go into a Runtime-referencing assembly where nodes access services like ITextureOps through the context. Signal nodes that need no Unity dependencies can live in a pure Core-adjacent assembly for easier testing. The target layout splits Lightweaver.Core as pure (data model, serialization, registry, scheduler) and Lightweaver.Runtime as Unity-dependent (UI, palette, file operations).
For the node libraries, I'm considering splitting into Lightweaver.Nodes.Signal (pure, references only Core) and Lightweaver.Nodes.Texture (references Core and Runtime), keeping framework separate from content. This way pure signal and math nodes get dotnet-tested independently while texture nodes with compute shaders stay in the Runtime-aware assembly. UI still needs a search palette and save/load dialog...
Now I'm mapping out the subgraph system: nested CanvasState inline within SubgraphNode with optional export to .lwgraph files for reuse, and the simplest editing path is to rebind the single canvas view to the nested state when entering a subgraph (with breadcrumb navigation to exit), phasing in data model and collapse/expand first before tackling the canvas rebinding complexity.
I'm laying out a phased implementation plan starting with Foundation hardening in Core: Parameter system with descriptors and change events, flattened port model with declarative ports, NodeRegistry with TypeId attributes, serialization with GraphDocument envelope and round-trip integrity, evaluation engine with dirty/topo scheduling and texture handles, and command infrastructure.
Phase B covers UI features: parameter widgets with undo coalescing, spacebar search palette with fuzzy registry lookup, save/load dialogs, selection polish with marquee and copy/paste, and fixing interaction debt like draggable capture loss and stylesheet consolidation. Phase C adds groups and subgraph editing with create-from-selection and .lwgraph import/export. Phase D builds the node library with RT pool management, texture nodes, signal nodes, and audio/MIDI integration.
For validation in Phase E, I'm planning dotnet tests, Unity batch compile, EditMode tests, and IL2CPP/STJ smoke testing. Given the scope, I'll drive autonomously using workflows for parallelizable work like node ports and tests, keeping architecture decisions coherent in the main loop. I'm not blocked on key questions—my answers align with Kevin's stated preferences (single-class DX, JSON discriminators, registry-based runtime)—so I'll document the decisions and proceed, flagging them clearly in reports for early veto if needed. I should also verify HDRP is the right call since pipeline switching is his decision, and I'll update project facts like test commands and design doc location in memory.
Next: mark the survey complete and write the implementation plan doc in the repo recording all decisions and phases, then verify dotnet test and build work. For git workflow, Kevin hasn't asked for commits yet, so I'll work uncommitted in the tree and suggest checkpoint commits to him rather than acting unilaterally.
I've completed the survey and locked in the design. Now I'll verify that the test suite passes as claimed.
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo -v quiet 2>$null | Select-Object -Last 5
Test run for C:\Users\tossr\Code\unity\lightweaver\Tests\bin\Debug\net8.0\Lightweaver.Tests.Standalone.dll (.NETCoreApp,Version=v8.0) A total of 1 test files matched the specified pattern. Passed! - Failed: 0, Passed: 33, Skipped: 0, Total: 33, Duration: 40 ms - Lightweaver.Tests.Standalone.dll (net8.0)
All tests are passing, so now I'm documenting the implementation plan in the notes directory—capturing the three key decisions and the phased approach in a clear, decisive way that consolidates everything we've decided on.
All 33 standalone tests pass. Now I'll document the decision and implementation plan in lightweaver's Notes to resolve the design conflicts and establish the blueprint going forward.
C:\Users\tossr\Code\unity\lightweaver\Notes\ImplementationPlan-2026-06.md# Lightweaver Implementation Plan — June 2026
**Status: ACTIVE.** This document settles the architecture decisions left open (and mutually
conflicting) across ArchitectureRecommendations.md, SerializationArchitecture.md,
SplitDefinitions.md, and DesignNotes.txt, and lays out the phased plan to bring the framework
to feature-complete. Where this doc conflicts with the older notes, this doc wins.
---
## Decision 1: Node authoring model — single class + derived descriptor
**Tension** (DesignNotes.txt:66-77): dev wants to "just write an HSVNode" (one class, fields
serialized), vs. notes recommending a NodeDefinition/INodeImplementation split.
**Decision: hybrid.** Authors write ONE class. The "definition" half of the split exists, but it
is *derived by the framework* (via one-time reflection at registration), never hand-written:
```csharp
[NodeType("lightweaver.builtin.hsv", Category = "Filter", Aliases = new[]{"hue", "color"})]
public class HSVNode : TextureFilterNode
{
public FloatParameter hue = new(0f, -1f, 1f);
public FloatParameter saturation = new(0f, -1f, 1f);
public FloatParameter value = new(0f, -1f, 1f);
public override void Evaluate(EvalContext ctx) { ... }
}
```
- `NodeRegistry` scans registered assemblies for `[NodeType]`, builds a `NodeDescriptor`
per type: TypeId, display name, category/menu path, search aliases, parameter schema,
static port schema. The descriptor feeds the search palette, the serializer, and the UI.
- **Stable string TypeId** (`"lightweaver.builtin.hsv"`) is the node's identity everywhere:
serialization discriminator, palette, subgraph export. Never AssemblyQualifiedName —
registry maps TypeId → Type, which is IL2CPP-safe and refactor-safe.
- **Parameters are first-class** (`Parameter<T>`: value, default, min/max, change event,
`exposable` as input port). This is canopy's load-bearing param-as-port duality
(FloatKnobOrSlider et al.) promoted to a framework concept: when the param's port is
connected, the upstream value wins; otherwise the local value. One implementation,
every node gets UI widgets, undo, and serialization for free.
- Framework/user separation: `Lightweaver.Core` contains ZERO concrete nodes. Builtin nodes
live in `Lightweaver.Nodes.Signal` (pure C#, noEngineReferences) and
`Lightweaver.Nodes.Texture` (Unity, compute shaders). App/project-specific nodes
(e.g. a future CanopyArtnet) live in the consuming app's own assembly. HSVNode moves
out of Core.
## Decision 2: Serialization — single JSON format, TypeId discriminator, document envelope
Rejects: the code's AssemblyQualifiedName + double-encoded string wrapper (IL2CPP-fragile,
refactor-fragile, ugly); SerializationArchitecture.md's canonical IR + multi-format adapters
(YAGNI — the versioned envelope below leaves the door open).
Adopts and extends ArchitectureRecommendations.md's discriminator approach.
```jsonc
{
"formatVersion": 1,
"metadata": { "name": "...", "created": "...", "modified": "..." },
"view": { "pan": {"x":0,"y":0}, "zoom": 1.0 }, // restored on load, excluded from semantic equality
"graph": {
"nodes": [
{ "type": "lightweaver.builtin.hsv", "id": "…", "position": {"x":0,"y":0},
"params": { "hue": 0.25 }, // only non-default values
"dynamicPorts": [ {"key":"in2","type":"Texture","direction":"Input"} ] }
],
"edges": [ { "id": "…", "from": {"node":"…","port":"out"}, "to": {"node":"…","port":"in"} } ]
}
}
```
- **Topology has ONE source of truth: `graph.edges`.** `Port.connections` becomes a
`[JsonIgnore]` runtime index rebuilt on load. `Port.isConnected` becomes computed.
(Today an edge serializes 2-3x and deserializes into duplicate instances.)
- **Ports get stable string keys** (`"in"`, `"out"`, `"hue"`), never display names.
Static ports are NOT serialized (rebuilt from the class); only dynamic ports persist.
Port subclasses (TopInputPort etc.) are flattened away — direction/side are data.
(Fixes the post-load `(InputPort)p` InvalidCastException.)
- **Selection is transient**: `isSelected` loses `[JsonInclude]`; selection is neither saved
nor undoable (matches GraphView/ShaderGraph convention).
- **Round-trip contract** (the formal definition of "exactly unchanged"):
save → load → save is **byte-identical**, and load → object graph is semantically equal
(verified by deep graph comparison). Both enforced by standalone tests.
- Loading runs a **resolve pass**: registry instantiates nodes by TypeId, applies params,
reconciles dynamic ports, rebinds edges by (nodeId, portKey), rebuilds runtime indices.
Unknown TypeIds load as a `MissingNode` placeholder preserving raw JSON (graceful
degradation, lossless re-save).
- Undo history clears on load. Commands keep live refs (fine within a session).
- IL2CPP risk (open, flagged): reflection-based STJ needs a player-build spike + link.xml
before the format is declared frozen. Registry-based type resolution already removes the
worst offender (Type.GetType on save-file strings).
## Decision 3: Evaluation engine — dirty/topo scheduler in Core, values behind handles
- **Lives in Core, engine-free, fully dotnet-testable.** `GraphScheduler`: animated source
nodes mark dirty each frame → single dirty-propagation + cached topological order →
`Evaluate(EvalContext)` per dirty node → outputs cached. One pass per frame total
(fixes canopy's per-ticking-source subgraph re-walks).
- **`EvalContext`** carries injected `time`, `deltaTime`, `frameIndex`, and services
(`IResourcePool`, logger). No node ever reads wall-clock time directly — deterministic,
testable (canopy's `Time.time` debt paid).
- **Values**: `OutputPort.Value` (object) with typed `GetInput<T>(key)` helpers on the node.
Textures cross the Core boundary as an opaque `ITextureHandle` (width/height/id);
`Lightweaver.Runtime` implements it over pooled RenderTextures. Tests use fakes.
- **Lifecycle contract** (fixes canopy's DoInit-before-knobs trap, structurally):
construct → ports/params bound → `OnInitialize(ctx)` → `Evaluate(ctx)`* → `OnDispose()`.
The scheduler enforces ordering; nodes can trust it.
- `TickingNode` marker → `bool IsAnimated` on the descriptor/node; stateful nodes
(feedback, fluid) additionally distinguish serialized params from transient sim state
and implement `ResetState()`.
## Command layer hardening
- All graph mutations route through commands: add `CreateNodeCommand`,
`SetParameterCommand` (with gesture coalescing — same param + same gesture id merge),
`CompositeCommand` (paste, group, subgraph-extract land as one undo step).
- One `GraphMutator` utility owns edge wiring/unwiring + input-port displacement rules;
Port.Connect and the four commands' duplicated logic collapse onto it.
- CommandHistory gains a reentrancy guard. Undo/redo gated during active drags.
- Draggable gets PointerCaptureOut recovery + Escape-to-cancel.
## UI plan
- **Param widgets on nodes**: NodeView renders rows from the descriptor (slider/field per
Parameter, port dot beside it when exposable) — the TouchDesigner core loop.
- **Spacebar palette**: fuzzy search over NodeRegistry descriptors (name/category/aliases),
spawn at cursor (requires fixing PanelToCanvas — rewrite as `WorldToLocal`-based helpers,
delete the dead non-inverse pair). Also reachable via right-click.
- **Save/load**: Ctrl+S / Ctrl+Shift+S / Ctrl+O; runtime-friendly minimal file browser
(directory listing + name field) since this must work in built players.
- Selection polish: shift-marquee extend, ctrl-click toggle, Ctrl+A, Ctrl+C/V/D
(paste with regenerated ids at cursor offset, as CompositeCommand).
- Debt: stylesheets consolidated at panel root (not per-element Resources.Load), debug
overlay removed, Droppable deleted, singletons reduced to a passed-in context object
(prereq for subgraph editing), `[RuntimeInitializeOnLoadMethod(SubsystemRegistration)]`
static reset (domain-reload-disabled discipline from canopy).
## Groups & subgraphs
- **Group**: lightweight data (id, name, color, member node ids) rendered as a backdrop;
moving the group moves members; not a scope boundary.
- **Subgraph**: `SubgraphNode` holds a nested `GraphModel` inline in the document, plus
`InputProxyNode`/`OutputProxyNode` inside the nested graph defining its ports.
Create-from-selection (CompositeCommand: extract nodes, rewire boundary edges through
proxies). Double-click to enter (canvas rebinds to nested graph, breadcrumb to exit —
single-canvas-view, no tabs needed). Export/import as `.lwgraph` (same envelope,
`graphType: "subgraph"`), import registers it in the palette under "Subgraphs/".
- Recursive evaluation: scheduler flattens nested graphs at schedule-build time.
## Node library (Phase D port list, from canopy survey TOP-15)
Time, PeriodicSignal (LFO w/ phase continuity), DomainWarp (noise source), HSV, Pan/Offset,
CropTileScale, Merge (Simple mode first), ChromaKey, Kaleidoscope, Voronoi, MathExpr
(dynamic variable ports), SignalToEvent + TriggeredTransition, Feedback (generalized
SparkTrace), Preview/Output (+ inline node preview thumbnails as framework feature).
Audio (LASP) + MIDI (Minis) are stretch — framework-wise they're float sources; they drag
in device-manager services and embedded packages.
Shared infra first: `TextureNode` base (declarative RT lifecycle via pool, dispatch helper
querying kernel thread-group sizes), compute shaders referenced via direct asset refs in a
`NodeShaderLibrary` (not Resources string paths).
## Assembly & test layout
```
Lightweaver.Core (noEngineReferences) model, params, registry, serialization,
commands, scheduler, subgraph model, ITextureHandle
Lightweaver.Nodes.Signal (noEngineReferences, refs Core) pure builtin nodes
Lightweaver.Runtime (Unity, refs Core) UIToolkit views, palette, file UI, RT pool,
shortcut manager, services
Lightweaver.Nodes.Texture (Unity, refs Core+Runtime) texture/compute builtin nodes
```
- Standalone tests (`Tests/Lightweaver.Tests.Standalone.csproj`) glob Core + Nodes.Signal
sources; pin `LangVersion 9.0` + STJ 9.0.1 to kill dual-compile skew. This is the fast
loop (`dotnet test`, <15 s).
- Compile gate for Unity-side code: `dotnet build Lightweaver.Tests.csproj` (~13 s).
- Unity batch EditMode tests + full import check before handing back to Kevin
(`Unity.exe -batchmode -projectPath … -runTests -testPlatform EditMode …`),
only when lightweaver's Temp/UnityLockfile is absent.
- Repo hygiene: gitignore `bin/`, track `lightweaver.slnx`, delete stale
sln/Tests.csproj/Assembly-CSharp*.csproj fossils, dedupe SerializationTests,
refresh CLAUDE.md.
## Phases
- **A — Core foundation**: params, port keys, registry, serialization v2 + round-trip tests,
scheduler, GraphMutator + new commands. (Biggest phase; everything depends on it.)
- **B — UI**: param widgets, palette, save/load, selection polish, interaction debt.
- **C — Groups + subgraphs.**
- **D — Node library** (port list above; batch after the first node validates the pattern).
- **E — Validation**: full test suites, Unity batch run, IL2CPP/STJ spike note, manual
checklist for Kevin.
## Explicitly out of scope (for this push)
- Importing canopy-unity's XML canvases (no stated requirement; old saves stay in canopy).
- Multi-canvas tabs (subgraph editing reuses the single canvas view).
- Runtime shader authoring tiers (RuntimeShaderExtensibility.md phases) beyond direct
compute-shader nodes.
- HDRP-vs-URP question: flagged to Kevin (HDRP is heavyweight for a texture-synth tool),
but no pipeline change without his call.
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Notes\ImplementationPlan-2026-06.md (file state is current in your context — no need to Read it back)
Moving into Phase A implementation now—this is the critical coherence section, so I'm handling it directly in the main loop with workflow verification to follow. I'm restructuring the file organization under Assets/Lightweaver/Core/, setting up the Data folder with a DataElement class for identifiers and a GraphModel class that refactors the existing CanvasState while keeping that name at the view level.
Defining the core data structures: BaseNode gets reworked, Port becomes flattened with a key, and Edge connects nodes and ports by ID and key. I'm also setting up parameter types (float, int, bool, color, vector2, string), a registry system with NodeTypeAttribute and NodeDescriptor, serialization infrastructure with GraphDocument and converters, evaluation context with scheduling and resource pooling, and a command system with history and reentrancy guards for mutations like creating/removing nodes and edges. Subgraph support is being added at the end.
The refactor is substantial and touches the UI layer significantly—NodeView reads from node properties like topPorts, position, and selection state, while PortView and EdgeView depend on Port.CanConnectTo and Edge source/target references. I'm planning to implement this in phases: first the parameter system, new Port and BaseNode models, Edge rework, and CanvasState updates with UI layer fixes; then the registry and attributes; then serialization v2; then scheduler and evaluation; finally tests and standalone project updates. The core model rework needs to stay coherent, so I'm handling Phase A myself now rather than splitting it across parallel work.
I'm settling on keeping the CanvasState name to minimize rename churn across the UI—it can hold nodes, edges, and selection state and nest fine for subgraphs. System.Numerics stays for Vector2. Now I'm detailing the Parameter implementation with an abstract base class that tracks its owner node, display name, and port type, plus a generic subclass to follow.
For parameters, I'll use specialized subclasses like FloatParameter, IntParameter, BoolParameter, and StringParameter rather than cramming min/max into the generic base. Discovery happens via reflection over public Parameter fields at registration, building a ParameterDescriptor list with key, type, default, and range info. During node construction, a Bind pass wires up the key and owner from the descriptor. Serialization stores only non-default values in a params dict. When a parameter is exposed as a port, GetInput
For ports, I'm reconsidering whether they need IDs since edges already reference (nodeId, portKey) pairs—dropping DataElement inheritance and identifying ports purely by their node and key.
Defining the core model classes... I'm settling on a static registry with a Reset() method for tests, but wrapping it in an instance-based class for dependency injection—GraphSerializer will take the registry in its constructor. For evaluation, I'm building an EvalContext that carries timing and resource info, plus a GraphScheduler that listens to topology changes, marks animated nodes dirty on each tick, propagates that state downstream, and evaluates only the dirty nodes in topological order. Nodes will have a GetInput
For mutations, I'm using static GraphMutator methods to add/remove edges and nodes on the CanvasState, and a command system with SetParameterCommand supporting undo/redo merging via an IMergeableCommand interface. Serialization will use a custom BaseNode converter that writes type, id, position, and parameters in a deterministic order—params follow descriptor order, nodes and edges stay in list order—so round-tripping produces byte-identical output.
After loading, I need a resolve pass to reconstruct runtime indices: build the port collections at node construction, then wire up each edge by resolving source and target ports through the node map and validating connections. For the UI layer, I'm removing InputPort and OutputPort classes entirely—Port now carries side information, and the computed helpers like topPorts stay as non-casting IEnumerables, so I just need to update references in EndEdgeDrag and the node canvas manager where they check port direction or access node parameters.
For Phase A testing, I'm creating a Signal assembly with real TimeNode and PeriodicSignalNode implementations, plus a temporary HSVNode shell in a new Texture assembly that just passes input through to output—the actual compute kernel comes later. The folder structure splits into separate asmdefs for Signal and Texture under Assets/Lightweaver/Nodes, each referencing Core and Runtime as needed, with the test project globbing both new assemblies.
The tricky part is avoiding circular dependencies: NodeCanvasManager in Runtime needs to create HSVNode instances, but can't directly reference Nodes.Texture. I'm solving this with a registry pattern where Runtime never instantiates node classes directly—instead it queries the registry by TypeId, and each node assembly self-registers via a RuntimeInitializeOnLoad bootstrap method that calls into a central NodeRegistry. Core's registry stays instance-based for engine-free testing, while Runtime wraps it in a static LightweaverServices.Registry singleton with proper reset discipline.
For the Nodes.Signal assembly (which can't use Unity attributes since it has no engine references), I'll have the registry scan all loaded assemblies at runtime looking for [NodeType] attributes, filtering by the "Lightweaver" prefix to avoid noise. Tests can explicitly register assemblies as needed. Now I'm ready to implement—starting with the Core layer refactor across Data, Params, and Registry modules, then moving to UI migration. The generated csproj files won't pick up new Runtime files until Unity regenerates them, so I need a hand-written compile-check csproj that globs the Runtime and UI sources with UnityEngine DLL references via HintPaths to the editor installation. I'll add that to the validation loop, and Unity batch mode with -quit will be the final ground truth before handoff. I should also update the standalone csproj to include the Nodes/Signal glob, ensure byte-identical round trips with InvariantCulture float formatting (which STJ handles natively), set WriteIndented for readability, keep edge IDs for selection commands, and maintain PortSide defaulting for texture nodes.
Rather than writing everything sequentially myself, I'll focus on getting the Core data layer solid first, then delegate the Runtime/UI migration and test suite expansion to parallel agents once Core lands and gets reviewed.
Writing the data layer files now.
I'm starting with the Core model rework, focusing on the data layer with flattened keyed ports and event-driven nodes, then I'll spin up workflow agents for the UI migration and tests once it stabilizes.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\DataElement.csusing System;
namespace Lightweaver.Data
{
[Serializable]
public abstract class DataElement
{
public string id;
public DataElement()
{
id = Guid.NewGuid().ToString();
}
}
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\DataElement.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\PortTypes.csnamespace Lightweaver.Data
{
/// <summary>
/// String identifiers for port value types. Strings (not System.Type) so that
/// saved graphs are independent of assembly layout and runtime-defined types
/// can participate in the type system.
/// </summary>
public static class PortTypes
{
public const string Texture = "Texture";
public const string Float = "Float";
public const string Int = "Int";
public const string Bool = "Bool";
public const string Vector2 = "Vector2";
public const string Vector4 = "Vector4";
public const string String = "String";
/// <summary>A momentary trigger; carried as bool, edge-detected by consumers.</summary>
public const string Event = "Event";
/// <summary>An array of floats, e.g. an audio spectrum.</summary>
public const string Spectrum = "Spectrum";
}
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\PortTypes.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Ports.csusing System.Collections.Generic;
using System.Text.Json.Serialization;
namespace Lightweaver.Data
{
public enum PortSide
{
Default,
Left,
Right,
Top,
Bottom
}
public enum PortDirection
{
Input,
Output
}
/// <summary>
/// A connection point on a node. Ports are identified by a stable string
/// <see cref="key"/> unique within their node; edges reference ports by
/// (node id, port key). Ports themselves are never serialized directly —
/// static ports are rebuilt from the node's descriptor, and dynamic ports
/// are persisted as <see cref="PortSpec"/> entries on the node.
/// </summary>
public class Port
{
/// <summary>Stable identifier within the owning node (e.g. "in", "out", "hue").</summary>
public string key;
/// <summary>Human-facing label. May change freely; never used for addressing.</summary>
public string displayName;
public PortDirection direction;
/// <summary>Value types this port carries/accepts. First entry is primary (used for coloring).</summary>
public List<string> acceptedTypes = new List<string>();
public BaseNode parentNode;
/// <summary>True if this port was generated from a Parameter (param-as-port duality).</summary>
public bool isParamPort;
/// <summary>True if this port came from a PortSpec at runtime rather than the static schema.</summary>
public bool isDynamic;
/// <summary>
/// Runtime connection index, maintained by GraphMutator. Never serialized;
/// topology's single source of truth is CanvasState.edges.
/// </summary>
public readonly List<Edge> connections = new List<Edge>();
public bool IsConnected => connections.Count > 0;
/// <summary>Output value produced by the most recent evaluation (outputs only).</summary>
public object Value;
protected PortSide _side;
public PortSide side
{
get
{
if (_side == PortSide.Default && acceptedTypes.Count > 0)
{
return DefaultSide(acceptedTypes[0], direction);
}
return _side;
}
set
{
_side = value;
}
}
public string PrimaryType => acceptedTypes.Count > 0 ? acceptedTypes[0] : null;
public static PortSide DefaultSide(string typeId, PortDirection direction)
{
if (typeId == PortTypes.Texture)
{
return direction == PortDirection.Input ? PortSide.Top : PortSide.Bottom;
}
return direction == PortDirection.Input ? PortSide.Left : PortSide.Right;
}
/// <summary>
/// Checks whether an edge from this port to <paramref name="other"/> would be valid.
/// Used for highlighting valid drop targets during edge dragging and enforced by
/// GraphMutator when wiring.
/// </summary>
public bool CanConnectTo(Port other)
{
if (other == null) return false;
if (acceptedTypes.Count == 0 || other.acceptedTypes.Count == 0) return false;
if (direction == other.direction) return false;
if (parentNode == other.parentNode) return false;
Port source = direction == PortDirection.Output ? this : other;
Port target = direction == PortDirection.Input ? this : other;
bool typesCompatible = source.acceptedTypes.Exists(
sourceType => target.acceptedTypes.Contains(sourceType)
);
if (!typesCompatible) return false;
if (GraphUtility.WouldCreateCycle(source, target)) return false;
return true;
}
}
/// <summary>
/// Serializable description of a dynamically-added port. Static ports come from
/// the node class; only these survive in the saved document.
/// </summary>
public class PortSpec
{
public string key { get; set; }
public string displayName { get; set; }
public PortDirection direction { get; set; }
public List<string> acceptedTypes { get; set; } = new List<string>();
public PortSide side { get; set; } = PortSide.Default;
public Port Instantiate(BaseNode owner)
{
return new Port
{
key = key,
displayName = displayName ?? key,
direction = direction,
acceptedTypes = new List<string>(acceptedTypes),
side = side,
parentNode = owner,
isDynamic = true,
};
}
public static PortSpec From(Port port)
{
return new PortSpec
{
key = port.key,
displayName = port.displayName,
direction = port.direction,
acceptedTypes = new List<string>(port.acceptedTypes),
side = port.side,
};
}
}
/// <summary>
/// Fluent helper handed to BaseNode.DefinePorts for declaring static ports.
/// </summary>
public class PortBuilder
{
private readonly BaseNode node;
public PortBuilder(BaseNode node)
{
this.node = node;
}
public Port Input(string key, string typeId, string displayName = null, PortSide side = PortSide.Default)
{
return Add(key, PortDirection.Input, typeId, displayName, side);
}
public Port Output(string key, string typeId, string displayName = null, PortSide side = PortSide.Default)
{
return Add(key, PortDirection.Output, typeId, displayName, side);
}
private Port Add(string key, PortDirection direction, string typeId, string displayName, PortSide side)
{
var port = new Port
{
key = key,
displayName = displayName ?? key,
direction = direction,
side = side,
parentNode = node,
};
port.acceptedTypes.Add(typeId);
node.AddStaticPort(port);
return port;
}
}
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Ports.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Edges.csusing System;
namespace Lightweaver.Data
{
/// <summary>
/// A directed connection from an output port to an input port. The serialized
/// truth is the four address strings; the object references are a runtime index
/// resolved on load (GraphResolver) or at wiring time (GraphMutator).
/// </summary>
public class Edge : DataElement
{
public string sourceNodeId;
public string sourcePortKey;
public string targetNodeId;
public string targetPortKey;
private Port _source;
public Port source
{
get => _source;
set
{
_source = value;
sourceNodeId = value?.parentNode?.id;
sourcePortKey = value?.key;
}
}
private Port _target;
public Port target
{
get => _target;
set
{
_target = value;
targetNodeId = value?.parentNode?.id;
targetPortKey = value?.key;
}
}
private bool _isSelected = false;
/// <summary>Transient UI state; never serialized.</summary>
public bool isSelected
{
get => _isSelected;
set
{
if (_isSelected != value)
{
_isSelected = value;
OnSelectionChanged?.Invoke(value);
}
}
}
public event Action<bool> OnSelectionChanged;
public Edge()
{
}
}
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Edges.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'll start with the parameter system before moving on to BaseNode, since the latter depends on it.
I've outlined the parameter system that replaces canopy's FloatKnobOrSlider duality. Now I'll continue building out the framework.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Params\Parameter.csusing System;
using System.Collections.Generic;
using System.Numerics;
using System.Text.Json;
namespace Lightweaver.Data
{
/// <summary>
/// A node parameter: a locally-edited, serialized value that may simultaneously be
/// exposed as an input port ("param-as-port" duality). When the port is connected,
/// the upstream value wins during evaluation; otherwise the local value is used.
/// Declared as public fields on node classes and discovered by NodeRegistry:
///
/// public FloatParameter hue = new FloatParameter(0f, -1f, 1f);
///
/// The field name becomes the parameter's stable key.
/// </summary>
public abstract class Parameter
{
/// <summary>Stable identifier — the declaring field's name. Assigned during node construction.</summary>
public string key;
/// <summary>Human-facing label; defaults to key.</summary>
public string displayName;
public BaseNode owner;
/// <summary>If true (default), the parameter generates an input port with the same key.</summary>
public bool exposeAsPort = true;
/// <summary>Fired whenever the local value changes (UI edits, undo, deserialization apply).</summary>
public event Action OnValueChanged;
public abstract string PortTypeId { get; }
public abstract object BoxedValue { get; set; }
public abstract object BoxedDefault { get; }
public abstract bool IsDefault { get; }
/// <summary>Reset local value to the declared default.</summary>
public void ResetToDefault() => BoxedValue = BoxedDefault;
/// <summary>Serialize the current value as a bare JSON value.</summary>
public abstract void WriteValue(Utf8JsonWriter writer);
/// <summary>Deserialize a bare JSON value into the local value.</summary>
public abstract void ReadValue(JsonElement element);
protected void NotifyChanged()
{
OnValueChanged?.Invoke();
owner?.NotifyParameterChanged(this);
}
}
public abstract class Parameter<T> : Parameter
{
protected T _value;
public T defaultValue;
public T Value
{
get => _value;
set
{
if (!EqualityComparer<T>.Default.Equals(_value, value))
{
_value = Clamp(value);
NotifyChanged();
}
}
}
public override object BoxedValue
{
get => _value;
set => Value = (T)value;
}
public override object BoxedDefault => defaultValue;
public override bool IsDefault => EqualityComparer<T>.Default.Equals(_value, defaultValue);
protected virtual T Clamp(T value) => value;
protected Parameter(T defaultValue)
{
this.defaultValue = defaultValue;
_value = defaultValue;
}
}
public class FloatParameter : Parameter<float>
{
public float min;
public float max;
public bool hasRange;
public FloatParameter(float defaultValue = 0f) : base(defaultValue) { }
public FloatParameter(float defaultValue, float min, float max) : base(defaultValue)
{
this.min = min;
this.max = max;
hasRange = true;
}
protected override float Clamp(float value)
{
if (!hasRange) return value;
return Math.Clamp(value, min, max);
}
public override string PortTypeId => PortTypes.Float;
public override void WriteValue(Utf8JsonWriter writer) => writer.WriteNumberValue(_value);
public override void ReadValue(JsonElement element) => Value = element.GetSingle();
}
public class IntParameter : Parameter<int>
{
public int min;
public int max;
public bool hasRange;
public IntParameter(int defaultValue = 0) : base(defaultValue) { }
public IntParameter(int defaultValue, int min, int max) : base(defaultValue)
{
this.min = min;
this.max = max;
hasRange = true;
}
protected override int Clamp(int value)
{
if (!hasRange) return value;
return Math.Clamp(value, min, max);
}
public override string PortTypeId => PortTypes.Int;
public override void WriteValue(Utf8JsonWriter writer) => writer.WriteNumberValue(_value);
public override void ReadValue(JsonElement element) => Value = element.GetInt32();
}
public class BoolParameter : Parameter<bool>
{
public BoolParameter(bool defaultValue = false) : base(defaultValue) { }
public override string PortTypeId => PortTypes.Bool;
public override void WriteValue(Utf8JsonWriter writer) => writer.WriteBooleanValue(_value);
public override void ReadValue(JsonElement element) => Value = element.GetBoolean();
}
public class StringParameter : Parameter<string>
{
public StringParameter(string defaultValue = "") : base(defaultValue ?? "") { }
public override string PortTypeId => PortTypes.String;
public override void WriteValue(Utf8JsonWriter writer) => writer.WriteStringValue(_value);
public override void ReadValue(JsonElement element) => Value = element.GetString();
}
public class Vector2Parameter : Parameter<Vector2>
{
public Vector2Parameter() : base(Vector2.Zero) { }
public Vector2Parameter(Vector2 defaultValue) : base(defaultValue) { }
public Vector2Parameter(float x, float y) : base(new Vector2(x, y)) { }
public override string PortTypeId => PortTypes.Vector2;
public override void WriteValue(Utf8JsonWriter writer)
{
writer.WriteStartObject();
writer.WriteNumber("x", _value.X);
writer.WriteNumber("y", _value.Y);
writer.WriteEndObject();
}
public override void ReadValue(JsonElement element)
{
Value = new Vector2(
element.GetProperty("x").GetSingle(),
element.GetProperty("y").GetSingle());
}
}
/// <summary>
/// Four-component vector, also used for colors (x=r, y=g, z=b, w=a).
/// </summary>
public class Vector4Parameter : Parameter<Vector4>
{
/// <summary>Hint for UI: render a color picker rather than four fields.</summary>
public bool isColor;
public Vector4Parameter() : base(Vector4.Zero) { }
public Vector4Parameter(Vector4 defaultValue, bool isColor = false) : base(defaultValue)
{
this.isColor = isColor;
}
public Vector4Parameter(float x, float y, float z, float w, bool isColor = false)
: base(new Vector4(x, y, z, w))
{
this.isColor = isColor;
}
public override string PortTypeId => PortTypes.Vector4;
public override void WriteValue(Utf8JsonWriter writer)
{
writer.WriteStartObject();
writer.WriteNumber("x", _value.X);
writer.WriteNumber("y", _value.Y);
writer.WriteNumber("z", _value.Z);
writer.WriteNumber("w", _value.W);
writer.WriteEndObject();
}
public override void ReadValue(JsonElement element)
{
Value = new Vector4(
element.GetProperty("x").GetSingle(),
element.GetProperty("y").GetSingle(),
element.GetProperty("z").GetSingle(),
element.GetProperty("w").GetSingle());
}
}
/// <summary>
/// Selection among a fixed set of named options (canopy's RadioButtonSet successor).
/// Serialized as the option string for save-file readability and reorder-safety.
/// </summary>
public class EnumParameter : Parameter<string>
{
public IReadOnlyList<string> options;
public int SelectedIndex
{
get
{
for (int i = 0; i < options.Count; i++)
{
if (options[i] == _value) return i;
}
return -1;
}
}
public EnumParameter(string defaultValue, params string[] options) : base(defaultValue)
{
this.options = options;
}
protected override string Clamp(string value)
{
for (int i = 0; i < options.Count; i++)
{
if (options[i] == value) return value;
}
return defaultValue;
}
public override string PortTypeId => null; // not connectable
public override void WriteValue(Utf8JsonWriter writer) => writer.WriteStringValue(_value);
public override void ReadValue(JsonElement element) => Value = element.GetString();
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Params\Parameter.cs (file state is current in your context — no need to Read it back)
Math.Clamp is available in netstandard2.1, so that's fine with LangVersion 9. For EnumParameter, I should default exposeAsPort to false since PortTypeId will be null, and skip port generation when that's the case. Now I'm moving on to update BaseNode, CanvasState, and GraphUtility — BaseNode needs a ports list for runtime management with methods to add static ports and handle dynamic ports, plus a parameters dictionary.
The construction flow goes through NodeRegistry.CreateNode which instantiates the node, then calls Construct with the descriptor to bind parameters from the registry/factory, set up display names, and invoke DefinePorts through a PortBuilder. Static explicit ports come first in the ordering, followed by parameter ports in descriptor order for determinism. For MissingNode I'll handle it specially since it has no descriptor, and for test scenarios where nodes are created without the registry, I can make Construct callable directly with an ad hoc descriptor built from NodeDescriptor.FromType.
Writing BaseNode.cs...
Now the node base class — registry-constructed, declarative ports, no constructor virtual calls:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Nodes.csusing System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Lightweaver.Data
{
/// <summary>
/// Base class for all nodes. Authors subclass this (or a more specific base),
/// declare Parameter fields and static ports, and override Evaluate:
///
/// [NodeType("lightweaver.builtin.hsv", Category = "Filter")]
/// public class HSVNode : BaseNode
/// {
/// public FloatParameter hue = new FloatParameter(0f, -1f, 1f);
/// protected override void DefinePorts(PortBuilder ports) { ... }
/// public override void Evaluate(EvalContext ctx) { ... }
/// }
///
/// Lifecycle contract (enforced by NodeRegistry.CreateNode and GraphScheduler):
/// construct → Construct() binds params and builds ports → OnInitialize(ctx) once,
/// before first evaluation → Evaluate(ctx) repeatedly → OnDispose() on removal.
/// Nodes can rely on ports and parameters being bound in OnInitialize — the
/// init-before-ports trap of the old framework is structurally impossible.
/// </summary>
public abstract class BaseNode : DataElement
{
/// <summary>Descriptor this node was constructed from; carries TypeId and schemas.</summary>
public NodeDescriptor descriptor;
public string TypeId => descriptor?.TypeId;
/// <summary>Display title; defaults to the descriptor's display name.</summary>
public virtual string nodeName => descriptor?.DisplayName ?? GetType().Name;
private Vector2 _position;
public Vector2 position
{
get => _position;
set
{
_position = value;
OnPositionChanged?.Invoke(value);
}
}
private bool _isSelected = false;
/// <summary>Transient UI state; never serialized.</summary>
public bool isSelected
{
get => _isSelected;
set
{
if (_isSelected != value)
{
_isSelected = value;
OnSelectionChanged?.Invoke(value);
}
}
}
public event Action<Vector2> OnPositionChanged;
public event Action<bool> OnSelectionChanged;
/// <summary>Fired when any parameter's local value changes. Payload is the parameter.</summary>
public event Action<Parameter> OnParameterChanged;
/// <summary>Fired when ports are added/removed at runtime (dynamic ports).</summary>
public event Action OnPortsChanged;
public readonly List<Port> ports = new List<Port>();
public readonly Dictionary<string, Parameter> parameters = new Dictionary<string, Parameter>();
/// <summary>Dirty flag consumed by GraphScheduler. New nodes start dirty.</summary>
public bool isDirty = true;
/// <summary>True once OnInitialize has run.</summary>
public bool isInitialized;
public IEnumerable<Port> topPorts => ports.Where(p => p.side == PortSide.Top);
public IEnumerable<Port> bottomPorts => ports.Where(p => p.side == PortSide.Bottom);
public IEnumerable<Port> leftPorts => ports.Where(p => p.side == PortSide.Left);
public IEnumerable<Port> rightPorts => ports.Where(p => p.side == PortSide.Right);
public IEnumerable<Port> inputPorts => ports.Where(p => p.direction == PortDirection.Input);
public IEnumerable<Port> outputPorts => ports.Where(p => p.direction == PortDirection.Output);
/// <summary>
/// True if this node self-dirties every frame (time/audio/MIDI sources, feedback).
/// The scheduler re-evaluates animated nodes and their downstream graph each tick.
/// </summary>
public virtual bool IsAnimated => false;
protected BaseNode()
{
// Intentionally empty: ports/params are bound in Construct(), never in
// constructors, so construction order is identical for fresh nodes and
// deserialized ones.
}
/// <summary>
/// Binds parameters (via descriptor reflection data) and builds the port list.
/// Called exactly once by NodeRegistry.CreateNode / the deserializer.
/// </summary>
public void Construct(NodeDescriptor descriptor)
{
this.descriptor = descriptor;
foreach (var paramDesc in descriptor.Parameters)
{
var parameter = paramDesc.GetFrom(this);
if (parameter == null) continue;
parameter.key = paramDesc.Key;
parameter.displayName ??= paramDesc.Key;
parameter.owner = this;
parameters[paramDesc.Key] = parameter;
}
DefinePorts(new PortBuilder(this));
foreach (var parameter in parameters.Values)
{
if (!parameter.exposeAsPort || parameter.PortTypeId == null) continue;
if (GetPort(parameter.key) != null) continue;
var port = new Port
{
key = parameter.key,
displayName = parameter.displayName,
direction = PortDirection.Input,
parentNode = this,
isParamPort = true,
};
port.acceptedTypes.Add(parameter.PortTypeId);
ports.Add(port);
}
}
/// <summary>Declare static (non-parameter) ports. Order is the display order.</summary>
protected virtual void DefinePorts(PortBuilder ports)
{
}
internal void AddStaticPort(Port port)
{
ports.Add(port);
}
/// <summary>Add a dynamic port at runtime. Persisted via PortSpec on serialization.</summary>
public Port AddDynamicPort(PortSpec spec)
{
var port = spec.Instantiate(this);
ports.Add(port);
OnPortsChanged?.Invoke();
return port;
}
/// <summary>Remove a dynamic port. The caller is responsible for removing its edges first.</summary>
public bool RemoveDynamicPort(string key)
{
var port = GetPort(key);
if (port == null || !port.isDynamic) return false;
ports.Remove(port);
OnPortsChanged?.Invoke();
return true;
}
public Port GetPort(string key) => ports.FirstOrDefault(p => p.key == key);
public Parameter GetParameter(string key) =>
parameters.TryGetValue(key, out var p) ? p : null;
internal void NotifyParameterChanged(Parameter parameter)
{
isDirty = true;
OnParameterChanged?.Invoke(parameter);
}
/// <summary>Mark this node (and transitively its downstream graph) for re-evaluation.</summary>
public void MarkDirty() => isDirty = true;
// ── Evaluation helpers ────────────────────────────────────────────────
/// <summary>
/// Resolve an input value: connected upstream output wins; otherwise the
/// parameter with the same key; otherwise <paramref name="fallback"/>.
/// </summary>
public T GetInput<T>(string key, T fallback = default)
{
var port = GetPort(key);
if (port != null && port.direction == PortDirection.Input && port.IsConnected)
{
var upstream = port.connections[0].source;
if (upstream?.Value is T typed) return typed;
}
if (parameters.TryGetValue(key, out var parameter) && parameter.BoxedValue is T paramVal)
{
return paramVal;
}
return fallback;
}
/// <summary>True if the input port exists and has a connection.</summary>
public bool IsInputConnected(string key)
{
var port = GetPort(key);
return port != null && port.IsConnected;
}
public void SetOutput(string key, object value)
{
var port = GetPort(key);
if (port != null && port.direction == PortDirection.Output)
{
port.Value = value;
}
}
public T GetOutput<T>(string key, T fallback = default)
{
var port = GetPort(key);
if (port?.Value is T typed) return typed;
return fallback;
}
// ── Lifecycle ────────────────────────────────────────────────────────
/// <summary>One-time setup before first evaluation. Ports and parameters are bound.</summary>
public virtual void OnInitialize(EvalContext ctx)
{
}
/// <summary>Produce outputs from inputs. Called by GraphScheduler when dirty.</summary>
public virtual void Evaluate(EvalContext ctx)
{
}
/// <summary>Release any held resources. Called when the node is removed/unloaded.</summary>
public virtual void OnDispose()
{
}
/// <summary>
/// Reset transient simulation state (feedback buffers, accumulators). Parameters
/// are unaffected. Stateful nodes override this.
/// </summary>
public virtual void ResetState()
{
}
public virtual void Select()
{
isSelected = true;
}
}
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Nodes.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm using the null-coalescing assignment operator to set the display name, which is fine with C# 8 and LangVersion 9. Next I need to set up the core descriptor classes—NodeDescriptor, NodeTypeAttribute, NodeRegistry, and ParameterDescriptor—along with EvalContext, since BaseNode depends on both EvalContext and NodeDescriptor.
I'm setting up the registry layer with the [NodeType] attribute, descriptors, and an IL2CPP-safe TypeId→Type registry.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Registry\NodeTypeAttribute.csusing System;
namespace Lightweaver.Data
{
/// <summary>
/// Marks a class as an instantiatable node type and assigns its stable identity.
/// The TypeId is the node's identity everywhere: serialization discriminator,
/// search palette, subgraph export. It must never change once graphs have been
/// saved with it. Convention: "lightweaver.builtin.hsv", "myproject.mynode".
/// </summary>
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
public class NodeTypeAttribute : Attribute
{
public string TypeId { get; }
/// <summary>Palette display name. Defaults to the class name minus a "Node" suffix.</summary>
public string DisplayName { get; set; }
/// <summary>Palette menu path, e.g. "Filter" or "Signal/Generators".</summary>
public string Category { get; set; } = "Misc";
/// <summary>Extra search terms for the palette's fuzzy matcher.</summary>
public string[] Aliases { get; set; } = Array.Empty<string>();
/// <summary>Hide from the search palette (infrastructure nodes like subgraph proxies).</summary>
public bool Hidden { get; set; }
public NodeTypeAttribute(string typeId)
{
TypeId = typeId;
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Registry\NodeTypeAttribute.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Registry\NodeDescriptor.csusing System;
using System.Collections.Generic;
using System.Reflection;
namespace Lightweaver.Data
{
/// <summary>
/// Reflection data for one Parameter field on a node class. Built once per type.
/// </summary>
public class ParameterDescriptor
{
public string Key { get; }
public Type ParameterType { get; }
private readonly FieldInfo field;
public ParameterDescriptor(FieldInfo field)
{
this.field = field;
Key = field.Name;
ParameterType = field.FieldType;
}
/// <summary>Fetch the Parameter instance from a node (created by its field initializer).</summary>
public Parameter GetFrom(BaseNode node) => (Parameter)field.GetValue(node);
}
/// <summary>
/// The derived "definition" half of the node model: everything the framework knows
/// about a node class without instantiating it. Built once by NodeRegistry from the
/// class + [NodeType] attribute; feeds the search palette, serializer, and UI.
/// </summary>
public class NodeDescriptor
{
public string TypeId { get; private set; }
public Type Type { get; private set; }
public string DisplayName { get; private set; }
public string Category { get; private set; }
public IReadOnlyList<string> Aliases { get; private set; }
public bool Hidden { get; private set; }
public IReadOnlyList<ParameterDescriptor> Parameters { get; private set; }
public static NodeDescriptor FromType(Type type)
{
var attr = type.GetCustomAttribute<NodeTypeAttribute>();
if (attr == null)
{
throw new ArgumentException(
$"{type.FullName} has no [NodeType] attribute; node classes must declare a stable TypeId.");
}
if (type.IsAbstract)
{
throw new ArgumentException($"{type.FullName} is abstract and cannot be a node type.");
}
var parameters = new List<ParameterDescriptor>();
// Walk the inheritance chain base-first so inherited parameters precede
// declared ones, giving deterministic port/UI ordering.
var chain = new List<Type>();
for (var t = type; t != null && t != typeof(BaseNode); t = t.BaseType)
{
chain.Add(t);
}
chain.Reverse();
foreach (var t in chain)
{
foreach (var field in t.GetFields(
BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly))
{
if (typeof(Parameter).IsAssignableFrom(field.FieldType))
{
parameters.Add(new ParameterDescriptor(field));
}
}
}
string displayName = attr.DisplayName ?? StripNodeSuffix(type.Name);
return new NodeDescriptor
{
TypeId = attr.TypeId,
Type = type,
DisplayName = displayName,
Category = attr.Category,
Aliases = attr.Aliases,
Hidden = attr.Hidden,
Parameters = parameters,
};
}
private static string StripNodeSuffix(string name) =>
name.EndsWith("Node", StringComparison.Ordinal) && name.Length > 4
? name.Substring(0, name.Length - 4)
: name;
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Registry\NodeDescriptor.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Registry\NodeRegistry.csusing System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
namespace Lightweaver.Data
{
/// <summary>
/// Maps stable TypeId strings to node types/descriptors and constructs nodes.
/// Instance-based for testability; hosts hold one (the Unity runtime keeps a
/// resettable singleton in Lightweaver.Runtime, tests create their own).
///
/// Type resolution goes through this registry exclusively — saved graphs never
/// contain assembly-qualified names and the framework never calls Type.GetType
/// on save-file strings (IL2CPP- and refactor-safe).
/// </summary>
public class NodeRegistry
{
private readonly Dictionary<string, NodeDescriptor> byTypeId =
new Dictionary<string, NodeDescriptor>();
public IEnumerable<NodeDescriptor> AllDescriptors => byTypeId.Values;
/// <summary>Descriptors visible to the search palette.</summary>
public IEnumerable<NodeDescriptor> PaletteDescriptors =>
byTypeId.Values.Where(d => !d.Hidden);
public void Register(Type nodeType)
{
var descriptor = NodeDescriptor.FromType(nodeType);
if (byTypeId.TryGetValue(descriptor.TypeId, out var existing) && existing.Type != nodeType)
{
throw new InvalidOperationException(
$"TypeId '{descriptor.TypeId}' is already registered to {existing.Type.FullName}; " +
$"cannot also register {nodeType.FullName}.");
}
byTypeId[descriptor.TypeId] = descriptor;
}
/// <summary>Register every [NodeType]-attributed concrete class in an assembly.</summary>
public void RegisterAssembly(Assembly assembly)
{
foreach (var type in assembly.GetTypes())
{
if (type.IsAbstract) continue;
if (type.GetCustomAttribute<NodeTypeAttribute>() == null) continue;
Register(type);
}
}
public NodeDescriptor Resolve(string typeId) =>
byTypeId.TryGetValue(typeId, out var d) ? d : null;
public bool IsRegistered(string typeId) => byTypeId.ContainsKey(typeId);
/// <summary>
/// Instantiate and fully construct a node (parameters bound, ports built).
/// Returns a node ready to add to a canvas; OnInitialize runs later, on first
/// evaluation by the scheduler.
/// </summary>
public BaseNode CreateNode(string typeId)
{
var descriptor = Resolve(typeId);
if (descriptor == null)
{
throw new KeyNotFoundException($"No node type registered for TypeId '{typeId}'.");
}
return CreateNode(descriptor);
}
public BaseNode CreateNode(NodeDescriptor descriptor)
{
var node = (BaseNode)Activator.CreateInstance(descriptor.Type);
node.Construct(descriptor);
return node;
}
public void Clear() => byTypeId.Clear();
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Registry\NodeRegistry.cs (file state is current in your context — no need to Read it back)
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Now the evaluation engine — EvalContext, resource abstractions, and the dirty/topo scheduler:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Evaluation\EvalContext.csusing System;
namespace Lightweaver.Data
{
/// <summary>
/// An opaque handle to a GPU texture, allowing texture values to flow through the
/// engine-free Core. Lightweaver.Runtime implements this over pooled RenderTextures;
/// tests use lightweight fakes.
/// </summary>
public interface ITextureHandle
{
int Width { get; }
int Height { get; }
bool IsValid { get; }
}
/// <summary>
/// Service for acquiring/releasing pooled resources during evaluation.
/// </summary>
public interface IResourcePool
{
ITextureHandle AcquireTexture(int width, int height);
void ReleaseTexture(ITextureHandle handle);
}
/// <summary>
/// Per-tick evaluation context. All environmental inputs (time, resources, logging)
/// are injected here — nodes never read wall-clock time or global services directly,
/// which keeps evaluation deterministic and dotnet-testable.
/// </summary>
public class EvalContext
{
/// <summary>Seconds since the graph started running.</summary>
public double time;
/// <summary>Seconds since the previous tick.</summary>
public float deltaTime;
/// <summary>Monotonic tick counter.</summary>
public long frame;
public IResourcePool resources;
/// <summary>Diagnostics sink; never null (defaults to no-op).</summary>
public Action<string> log = _ => { };
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Evaluation\EvalContext.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Evaluation\GraphScheduler.csusing System;
using System.Collections.Generic;
using System.Linq;
namespace Lightweaver.Data
{
/// <summary>
/// Evaluates a canvas: one pass per tick over a cached topological order.
/// Animated nodes self-dirty each tick; dirtiness propagates downstream once;
/// only dirty nodes re-evaluate (clean nodes keep their cached output values).
/// Initialization order is enforced here: OnInitialize always runs before a
/// node's first Evaluate, after ports/params are bound.
/// </summary>
public class GraphScheduler
{
private readonly CanvasState canvas;
private List<BaseNode> topoOrder;
private bool orderInvalid = true;
public GraphScheduler(CanvasState canvas)
{
this.canvas = canvas;
canvas.OnNodeAdded += _ => InvalidateOrder();
canvas.OnNodeRemoved += node =>
{
InvalidateOrder();
if (node.isInitialized)
{
node.OnDispose();
node.isInitialized = false;
}
};
canvas.OnEdgeAdded += _ => InvalidateTopology();
canvas.OnEdgeRemoved += _ => InvalidateTopology();
}
public void InvalidateOrder() => orderInvalid = true;
private void InvalidateTopology()
{
orderInvalid = true;
// A topology change can change any downstream value; conservatively dirty
// everything. (Cheap relative to evaluation; avoids subtle staleness.)
foreach (var node in canvas.nodes)
{
node.isDirty = true;
}
}
/// <summary>
/// Run one evaluation pass. Marks animated nodes dirty, propagates dirtiness
/// downstream, evaluates dirty nodes in topological order, clears dirty flags.
/// </summary>
public void Tick(EvalContext ctx)
{
if (orderInvalid)
{
topoOrder = ComputeTopologicalOrder();
orderInvalid = false;
}
foreach (var node in topoOrder)
{
if (node.IsAnimated)
{
node.isDirty = true;
}
}
PropagateDirty();
foreach (var node in topoOrder)
{
if (!node.isDirty) continue;
if (!node.isInitialized)
{
node.OnInitialize(ctx);
node.isInitialized = true;
}
node.Evaluate(ctx);
node.isDirty = false;
}
}
private void PropagateDirty()
{
// topoOrder is upstream-first, so one forward pass fully propagates.
foreach (var node in topoOrder)
{
if (!node.isDirty) continue;
foreach (var port in node.ports)
{
if (port.direction != PortDirection.Output) continue;
foreach (var edge in port.connections)
{
edge.target?.parentNode?.MarkDirty();
}
}
}
}
/// <summary>
/// Kahn's algorithm over the current canvas. Nodes in cycles (which GraphMutator
/// prevents, but defensively) are appended last in stable order so evaluation
/// degrades rather than dropping nodes.
/// </summary>
public List<BaseNode> ComputeTopologicalOrder()
{
var order = new List<BaseNode>(canvas.nodes.Count);
var inDegree = new Dictionary<BaseNode, int>();
foreach (var node in canvas.nodes)
{
inDegree[node] = 0;
}
foreach (var edge in canvas.edges)
{
var target = edge.target?.parentNode;
if (target != null && inDegree.ContainsKey(target))
{
inDegree[target]++;
}
}
// Stable seed order: canvas list order keeps evaluation deterministic.
var ready = new Queue<BaseNode>(canvas.nodes.Where(n => inDegree[n] == 0));
while (ready.Count > 0)
{
var node = ready.Dequeue();
order.Add(node);
foreach (var port in node.ports)
{
if (port.direction != PortDirection.Output) continue;
foreach (var edge in port.connections)
{
var downstream = edge.target?.parentNode;
if (downstream == null || !inDegree.ContainsKey(downstream)) continue;
if (--inDegree[downstream] == 0)
{
ready.Enqueue(downstream);
}
}
}
}
if (order.Count < canvas.nodes.Count)
{
foreach (var node in canvas.nodes)
{
if (!order.Contains(node)) order.Add(node);
}
}
return order;
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Evaluation\GraphScheduler.cs (file state is current in your context — no need to Read it back)
Now I'm moving on to refactor GraphMutator and CanvasState, where CanvasState remains mostly unchanged while GraphMutator takes ownership of the wiring logic. I'll need to rework the commands after that, then handle serialization, and finally do a quick check on GraphUtility to ensure it's still compatible with the new port.connections and edge.target structure. I'm starting with a method that adds edges into the runtime indices and canvas list.
Adding more methods...
The key constraint here is that input ports accept only one connection—this follows the canopy semantics where multi-input nodes use dynamic ports instead. I'm enforcing single-connection-per-input as the rule, with displacement handled at the command level. For CanvasState, I'm removing the [JsonInclude] attributes from the nodes and edges lists since the serializer will be fully custom now, and I can strip out the STJ attributes entirely while keeping the events and selection logic intact.
Now the single-source-of-truth graph mutation utility, and the updated CanvasState:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\GraphMutator.csusing System;
using System.Collections.Generic;
using System.Linq;
namespace Lightweaver.Data
{
/// <summary>
/// The single owner of graph topology mutation rules. Commands (and only commands,
/// plus the deserializer's resolve pass) call these; nothing else wires edges.
/// Invariants enforced here:
/// • topology truth lives in CanvasState.edges; Port.connections is a maintained index
/// • an input port holds at most one connection (displacement is the caller's
/// responsibility via GetDisplacedEdges, so it can be captured for undo)
/// • edges are always oriented output → input
/// </summary>
public static class GraphMutator
{
/// <summary>
/// Create an Edge between two ports (either order), oriented source=output,
/// target=input. Does NOT validate or wire — callers validate with
/// Port.CanConnectTo and wire with AddEdge.
/// </summary>
public static Edge CreateEdge(Port a, Port b)
{
Port source = a.direction == PortDirection.Output ? a : b;
Port target = a.direction == PortDirection.Input ? a : b;
if (source.direction != PortDirection.Output || target.direction != PortDirection.Input)
{
throw new ArgumentException("An edge requires one output port and one input port.");
}
return new Edge { source = source, target = target };
}
/// <summary>Wire an edge into the canvas: list + both ports' connection indices.</summary>
public static void AddEdge(CanvasState canvas, Edge edge)
{
if (edge.source == null || edge.target == null)
{
throw new InvalidOperationException(
"Edge must have resolved source/target ports before wiring.");
}
if (!edge.source.connections.Contains(edge)) edge.source.connections.Add(edge);
if (!edge.target.connections.Contains(edge)) edge.target.connections.Add(edge);
canvas.AddEdge(edge);
}
/// <summary>Unwire an edge from the canvas and both ports' connection indices.</summary>
public static void RemoveEdge(CanvasState canvas, Edge edge)
{
edge.source?.connections.Remove(edge);
edge.target?.connections.Remove(edge);
canvas.RemoveEdge(edge);
}
/// <summary>
/// Edges that must be removed before connecting to <paramref name="inputPort"/>
/// (single-connection-per-input rule). Capture these for undo.
/// </summary>
public static List<Edge> GetDisplacedEdges(Port inputPort)
{
if (inputPort == null || inputPort.direction != PortDirection.Input)
{
return new List<Edge>();
}
return new List<Edge>(inputPort.connections);
}
/// <summary>All edges in the canvas touching any port of <paramref name="node"/>.</summary>
public static List<Edge> GetAttachedEdges(CanvasState canvas, BaseNode node)
{
return canvas.edges
.Where(e => e.source?.parentNode == node || e.target?.parentNode == node)
.ToList();
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\GraphMutator.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\CanvasState.csusing System;
using System.Collections.Generic;
using System.Linq;
namespace Lightweaver.Data
{
/// <summary>
/// The graph model: nodes and edges (the single source of truth for topology),
/// plus transient selection state. Serialized via GraphSerializer (custom
/// converters), never via direct reflection over this class.
/// </summary>
public class CanvasState : DataElement
{
public List<Edge> edges;
public List<BaseNode> nodes;
public IReadOnlyList<BaseNode> SelectedNodes => selectedNodes;
public IReadOnlyList<Edge> SelectedEdges => selectedEdges;
private List<BaseNode> selectedNodes = new List<BaseNode>();
private List<Edge> selectedEdges = new List<Edge>();
public event Action<BaseNode> OnNodeAdded;
public event Action<BaseNode> OnNodeRemoved;
public event Action<Edge> OnEdgeAdded;
public event Action<Edge> OnEdgeRemoved;
public CanvasState()
{
nodes = new List<BaseNode>();
edges = new List<Edge>();
}
public BaseNode GetNode(string nodeId) => nodes.FirstOrDefault(n => n.id == nodeId);
public void AddNode(BaseNode node)
{
nodes.Add(node);
OnNodeAdded?.Invoke(node);
}
public void RemoveNode(BaseNode node)
{
nodes.Remove(node);
DeselectNode(node);
OnNodeRemoved?.Invoke(node);
}
public void AddEdge(Edge edge)
{
edges.Add(edge);
OnEdgeAdded?.Invoke(edge);
}
public void RemoveEdge(Edge edge)
{
edges.Remove(edge);
DeselectEdge(edge);
OnEdgeRemoved?.Invoke(edge);
}
public void ClearSelection()
{
foreach (var node in selectedNodes.ToList())
{
node.isSelected = false;
}
selectedNodes.Clear();
foreach (var edge in selectedEdges.ToList())
{
edge.isSelected = false;
}
selectedEdges.Clear();
}
public void SelectNode(BaseNode node, bool addToSelection = false)
{
if (!addToSelection)
{
ClearSelection();
}
if (!selectedNodes.Contains(node))
{
selectedNodes.Add(node);
node.isSelected = true;
}
}
public void DeselectNode(BaseNode node)
{
if (selectedNodes.Remove(node))
{
node.isSelected = false;
}
}
public void SelectEdge(Edge edge, bool addToSelection = false)
{
if (!addToSelection)
{
ClearSelection();
}
if (!selectedEdges.Contains(edge))
{
selectedEdges.Add(edge);
edge.isSelected = true;
}
}
public void DeselectEdge(Edge edge)
{
if (selectedEdges.Remove(edge))
{
edge.isSelected = false;
}
}
}
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\CanvasState.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Now I'm working on the serialization layer—the core of the system. I'm creating envelope POCOs in GraphDocument.cs to hold the document structure, metadata, and view state, then building a custom serializer in GraphSerializer.cs that handles both string and file I/O with hand-rolled Utf8JsonWriter and JsonDocument for complete determinism instead of relying on standard serialization libraries. I'm also adding MissingNode.cs to handle edge cases.
The Save method takes a canvas, metadata, and optional view state, then outputs JSON with format version, metadata (name, created, modified timestamps), optional view pan/zoom, and the graph structure containing nodes with their type, ID, position, non-default parameters in descriptor order, and dynamic ports, plus edges linking nodes and ports. For unknown node types, MissingNode preserves the raw JSON text and writes it back verbatim using WriteRawValue when saving.
The Load process parses the JSON document, validates the format version, then reconstructs each node by looking up its type in the registry, applying stored parameters and dynamic ports—if a type is missing, it creates a MissingNode wrapper instead—and finally reconnects all edges between nodes and ports.
For edges referencing missing nodes, I'm synthesizing ports lazily based on what the raw JSON specifies, inferring direction from whether the edge is an outgoing or incoming connection, which preserves the graph topology even when node types are unknown.
To guarantee byte-identical round-trips, parameters are written in descriptor order with non-default filtering, timestamps only update when the caller explicitly modifies metadata before saving, edge and node list order is preserved, indentation is enabled, and floats use STJ's deterministic shortest representation.
I'll use POCOs for LoadResult, GraphMetadata, and ViewState, add Vector2 from System.Numerics for positions, and use UTF8 without BOM for file I/O. For extensibility, I'm adding virtual methods on BaseNode—WriteExtraState and ReadExtraState—so nodes like TextureBank and MathExpr can persist custom state beyond parameters, with a HasExtraState property to skip empty state objects. Subgraph support will hook in during Phase C without cluttering the serializer now.
Now the serialization layer — hand-rolled writer/reader for full determinism (byte-identical round-trips) and IL2CPP safety:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphDocument.csusing System.Collections.Generic;
using System.Numerics;
namespace Lightweaver.Data
{
/// <summary>Document-level metadata. Not part of semantic graph equality.</summary>
public class GraphMetadata
{
public string name = "Untitled";
/// <summary>ISO-8601 UTC. Set by the host on create/save; the serializer never touches it.</summary>
public string created;
public string modified;
}
/// <summary>Camera state restored on load; excluded from semantic graph equality.</summary>
public class ViewState
{
public Vector2 pan = Vector2.Zero;
public float zoom = 1f;
}
/// <summary>Result of loading a graph document.</summary>
public class LoadResult
{
public CanvasState canvas;
public GraphMetadata metadata;
public ViewState view;
/// <summary>Non-fatal issues (unknown node types, unresolvable edges).</summary>
public readonly List<string> warnings = new List<string>();
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphDocument.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\MissingNode.csusing System.Text.Json;
namespace Lightweaver.Data
{
/// <summary>
/// Placeholder for a node whose TypeId is not registered (plugin not present,
/// renamed type, newer file). Preserves the original JSON verbatim so the graph
/// re-saves losslessly, and synthesizes ports on demand so edges to the missing
/// node survive the round-trip.
/// </summary>
public class MissingNode : BaseNode
{
/// <summary>The original node JSON object, written back verbatim on save.</summary>
public string rawJson;
/// <summary>The TypeId the file asked for.</summary>
public string missingTypeId;
public override string nodeName => $"Missing: {missingTypeId}";
/// <summary>
/// Called by the resolve pass when an edge references a port key this node
/// doesn't have yet. Direction comes from which end of the edge points here.
/// </summary>
public Port SynthesizePort(string key, PortDirection direction)
{
var existing = GetPort(key);
if (existing != null) return existing;
var port = new Port
{
key = key,
displayName = key,
direction = direction,
parentNode = this,
};
ports.Add(port);
return port;
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\MissingNode.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.csusing System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using System.Text;
using System.Text.Json;
namespace Lightweaver.Data
{
/// <summary>
/// Saves/loads graph documents as JSON. Writing is fully hand-rolled
/// (Utf8JsonWriter, no reflection) so output is deterministic — the round-trip
/// contract is save → load → save produces byte-identical text. Type resolution
/// on load goes through the NodeRegistry by stable TypeId; unknown types load as
/// MissingNode placeholders and re-save losslessly.
/// </summary>
public class GraphSerializer
{
public const int CurrentFormatVersion = 1;
private readonly NodeRegistry registry;
public GraphSerializer(NodeRegistry registry)
{
this.registry = registry;
}
// ── Save ─────────────────────────────────────────────────────────────
public string Save(CanvasState canvas, GraphMetadata metadata = null, ViewState view = null)
{
using var stream = new MemoryStream();
using (var writer = new Utf8JsonWriter(stream, new JsonWriterOptions { Indented = true }))
{
writer.WriteStartObject();
writer.WriteNumber("formatVersion", CurrentFormatVersion);
WriteMetadata(writer, metadata ?? new GraphMetadata());
WriteView(writer, view ?? new ViewState());
writer.WritePropertyName("graph");
writer.WriteStartObject();
writer.WritePropertyName("nodes");
writer.WriteStartArray();
foreach (var node in canvas.nodes)
{
WriteNode(writer, node);
}
writer.WriteEndArray();
writer.WritePropertyName("edges");
writer.WriteStartArray();
foreach (var edge in canvas.edges)
{
WriteEdge(writer, edge);
}
writer.WriteEndArray();
writer.WriteEndObject(); // graph
writer.WriteEndObject(); // document
}
return Encoding.UTF8.GetString(stream.ToArray());
}
public void SaveToFile(string path, CanvasState canvas, GraphMetadata metadata = null, ViewState view = null)
{
var json = Save(canvas, metadata, view);
File.WriteAllText(path, json, new UTF8Encoding(encoderShouldEmitUTF8Identifier: false));
}
private static void WriteMetadata(Utf8JsonWriter writer, GraphMetadata metadata)
{
writer.WritePropertyName("metadata");
writer.WriteStartObject();
writer.WriteString("name", metadata.name ?? "Untitled");
if (metadata.created != null) writer.WriteString("created", metadata.created);
if (metadata.modified != null) writer.WriteString("modified", metadata.modified);
writer.WriteEndObject();
}
private static void WriteView(Utf8JsonWriter writer, ViewState view)
{
writer.WritePropertyName("view");
writer.WriteStartObject();
writer.WritePropertyName("pan");
WriteVector2(writer, view.pan);
writer.WriteNumber("zoom", view.zoom);
writer.WriteEndObject();
}
private void WriteNode(Utf8JsonWriter writer, BaseNode node)
{
if (node is MissingNode missing && missing.rawJson != null)
{
// Lossless pass-through of a node we couldn't resolve on load.
writer.WriteRawValue(missing.rawJson, skipInputValidation: false);
return;
}
writer.WriteStartObject();
writer.WriteString("type", node.TypeId);
writer.WriteString("id", node.id);
writer.WritePropertyName("position");
WriteVector2(writer, node.position);
// Non-default parameters, in descriptor (declaration) order for determinism.
bool hasParams = false;
foreach (var paramDesc in node.descriptor.Parameters)
{
var parameter = node.GetParameter(paramDesc.Key);
if (parameter == null || parameter.IsDefault) continue;
if (!hasParams)
{
writer.WritePropertyName("params");
writer.WriteStartObject();
hasParams = true;
}
writer.WritePropertyName(parameter.key);
parameter.WriteValue(writer);
}
if (hasParams) writer.WriteEndObject();
bool hasDynamic = false;
foreach (var port in node.ports)
{
if (!port.isDynamic) continue;
if (!hasDynamic)
{
writer.WritePropertyName("dynamicPorts");
writer.WriteStartArray();
hasDynamic = true;
}
WritePortSpec(writer, port);
}
if (hasDynamic) writer.WriteEndArray();
if (node.HasExtraState)
{
writer.WritePropertyName("state");
writer.WriteStartObject();
node.WriteExtraState(writer);
writer.WriteEndObject();
}
writer.WriteEndObject();
}
private static void WritePortSpec(Utf8JsonWriter writer, Port port)
{
writer.WriteStartObject();
writer.WriteString("key", port.key);
if (port.displayName != null && port.displayName != port.key)
{
writer.WriteString("displayName", port.displayName);
}
writer.WriteString("direction", port.direction == PortDirection.Input ? "in" : "out");
writer.WritePropertyName("types");
writer.WriteStartArray();
foreach (var t in port.acceptedTypes) writer.WriteStringValue(t);
writer.WriteEndArray();
if (port.side != PortSide.Default)
{
writer.WriteString("side", port.side.ToString());
}
writer.WriteEndObject();
}
private static void WriteEdge(Utf8JsonWriter writer, Edge edge)
{
writer.WriteStartObject();
writer.WriteString("id", edge.id);
writer.WritePropertyName("from");
WritePortAddress(writer, edge.sourceNodeId, edge.sourcePortKey);
writer.WritePropertyName("to");
WritePortAddress(writer, edge.targetNodeId, edge.targetPortKey);
writer.WriteEndObject();
}
private static void WritePortAddress(Utf8JsonWriter writer, string nodeId, string portKey)
{
writer.WriteStartObject();
writer.WriteString("node", nodeId);
writer.WriteString("port", portKey);
writer.WriteEndObject();
}
private static void WriteVector2(Utf8JsonWriter writer, Vector2 v)
{
writer.WriteStartObject();
writer.WriteNumber("x", v.X);
writer.WriteNumber("y", v.Y);
writer.WriteEndObject();
}
// ── Load ─────────────────────────────────────────────────────────────
public LoadResult Load(string json)
{
var result = new LoadResult
{
canvas = new CanvasState(),
metadata = new GraphMetadata(),
view = new ViewState(),
};
using var doc = JsonDocument.Parse(json);
var root = doc.RootElement;
int formatVersion = root.TryGetProperty("formatVersion", out var fv) ? fv.GetInt32() : 1;
if (formatVersion > CurrentFormatVersion)
{
result.warnings.Add(
$"Document format version {formatVersion} is newer than supported " +
$"({CurrentFormatVersion}); loading best-effort.");
}
if (root.TryGetProperty("metadata", out var meta))
{
if (meta.TryGetProperty("name", out var name)) result.metadata.name = name.GetString();
if (meta.TryGetProperty("created", out var created)) result.metadata.created = created.GetString();
if (meta.TryGetProperty("modified", out var modified)) result.metadata.modified = modified.GetString();
}
if (root.TryGetProperty("view", out var view))
{
if (view.TryGetProperty("pan", out var pan)) result.view.pan = ReadVector2(pan);
if (view.TryGetProperty("zoom", out var zoom)) result.view.zoom = zoom.GetSingle();
}
if (!root.TryGetProperty("graph", out var graph))
{
result.warnings.Add("Document has no 'graph' object; loaded an empty canvas.");
return result;
}
var nodesById = new Dictionary<string, BaseNode>();
if (graph.TryGetProperty("nodes", out var nodes))
{
foreach (var nodeEl in nodes.EnumerateArray())
{
var node = ReadNode(nodeEl, result);
if (node == null) continue;
nodesById[node.id] = node;
result.canvas.AddNode(node);
}
}
if (graph.TryGetProperty("edges", out var edges))
{
foreach (var edgeEl in edges.EnumerateArray())
{
var edge = ReadEdge(edgeEl, nodesById, result);
if (edge == null) continue;
GraphMutator.AddEdge(result.canvas, edge);
}
}
return result;
}
public LoadResult LoadFromFile(string path) => Load(File.ReadAllText(path));
private BaseNode ReadNode(JsonElement nodeEl, LoadResult result)
{
string typeId = nodeEl.TryGetProperty("type", out var t) ? t.GetString() : null;
string id = nodeEl.TryGetProperty("id", out var idEl) ? idEl.GetString() : null;
if (typeId == null || id == null)
{
result.warnings.Add("Skipped a node entry missing 'type' or 'id'.");
return null;
}
BaseNode node;
var descriptor = registry.Resolve(typeId);
if (descriptor == null)
{
result.warnings.Add($"Unknown node type '{typeId}'; loaded as placeholder.");
var missing = new MissingNode
{
rawJson = nodeEl.GetRawText(),
missingTypeId = typeId,
};
node = missing;
}
else
{
node = registry.CreateNode(descriptor);
}
node.id = id;
if (nodeEl.TryGetProperty("position", out var pos))
{
node.position = ReadVector2(pos);
}
if (descriptor != null && nodeEl.TryGetProperty("params", out var paramsEl))
{
foreach (var prop in paramsEl.EnumerateObject())
{
var parameter = node.GetParameter(prop.Name);
if (parameter == null)
{
result.warnings.Add(
$"Node '{typeId}' ({id}) has no parameter '{prop.Name}'; value ignored.");
continue;
}
try
{
parameter.ReadValue(prop.Value);
}
catch (Exception e)
{
result.warnings.Add(
$"Failed to read parameter '{prop.Name}' on node '{typeId}' ({id}): {e.Message}");
}
}
}
if (descriptor != null && nodeEl.TryGetProperty("dynamicPorts", out var dynPorts))
{
foreach (var portEl in dynPorts.EnumerateArray())
{
node.AddDynamicPort(ReadPortSpec(portEl));
}
}
if (descriptor != null && nodeEl.TryGetProperty("state", out var stateEl))
{
try
{
node.ReadExtraState(stateEl);
}
catch (Exception e)
{
result.warnings.Add($"Failed to read extra state on node '{typeId}' ({id}): {e.Message}");
}
}
// Loading must not leave nodes pre-dirtied differently than creation does;
// new and loaded nodes both start dirty and uninitialized.
node.isDirty = true;
return node;
}
private static PortSpec ReadPortSpec(JsonElement portEl)
{
var spec = new PortSpec
{
key = portEl.GetProperty("key").GetString(),
direction = portEl.GetProperty("direction").GetString() == "in"
? PortDirection.Input
: PortDirection.Output,
};
spec.displayName = portEl.TryGetProperty("displayName", out var dn) ? dn.GetString() : spec.key;
if (portEl.TryGetProperty("types", out var types))
{
foreach (var typeEl in types.EnumerateArray())
{
spec.acceptedTypes.Add(typeEl.GetString());
}
}
if (portEl.TryGetProperty("side", out var side) &&
Enum.TryParse<PortSide>(side.GetString(), out var parsedSide))
{
spec.side = parsedSide;
}
return spec;
}
private static Edge ReadEdge(
JsonElement edgeEl, Dictionary<string, BaseNode> nodesById, LoadResult result)
{
string id = edgeEl.TryGetProperty("id", out var idEl) ? idEl.GetString() : null;
if (!TryReadPortAddress(edgeEl, "from", nodesById, PortDirection.Output, result,
out var source) ||
!TryReadPortAddress(edgeEl, "to", nodesById, PortDirection.Input, result,
out var target))
{
return null;
}
var edge = new Edge { source = source, target = target };
if (id != null) edge.id = id;
return edge;
}
private static bool TryReadPortAddress(
JsonElement edgeEl, string property, Dictionary<string, BaseNode> nodesById,
PortDirection expectedDirection, LoadResult result, out Port port)
{
port = null;
if (!edgeEl.TryGetProperty(property, out var addr))
{
result.warnings.Add($"Skipped an edge missing its '{property}' address.");
return false;
}
string nodeId = addr.GetProperty("node").GetString();
string portKey = addr.GetProperty("port").GetString();
if (!nodesById.TryGetValue(nodeId, out var node))
{
result.warnings.Add($"Skipped an edge referencing unknown node '{nodeId}'.");
return false;
}
port = node.GetPort(portKey);
if (port == null && node is MissingNode missing)
{
port = missing.SynthesizePort(portKey, expectedDirection);
}
if (port == null)
{
result.warnings.Add(
$"Skipped an edge referencing unknown port '{portKey}' on node '{nodeId}'.");
return false;
}
return true;
}
private static Vector2 ReadVector2(JsonElement el) =>
new Vector2(el.GetProperty("x").GetSingle(), el.GetProperty("y").GetSingle());
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.cs (file state is current in your context — no need to Read it back)
I need to add the extra state methods to BaseNode that I've been referencing in the serializer, then move on to reworking the command layer.
The serializer references extra-state hooks I haven't added to BaseNode yet — adding those, then reworking the command layer:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Nodes.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Nodes.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to examine the existing command implementations—CreateEdgeCommand, RemoveEdgeCommand, DeleteEntityCommand, and MoveNodesCommand—to understand how they're currently structured before refactoring them with minimal impact on their UI call sites.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\CreateEdgeCommand.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Commands\\CreateEdgeCommand.cs"
}1 using System.Collections.Generic;
2 using Lightweaver.Data;
3
4 namespace Lightweaver.Commands
5 {
6 /// <summary>
7 /// Command for creating an edge between two ports.
8 /// Optionally removes displaced edges (e.g. existing connection on an input port).
9 /// Supports undo/redo: undo removes the new edge and restores displaced edges.
10 /// </summary>
11 public class CreateEdgeCommand : ICommand
12 {
13 private readonly Port sourcePort;
14 private readonly Port targetPort;
15 private readonly List<Edge> displacedEdges;
16 private readonly CanvasState canvasState;
17 private Edge edge;
18
19 public string Description => $"Connect {sourcePort?.name ?? "port"} to {targetPort?.name ?? "port"}";
20
21 public CreateEdgeCommand(Port source, Port target, CanvasState canvasState, List<Edge> displacedEdges = null)
22 {
23 sourcePort = source;
24 targetPort = target;
25 this.canvasState = canvasState;
26 this.displacedEdges = displacedEdges ?? new List<Edge>();
27 }
28
29 public void Execute()
30 {
31 if (sourcePort == null || targetPort == null) return;
32
33 foreach (var displaced in displacedEdges)
34 {
35 RemoveEdge(displaced);
36 }
37
38 if (edge == null)
39 {
40 edge = new Edge()
41 {
42 source = sourcePort,
43 target = targetPort
44 };
45 }
46
47 sourcePort.connections.Add(edge);
48 targetPort.connections.Add(edge);
49 sourcePort.isConnected = true;
50 targetPort.isConnected = true;
51
52 canvasState?.AddEdge(edge);
53 }
54
55 public void Undo()
56 {
57 if (edge == null) return;
58
59 RemoveEdge(edge);
60
61 for (int i = displacedEdges.Count - 1; i >= 0; i--)
62 {
63 RestoreEdge(displacedEdges[i]);
64 }
65 }
66
67 private void RemoveEdge(Edge e)
68 {
69 e.source?.connections.Remove(e);
70 e.target?.connections.Remove(e);
71
72 if (e.source != null)
73 e.source.isConnected = e.source.connections.Count > 0;
74 if (e.target != null)
75 e.target.isConnected = e.target.connections.Count > 0;
76
77 canvasState?.RemoveEdge(e);
78 }
79
80 private void RestoreEdge(Edge e)
81 {
82 e.source?.connections.Add(e);
83 e.target?.connections.Add(e);
84
85 if (e.source != null) e.source.isConnected = true;
86 if (e.target != null) e.target.isConnected = true;
87
88 canvasState?.AddEdge(e);
89 }
90 }
91 }
92 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\DeleteEntityCommand.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Commands\\DeleteEntityCommand.cs"
}1 using System.Collections.Generic;
2 using System.Linq;
3 using Lightweaver.Data;
4
5 namespace Lightweaver.Commands
6 {
7 /// <summary>
8 /// Command for deleting selected nodes and/or edges from the canvas.
9 /// When a node is deleted, all its connected edges are also removed.
10 /// Supports undo by restoring all removed entities and their connections.
11 /// </summary>
12 public class DeleteEntityCommand : ICommand
13 {
14 private readonly List<BaseNode> nodesToDelete;
15 private readonly List<Edge> edgesToDelete;
16 private readonly List<Edge> implicitEdges;
17 private readonly CanvasState canvasState;
18
19 public string Description { get; }
20
21 public DeleteEntityCommand(IEnumerable<BaseNode> nodes, IEnumerable<Edge> edges, CanvasState canvasState)
22 {
23 this.canvasState = canvasState;
24 nodesToDelete = new List<BaseNode>(nodes);
25 edgesToDelete = new List<Edge>(edges);
26
27 var explicitEdgeSet = new HashSet<Edge>(edgesToDelete);
28 var implicitEdgeSet = new HashSet<Edge>();
29 implicitEdges = new List<Edge>();
30
31 foreach (var node in nodesToDelete)
32 {
33 foreach (var port in node.ports)
34 {
35 foreach (var edge in port.connections)
36 {
37 if (!explicitEdgeSet.Contains(edge) && implicitEdgeSet.Add(edge))
38 {
39 implicitEdges.Add(edge);
40 }
41 }
42 }
43 }
44
45 int totalNodes = nodesToDelete.Count;
46 int totalEdges = edgesToDelete.Count;
47
48 if (totalNodes > 0 && totalEdges > 0)
49 Description = $"Delete {totalNodes} node(s) and {totalEdges} edge(s)";
50 else if (totalNodes > 0)
51 Description = totalNodes == 1 ? $"Delete {nodesToDelete[0].nodeName}" : $"Delete {totalNodes} nodes";
52 else
53 Description = totalEdges == 1 ? "Delete edge" : $"Delete {totalEdges} edges";
54 }
55
56 public void Execute()
57 {
58 if (canvasState == null) return;
59
60 foreach (var edge in edgesToDelete.Concat(implicitEdges))
61 {
62 RemoveEdge(edge);
63 }
64
65 foreach (var node in nodesToDelete)
66 {
67 canvasState.RemoveNode(node);
68 }
69 }
70
71 public void Undo()
72 {
73 if (canvasState == null) return;
74
75 foreach (var node in nodesToDelete)
76 {
77 canvasState.AddNode(node);
78 }
79
80 for (int i = implicitEdges.Count - 1; i >= 0; i--)
81 {
82 RestoreEdge(implicitEdges[i]);
83 }
84 for (int i = edgesToDelete.Count - 1; i >= 0; i--)
85 {
86 RestoreEdge(edgesToDelete[i]);
87 }
88 }
89
90 private void RemoveEdge(Edge edge)
91 {
92 edge.source?.connections.Remove(edge);
93 edge.target?.connections.Remove(edge);
94
95 if (edge.source != null)
96 edge.source.isConnected = edge.source.connections.Count > 0;
97 if (edge.target != null)
98 edge.target.isConnected = edge.target.connections.Count > 0;
99
100 canvasState.RemoveEdge(edge);
101 }
102
103 private void RestoreEdge(Edge edge)
104 {
105 edge.source?.connections.Add(edge);
106 edge.target?.connections.Add(edge);
107
108 if (edge.source != null) edge.source.isConnected = true;
109 if (edge.target != null) edge.target.isConnected = true;
110
111 canvasState.AddEdge(edge);
112 }
113 }
114 }
115 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\RemoveEdgeCommand.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Commands\\RemoveEdgeCommand.cs"
}1 using Lightweaver.Data;
2
3 namespace Lightweaver.Commands
4 {
5 /// <summary>
6 /// Command for removing an edge. Used when a "picked up" edge is dropped
7 /// on empty space. Supports undo by restoring the edge.
8 /// </summary>
9 public class RemoveEdgeCommand : ICommand
10 {
11 private readonly Edge edge;
12 private readonly CanvasState canvasState;
13
14 public string Description => $"Remove edge from {edge?.source?.name ?? "port"} to {edge?.target?.name ?? "port"}";
15
16 public RemoveEdgeCommand(Edge edge, CanvasState canvasState)
17 {
18 this.edge = edge;
19 this.canvasState = canvasState;
20 }
21
22 public void Execute()
23 {
24 if (edge == null) return;
25
26 edge.source?.connections.Remove(edge);
27 edge.target?.connections.Remove(edge);
28
29 if (edge.source != null)
30 edge.source.isConnected = edge.source.connections.Count > 0;
31 if (edge.target != null)
32 edge.target.isConnected = edge.target.connections.Count > 0;
33
34 canvasState?.RemoveEdge(edge);
35 }
36
37 public void Undo()
38 {
39 if (edge == null) return;
40
41 edge.source?.connections.Add(edge);
42 edge.target?.connections.Add(edge);
43
44 if (edge.source != null) edge.source.isConnected = true;
45 if (edge.target != null) edge.target.isConnected = true;
46
47 canvasState?.AddEdge(edge);
48 }
49 }
50 }
51 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\MoveNodesCommand.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Commands\\MoveNodesCommand.cs"
}1 using System.Collections.Generic;
2 using System.Numerics;
3 using Lightweaver.Data;
4
5 namespace Lightweaver.Commands
6 {
7 /// <summary>
8 /// Command for moving one or more nodes. Stores the original and new positions
9 /// to support undo/redo.
10 /// </summary>
11 public class MoveNodesCommand : ICommand
12 {
13 private readonly List<NodePositionData> nodePositions;
14
15 public string Description { get; }
16
17 private struct NodePositionData
18 {
19 public BaseNode Node;
20 public Vector2 OriginalPosition;
21 public Vector2 NewPosition;
22 }
23
24 public MoveNodesCommand(BaseNode node, Vector2 originalPosition, Vector2 newPosition)
25 {
26 nodePositions = new List<NodePositionData>
27 {
28 new NodePositionData
29 {
30 Node = node,
31 OriginalPosition = originalPosition,
32 NewPosition = newPosition
33 }
34 };
35 Description = $"Move {node.nodeName}";
36 }
37
38 public MoveNodesCommand(
39 IEnumerable<BaseNode> nodes,
40 Dictionary<BaseNode, Vector2> originalPositions,
41 Dictionary<BaseNode, Vector2> newPositions)
42 {
43 nodePositions = new List<NodePositionData>();
44
45 foreach (var node in nodes)
46 {
47 if (originalPositions.TryGetValue(node, out var originalPos) &&
48 newPositions.TryGetValue(node, out var newPos))
49 {
50 nodePositions.Add(new NodePositionData
51 {
52 Node = node,
53 OriginalPosition = originalPos,
54 NewPosition = newPos
55 });
56 }
57 }
58
59 Description = nodePositions.Count == 1
60 ? $"Move {nodePositions[0].Node.nodeName}"
61 : $"Move {nodePositions.Count} nodes";
62 }
63
64 /// <summary>
65 /// Creates a move command reading the current node.position as the new position.
66 /// Use after a drag is complete: original positions were recorded at drag start,
67 /// nodes are already at their new positions.
68 /// </summary>
69 public static MoveNodesCommand FromOriginalPositions(
70 IEnumerable<BaseNode> nodes,
71 Dictionary<BaseNode, Vector2> originalPositions)
72 {
73 var newPositions = new Dictionary<BaseNode, Vector2>();
74 foreach (var node in nodes)
75 {
76 if (originalPositions.ContainsKey(node))
77 {
78 newPositions[node] = node.position;
79 }
80 }
81
82 return new MoveNodesCommand(nodes, originalPositions, newPositions);
83 }
84
85 public void Execute()
86 {
87 foreach (var data in nodePositions)
88 {
89 data.Node.position = data.NewPosition;
90 }
91 }
92
93 public void Undo()
94 {
95 foreach (var data in nodePositions)
96 {
97 data.Node.position = data.OriginalPosition;
98 }
99 }
100 }
101 }
102 I'm refactoring the command system to work with GraphMutator, updating port references from name to displayName, removing the isConnected write operations since they're now computed, and handling edge connections through GraphMutator instead of direct port methods. MoveNodesCommand stays unchanged since position handling remains the same, but I need to create several new command classes like CreateNodeCommand, SetParameterCommand, and CompositeCommand, plus update CommandHistory to support the new IMergeableCommand interface.
Adding reentrancy guards and merge support...
I've refactored the edge and delete commands onto GraphMutator and added new commands for node creation, parameter setting with merge, and composites, along with a hardened CommandHistory.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\CreateEdgeCommand.csusing System.Collections.Generic;
using Lightweaver.Data;
namespace Lightweaver.Commands
{
/// <summary>
/// Creates an edge between two ports, displacing any existing connection on the
/// target input (single-connection-per-input rule). Displacement is computed at
/// construction via GraphMutator so callers can't forget it.
/// </summary>
public class CreateEdgeCommand : ICommand
{
private readonly Port sourcePort;
private readonly Port targetPort;
private readonly List<Edge> displacedEdges;
private readonly CanvasState canvasState;
private Edge edge;
public string Description =>
$"Connect {sourcePort?.displayName ?? "port"} to {targetPort?.displayName ?? "port"}";
/// <summary>The created edge (after first Execute). Useful for composite operations.</summary>
public Edge Edge => edge;
public CreateEdgeCommand(Port source, Port target, CanvasState canvasState,
List<Edge> displacedEdges = null)
{
sourcePort = source?.direction == PortDirection.Output ? source : target;
targetPort = source?.direction == PortDirection.Output ? target : source;
this.canvasState = canvasState;
this.displacedEdges = displacedEdges ?? GraphMutator.GetDisplacedEdges(targetPort);
}
public void Execute()
{
if (sourcePort == null || targetPort == null) return;
foreach (var displaced in displacedEdges)
{
GraphMutator.RemoveEdge(canvasState, displaced);
}
// Created once so redo reuses the same Edge identity.
edge ??= GraphMutator.CreateEdge(sourcePort, targetPort);
GraphMutator.AddEdge(canvasState, edge);
}
public void Undo()
{
if (edge == null) return;
GraphMutator.RemoveEdge(canvasState, edge);
for (int i = displacedEdges.Count - 1; i >= 0; i--)
{
GraphMutator.AddEdge(canvasState, displacedEdges[i]);
}
}
}
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\CreateEdgeCommand.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\RemoveEdgeCommand.csusing Lightweaver.Data;
namespace Lightweaver.Commands
{
/// <summary>
/// Removes an edge. Used when a "picked up" edge is dropped on empty space.
/// </summary>
public class RemoveEdgeCommand : ICommand
{
private readonly Edge edge;
private readonly CanvasState canvasState;
public string Description =>
$"Disconnect {edge?.source?.displayName ?? "port"} from {edge?.target?.displayName ?? "port"}";
public RemoveEdgeCommand(Edge edge, CanvasState canvasState)
{
this.edge = edge;
this.canvasState = canvasState;
}
public void Execute()
{
if (edge == null) return;
GraphMutator.RemoveEdge(canvasState, edge);
}
public void Undo()
{
if (edge == null) return;
GraphMutator.AddEdge(canvasState, edge);
}
}
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\RemoveEdgeCommand.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\DeleteEntityCommand.csusing System.Collections.Generic;
using System.Linq;
using Lightweaver.Data;
namespace Lightweaver.Commands
{
/// <summary>
/// Deletes nodes and/or edges. Edges attached to deleted nodes are discovered and
/// removed implicitly, and everything is restored on undo. Implicit-edge discovery
/// happens on first Execute (not construction) so deferred execution sees current
/// topology.
/// </summary>
public class DeleteEntityCommand : ICommand
{
private readonly List<BaseNode> nodesToDelete;
private readonly List<Edge> edgesToDelete;
private List<Edge> implicitEdges;
private readonly CanvasState canvasState;
public string Description { get; }
public DeleteEntityCommand(IEnumerable<BaseNode> nodes, IEnumerable<Edge> edges, CanvasState canvasState)
{
this.canvasState = canvasState;
nodesToDelete = new List<BaseNode>(nodes);
edgesToDelete = new List<Edge>(edges);
int totalNodes = nodesToDelete.Count;
int totalEdges = edgesToDelete.Count;
if (totalNodes > 0 && totalEdges > 0)
Description = $"Delete {totalNodes} node(s) and {totalEdges} edge(s)";
else if (totalNodes > 0)
Description = totalNodes == 1 ? $"Delete {nodesToDelete[0].nodeName}" : $"Delete {totalNodes} nodes";
else
Description = totalEdges == 1 ? "Delete edge" : $"Delete {totalEdges} edges";
}
public void Execute()
{
if (canvasState == null) return;
if (implicitEdges == null)
{
var explicitEdgeSet = new HashSet<Edge>(edgesToDelete);
implicitEdges = nodesToDelete
.SelectMany(node => GraphMutator.GetAttachedEdges(canvasState, node))
.Where(edge => !explicitEdgeSet.Contains(edge))
.Distinct()
.ToList();
}
foreach (var edge in edgesToDelete.Concat(implicitEdges))
{
GraphMutator.RemoveEdge(canvasState, edge);
}
foreach (var node in nodesToDelete)
{
canvasState.RemoveNode(node);
}
}
public void Undo()
{
if (canvasState == null) return;
foreach (var node in nodesToDelete)
{
canvasState.AddNode(node);
}
for (int i = implicitEdges.Count - 1; i >= 0; i--)
{
GraphMutator.AddEdge(canvasState, implicitEdges[i]);
}
for (int i = edgesToDelete.Count - 1; i >= 0; i--)
{
GraphMutator.AddEdge(canvasState, edgesToDelete[i]);
}
}
}
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\DeleteEntityCommand.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\CreateNodeCommand.csusing System.Numerics;
using Lightweaver.Data;
namespace Lightweaver.Commands
{
/// <summary>
/// Adds an already-constructed node to the canvas at a position. The node instance
/// is created once (by NodeRegistry.CreateNode, typically from the search palette)
/// and its identity is stable across undo/redo.
/// </summary>
public class CreateNodeCommand : ICommand
{
private readonly BaseNode node;
private readonly CanvasState canvasState;
public string Description => $"Create {node.nodeName}";
public BaseNode Node => node;
public CreateNodeCommand(BaseNode node, Vector2 position, CanvasState canvasState)
{
this.node = node;
this.canvasState = canvasState;
node.position = position;
}
public void Execute()
{
canvasState.AddNode(node);
}
public void Undo()
{
canvasState.RemoveNode(node);
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\CreateNodeCommand.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\SetParameterCommand.csusing Lightweaver.Data;
namespace Lightweaver.Commands
{
/// <summary>
/// Sets a parameter's local value. Supports gesture coalescing: consecutive sets of
/// the same parameter within the same gesture (one slider scrub, one text edit)
/// merge into a single history entry spanning oldest-old to newest-new.
/// </summary>
public class SetParameterCommand : ICommand, IMergeableCommand
{
private readonly Parameter parameter;
private readonly object oldValue;
private object newValue;
/// <summary>
/// Identifies the interactive gesture this set belongs to (e.g. one pointer-down
/// to pointer-up scrub). Commands from different gestures never merge.
/// Null means non-interactive (no merging).
/// </summary>
public readonly object gestureId;
public string Description =>
$"Set {parameter.owner?.nodeName ?? "node"}.{parameter.displayName ?? parameter.key}";
public SetParameterCommand(Parameter parameter, object newValue, object gestureId = null)
{
this.parameter = parameter;
this.oldValue = parameter.BoxedValue;
this.newValue = newValue;
this.gestureId = gestureId;
}
public void Execute()
{
parameter.BoxedValue = newValue;
}
public void Undo()
{
parameter.BoxedValue = oldValue;
}
public bool TryMerge(ICommand incoming)
{
if (incoming is not SetParameterCommand other) return false;
if (other.parameter != parameter) return false;
if (gestureId == null || !Equals(other.gestureId, gestureId)) return false;
newValue = other.newValue;
return true;
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\SetParameterCommand.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\CompositeCommand.csusing System.Collections.Generic;
namespace Lightweaver.Commands
{
/// <summary>
/// Groups multiple commands into one undo step (paste, duplicate, group,
/// subgraph-extract). Executes in order, undoes in reverse order.
/// </summary>
public class CompositeCommand : ICommand
{
private readonly List<ICommand> commands;
public string Description { get; }
public IReadOnlyList<ICommand> Commands => commands;
public CompositeCommand(string description, IEnumerable<ICommand> commands)
{
Description = description;
this.commands = new List<ICommand>(commands);
}
public CompositeCommand(string description)
{
Description = description;
commands = new List<ICommand>();
}
public void Add(ICommand command) => commands.Add(command);
public void Execute()
{
foreach (var command in commands)
{
command.Execute();
}
}
public void Undo()
{
for (int i = commands.Count - 1; i >= 0; i--)
{
commands[i].Undo();
}
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\CompositeCommand.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\ICommand.csnamespace Lightweaver.Commands
{
/// <summary>
/// Interface for undoable commands. All user-initiated actions that modify
/// serializable state should implement this interface.
/// </summary>
public interface ICommand
{
string Description { get; }
void Execute();
void Undo();
}
/// <summary>
/// Commands that can absorb a subsequent command into themselves (e.g. consecutive
/// parameter sets within one slider scrub). When CommandHistory.ExecuteCommand is
/// called and the top of the undo stack TryMerge-s the incoming command, the
/// incoming command is executed but not pushed.
/// </summary>
public interface IMergeableCommand
{
/// <summary>Absorb <paramref name="incoming"/>; return false if incompatible.</summary>
bool TryMerge(ICommand incoming);
}
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\ICommand.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm checking that the pattern matching syntax works with C# 9, then moving on to implement CommandHistory with merge logic and reentrancy protection.
Now the hardened CommandHistory with merge support and a reentrancy guard:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\CommandHistory.csusing System;
using System.Collections.Generic;
namespace Lightweaver.Commands
{
/// <summary>
/// Manages the undo/redo history for all undoable commands.
/// </summary>
public class CommandHistory
{
private readonly Stack<ICommand> undoStack = new Stack<ICommand>();
private readonly Stack<ICommand> redoStack = new Stack<ICommand>();
private bool isApplying;
public int MaxHistorySize { get; set; } = 100;
public bool CanUndo => undoStack.Count > 0;
public bool CanRedo => redoStack.Count > 0;
public int UndoCount => undoStack.Count;
public int RedoCount => redoStack.Count;
public event Action OnHistoryChanged;
/// <summary>
/// Execute (optionally) and record a command. If the top of the undo stack can
/// merge the incoming command (IMergeableCommand, e.g. slider scrub coalescing),
/// the command is executed but absorbed instead of pushed.
/// </summary>
public void ExecuteCommand(ICommand command, bool executeNow = true)
{
if (command == null) return;
GuardReentrancy();
if (executeNow)
{
RunGuarded(command.Execute);
}
if (undoStack.Count > 0 &&
undoStack.Peek() is IMergeableCommand mergeable &&
mergeable.TryMerge(command))
{
redoStack.Clear();
OnHistoryChanged?.Invoke();
return;
}
undoStack.Push(command);
redoStack.Clear();
if (MaxHistorySize > 0 && undoStack.Count > MaxHistorySize)
{
TrimHistory();
}
OnHistoryChanged?.Invoke();
}
public bool Undo()
{
if (!CanUndo) return false;
GuardReentrancy();
var command = undoStack.Pop();
RunGuarded(command.Undo);
redoStack.Push(command);
OnHistoryChanged?.Invoke();
return true;
}
public bool Redo()
{
if (!CanRedo) return false;
GuardReentrancy();
var command = redoStack.Pop();
RunGuarded(command.Execute);
undoStack.Push(command);
OnHistoryChanged?.Invoke();
return true;
}
public void Clear()
{
undoStack.Clear();
redoStack.Clear();
OnHistoryChanged?.Invoke();
}
public string PeekUndoDescription()
{
return CanUndo ? undoStack.Peek().Description : null;
}
public string PeekRedoDescription()
{
return CanRedo ? redoStack.Peek().Description : null;
}
private void GuardReentrancy()
{
if (isApplying)
{
throw new InvalidOperationException(
"CommandHistory mutation while a command is executing — a command's " +
"Execute/Undo (or an event handler it triggered) attempted to push or " +
"undo another command. Route side effects outside the command system.");
}
}
private void RunGuarded(Action action)
{
isApplying = true;
try
{
action();
}
finally
{
isApplying = false;
}
}
private void TrimHistory()
{
var items = undoStack.ToArray();
undoStack.Clear();
for (int i = MaxHistorySize - 1; i >= 0; i--)
{
undoStack.Push(items[i]);
}
}
}
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\CommandHistory.cs has been updated successfully. (file state is current in your context — no need to Read it back)
GraphUtility looks good—all its references like port.connections, edge.target, and visited.Add(from.id) are still intact, so no changes needed there. Moving on to the builtin node assemblies, starting with the Signal folder which contains the asmdef and nodes like TimeNode and PeriodicSign.
For the Texture folder, I need to create its asmdef referencing both Core and Runtime (even though Phase A doesn't use Runtime yet, the eventual HSVNode implementation will need it). But first I have to delete the old Core/Nodes/HSVNode.cs file since it's now invalid—the TexFilterNode it referenced is gone. I need to be careful to delete both the .cs file and its .meta file, since Unity generates .meta files for new assets and they must be cleaned up when files are removed.
For Phase A, HSVNode will be a simple shell subclassing BaseNode with texture input/output ports, and Evaluate will just pass the input handle through as a placeholder. The actual TexFilter base class belongs in Phase D as TextureFilterNode in the Nodes.Texture assembly. Now I should look at the canopy source to port the PeriodicSignalNode logic faithfully—it's pure C# with LFO waveforms and phase continuity handling.
The core infrastructure is set up and GraphUtility remains compatible with the existing connection model. Now I'll port the LFO logic from canopy as the first builtin node.
C:\Users\tossr\Code\unity\canopy-unity\Assets\Scripts\TextureSynthesis\Nodes\Signal\PeriodicSignalNode.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\canopy-unity\\Assets\\Scripts\\TextureSynthesis\\Nodes\\Signal\\PeriodicSignalNode.cs"
}1 using System;
2 using System.Collections.Generic;
3
4 using NodeEditorFramework;
5 using NodeEditorFramework.Utilities;
6 using SecretFire.TextureSynth;
7 using UnityEngine;
8
9
10 namespace SecretFire.TextureSynth.Signals
11 {
12 [Node(false, "Signal/PeriodicSignal")]
13 public class PeriodicSignalNode : SignalNode
14 {
15 protected override IEnumerable<SignalChannel> GetSignalChannels()
16 {
17 yield return new SignalChannel
18 {
19 outputKnob = outputKnob,
20 getValue = () => outputKnob.GetValue<float>(),
21 label = "Output",
22 };
23 }
24
25 public const string ID = "periodicSignal";
26 public override string GetID { get { return ID; } }
27
28 public override string Title { get { return "PeriodicSignal"; } }
29 private Vector2 _DefaultSize = new Vector2(230, 250);
30
31 protected override Vector2 BaseDefaultSize => _DefaultSize;
32
33 [ValueConnectionKnob("Period", Direction.In, typeof(float))]
34 public ValueConnectionKnob periodInputKnob;
35
36 [ValueConnectionKnob("Amplitude", Direction.In, typeof(float))]
37 public ValueConnectionKnob amplInputKnob;
38
39 [ValueConnectionKnob("Phase", Direction.In, typeof(float))]
40 public ValueConnectionKnob phaseInputKnob;
41
42 [ValueConnectionKnob("Output", Direction.Out, typeof(float))]
43 public ValueConnectionKnob outputKnob;
44
45 public float period = 8;
46 public float amplitude = 2;
47 public float phase = 0;
48 public float max = 2;
49 public float min = -2;
50 public RadioButtonSet signalType = new RadioButtonSet(0, "sine", "square", "saw", "reverse-saw", "triangle", "expspike", "hemi");
51 public RadioButtonSet paramStyle = new RadioButtonSet(0, "amplitude", "min max");
52
53 private float lastPeriod = 8;
54 private float lastPhase = 0;
55 private float lastAmplitude = 2;
56
57 public delegate float SignalFunc(float x, float p, float a, float t);
58 private static Dictionary<string, SignalFunc> signalGenerators = new Dictionary<string, SignalFunc>();
59
60 // Fast Enter Play Mode (Domain Reload disabled): this static dictionary accumulates
61 // SignalFunc delegates at runtime via DoInit, including the instance-bound CalcExpSpike
62 // delegate. Without this reset it would retain stale entries (and references to destroyed
63 // node instances) across play-mode sessions. SubsystemRegistration runs before scene load
64 // on every play entry, restoring the field to its original empty state.
65 [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
66 static void ResetStaticState()
67 {
68 signalGenerators = new Dictionary<string, SignalFunc>();
69 }
70
71 public float expSpikeLevel = 22;
72
73 public override void DoInit()
74 {
75 signalGenerators["sine"] = CalcSine;
76 signalGenerators["square"] = CalcSquare;
77 signalGenerators["saw"] = CalcSaw;
78 signalGenerators["reverse-saw"] = CalcRevSaw;
79 signalGenerators["triangle"] = CalcTriangle;
80 signalGenerators["expspike"] = CalcExpSpike;
81 signalGenerators["hemi"] = CalcHemisphere;
82 }
83
84 public override void NodeGUI()
85 {
86 GUILayout.BeginVertical();
87
88 GUILayout.BeginHorizontal();
89 RadioButtonsVertical(signalType);
90
91 GUILayout.BeginVertical();
92 GUILayout.Label("Param config:");
93 RadioButtons(paramStyle);
94 GUILayout.EndVertical();
95
96 GUILayout.EndHorizontal();
97
98 // No GUILayout.FlexibleSpace() here: a vertical flexible space expands to the body
99 // area's current height, which AutoLayout then measures as the content height, growing
100 // the node every frame without bound. (Horizontal FlexibleSpace inside a BeginHorizontal
101 // is fine -- see SignalDerivativeNode -- because it only expands sideways.)
102
103 if (paramStyle.SelectedOption() == "amplitude")
104 {
105 amplInputKnob.DisplayLayout();
106 if (!amplInputKnob.connected())
107 {
108 amplitude = RTEditorGUI.FloatField(amplitude);
109 }
110 } else if (paramStyle.SelectedOption() == "min max")
111 {
112 min = RTEditorGUI.FloatField("Min", min);
113 max = RTEditorGUI.FloatField("Max", max);
114 }
115 FloatKnobOrSlider(ref period, 0.01f, 50, periodInputKnob);
116 FloatKnobOrSlider(ref phase, -period, period, phaseInputKnob);
117 GUILayout.Space(4);
118 DrawSparkline();
119 GUILayout.EndVertical();
120
121 if (GUI.changed)
122 NodeEditor.curNodeCanvas.OnNodeChange(this);
123 }
124
125 /* Parameters:
126 * x: Time
127 * p: Period
128 * a: Amplitude
129 * t: theta (phase)
130 * */
131 public static float CalcSine(float x, float p, float a, float t)
132 {
133 return Mathf.Sin((2 * Mathf.PI * (x - t)) / p) * a ;
134 }
135
136 public static float CalcSquare(float x, float p, float a, float t)
137 {
138 return ((x-t) % p < p / 2 ? a : -a);
139 }
140
141 public static float CalcSaw(float x, float p, float a, float t)
142 {
143 return 2* a * (((x-t) % p) / p - 0.5f);
144 }
145
146 public static float CalcRevSaw(float x, float p, float a, float t)
147 {
148 return 2* a * ((-((x-t) % p) / p -0.5f) + 1) ;
149 }
150
151 public float CalcExpSpike(float x, float p, float a, float t)
152 {
153 // (x ^ (t%1) - 1) / (x-1)
154 // x = 2^q for q in (0, 32] to control spikiness
155 var b = Mathf.Pow(2, expSpikeLevel);
156 return a*(Mathf.Pow(b, (x/p) % 1) - 1) / (b - 1);
157 }
158
159 public static float CalcHemisphere(float x, float p, float a, float t)
160 {
161 // - root(1- (t%1)^2)+1
162 return a * Mathf.Sqrt(1 - Mathf.Pow((x + t) / (p/2) % 2 - 1, 2));
163 }
164
165 public static float CalcTriangle(float x, float p, float a, float t)
166 {
167
168 float halfPeriod = p / 2;
169 float quarterPeriod = p / 4;
170 // Offset time to match sin shape
171 x -= quarterPeriod;
172 return ((x-t) % p < halfPeriod ?
173 2* a * (( ((x-t) % halfPeriod) / halfPeriod) - 0.5f) :
174 2* a * (( -((x-t) % halfPeriod) / halfPeriod) + 0.5f));
175 }
176
177 float offset;
178 public override bool DoCalc()
179 {
180 float value = 0;
181 float t = Time.time;
182
183 amplitude = amplInputKnob.connected() ? amplInputKnob.GetValue<float>() : amplitude;
184 period = periodInputKnob.connected() ? periodInputKnob.GetValue<float>() : period;
185 phase = phaseInputKnob.connected() ? phaseInputKnob.GetValue<float>() : phase;
186
187 offset = 0;
188 if (paramStyle.SelectedOption() == "min max")
189 {
190 amplitude = (max - min) / 2;
191 offset = min + amplitude;
192 }
193
194 var newParams = (period, amplitude, phase);
195 var oldParams = (lastPeriod, lastAmplitude, lastPhase);
196 if (newParams != oldParams)
197 {
198 if (period != lastPeriod)
199 {
200 phase = (t - period / lastPeriod * (t - lastPhase)) % period;
201 }
202 }
203
204 value = signalGenerators[signalType.SelectedOption()](t, period, amplitude, phase);
205 outputKnob.SetValue(value + offset);
206 lastPeriod = period;
207 lastPhase = phase;
208 lastAmplitude = amplitude;
209 return true;
210 }
211 }
212 }I'm planning the Signal nodes assembly, starting with a Phase A implementation that includes Time and PeriodicSignal nodes to exercise the core scheduler, parameters, and registry. The PeriodicSignal port will use static waveform functions parameterized by position, parameters, amplitude, and time, with an enum for signal type and parameter style, plus float parameters controlling period, amplitude, phase, and min/max bounds.
For phase continuity when the period changes, I'll mutate the phase parameter directly during evaluation using the parameter's Value setter, which fires change notifications and marks the node dirty—acceptable since the parameter mutation happens during evaluation and won't create undo commands (those only come from UI interactions). I'm using System.MathF for calculations since netstandard2.1 supports it. The asmdef file defines the Signal nodes assembly with a reference to Lightweaver.Core and no engine references, and I'm organizing the folder structure under Assets/Lightweaver/Nodes/.
Now I'm defining the TimeNode with a float output that returns the current context time, and setting up the PeriodicSignalNode with its own type identifier.
Now the pure-C# signal nodes assembly with the first two real nodes — Time and the faithfully-ported LFO:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\Lightweaver.Nodes.Signal.asmdef{
"name": "Lightweaver.Nodes.Signal",
"rootNamespace": "Lightweaver",
"references": [
"Lightweaver.Core"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": true
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\Lightweaver.Nodes.Signal.asmdef (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\TimeNode.csusing Lightweaver.Data;
namespace Lightweaver.Nodes
{
/// <summary>Emits the graph clock in seconds. The framework hello-world.</summary>
[NodeType("lightweaver.builtin.time", Category = "Signal",
Aliases = new[] { "clock", "seconds", "now" })]
public class TimeNode : BaseNode
{
public override bool IsAnimated => true;
protected override void DefinePorts(PortBuilder ports)
{
ports.Output("out", PortTypes.Float, "Time");
}
public override void Evaluate(EvalContext ctx)
{
SetOutput("out", (float)ctx.time);
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\TimeNode.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\PeriodicSignalNode.csusing System;
using Lightweaver.Data;
namespace Lightweaver.Nodes
{
/// <summary>
/// LFO: emits a periodic waveform of the graph clock. Ported from canopy-unity's
/// PeriodicSignalNode, including phase continuity across period changes (changing
/// the period re-anchors phase so the output doesn't jump).
/// </summary>
[NodeType("lightweaver.builtin.periodicsignal", DisplayName = "Periodic Signal",
Category = "Signal", Aliases = new[] { "lfo", "oscillator", "sine", "wave" })]
public class PeriodicSignalNode : BaseNode
{
public const string Sine = "sine";
public const string Square = "square";
public const string Saw = "saw";
public const string ReverseSaw = "reverse-saw";
public const string Triangle = "triangle";
public const string ExpSpike = "expspike";
public const string Hemi = "hemi";
public const string StyleAmplitude = "amplitude";
public const string StyleMinMax = "min max";
public FloatParameter period = new FloatParameter(8f, 0.01f, 50f);
public FloatParameter amplitude = new FloatParameter(2f);
public FloatParameter phase = new FloatParameter(0f);
public FloatParameter min = new FloatParameter(-2f) { exposeAsPort = false };
public FloatParameter max = new FloatParameter(2f) { exposeAsPort = false };
public FloatParameter expSpikeLevel = new FloatParameter(22f) { exposeAsPort = false };
public EnumParameter signalType = new EnumParameter(
Sine, Sine, Square, Saw, ReverseSaw, Triangle, ExpSpike, Hemi);
public EnumParameter paramStyle = new EnumParameter(
StyleAmplitude, StyleAmplitude, StyleMinMax);
private float lastPeriod = 8f;
public override bool IsAnimated => true;
protected override void DefinePorts(PortBuilder ports)
{
ports.Output("out", PortTypes.Float, "Output");
}
public override void Evaluate(EvalContext ctx)
{
float t = (float)ctx.time;
float p = GetInput("period", period.Value);
float a = GetInput("amplitude", amplitude.Value);
float theta = GetInput("phase", phase.Value);
float offset = 0f;
if (paramStyle.Value == StyleMinMax)
{
a = (max.Value - min.Value) / 2f;
offset = min.Value + a;
}
// Phase continuity: re-anchor phase when the period changes so the
// waveform value is continuous through the change.
if (p != lastPeriod && lastPeriod != 0f)
{
theta = (t - p / lastPeriod * (t - theta)) % p;
if (!IsInputConnected("phase"))
{
phase.Value = theta;
}
}
float value = signalType.Value switch
{
Square => CalcSquare(t, p, a, theta),
Saw => CalcSaw(t, p, a, theta),
ReverseSaw => CalcRevSaw(t, p, a, theta),
Triangle => CalcTriangle(t, p, a, theta),
ExpSpike => CalcExpSpike(t, p, a, expSpikeLevel.Value),
Hemi => CalcHemisphere(t, p, a, theta),
_ => CalcSine(t, p, a, theta),
};
SetOutput("out", value + offset);
lastPeriod = p;
}
// x: time, p: period, a: amplitude, t: theta (phase)
public static float CalcSine(float x, float p, float a, float t) =>
MathF.Sin(2f * MathF.PI * (x - t) / p) * a;
public static float CalcSquare(float x, float p, float a, float t) =>
(x - t) % p < p / 2f ? a : -a;
public static float CalcSaw(float x, float p, float a, float t) =>
2f * a * (((x - t) % p) / p - 0.5f);
public static float CalcRevSaw(float x, float p, float a, float t) =>
2f * a * ((-((x - t) % p) / p - 0.5f) + 1f);
public static float CalcExpSpike(float x, float p, float a, float spikeLevel)
{
float b = MathF.Pow(2f, spikeLevel);
return a * (MathF.Pow(b, (x / p) % 1f) - 1f) / (b - 1f);
}
public static float CalcHemisphere(float x, float p, float a, float t) =>
a * MathF.Sqrt(1f - MathF.Pow((x + t) / (p / 2f) % 2f - 1f, 2f));
public static float CalcTriangle(float x, float p, float a, float t)
{
float halfPeriod = p / 2f;
float quarterPeriod = p / 4f;
x -= quarterPeriod;
return (x - t) % p < halfPeriod
? 2f * a * (((x - t) % halfPeriod) / halfPeriod - 0.5f)
: 2f * a * (-((x - t) % halfPeriod) / halfPeriod + 0.5f);
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\PeriodicSignalNode.cs (file state is current in your context — no need to Read it back)
I need to handle the migration from the old HSVNode to a new HSV shell in the Texture nodes, update the test project configuration to include Signal nodes and lock down the language version and JSON serializer, then fix the existing test suite which is currently referencing outdated APIs like the old HSVNode round-trip tests and TexFilterNode utilities. Let me start by tackling the file reorganization first.
For the Nodes.Texture assembly, I'm deciding whether it needs to reference Runtime or just Core — since texture nodes primarily work with ITextureHandle and IResourcePool interfaces from Core, and the actual pool implementation lives in Runtime but gets injected through the context, I can keep Nodes.Texture referencing only Core and UnityEngine for now. The compute dispatch is inherently Unity-side (ComputeShader objects), so having a thin TextureFilterNode base class in Nodes.Texture that handles binding uniforms and kernel dispatch is the pragmatic approach without over-abstracting.
Now I'm building the HSV node as a BaseNode subclass with texture input/output ports and h/s/v parameters, where Evaluate just passes through the input handle to the output for now until the actual compute kernel arrives in Phase D. After that I'll set up the standalone csproj and review the existing test patterns to see what to adapt.
I'm removing the obsolete Core HSVNode and setting up a new texture-nodes assembly with an HSV shell, with the actual compute kernel coming later in Phase D.
Remove-Item "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Nodes\HSVNode.cs" -Force; Remove-Item "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Nodes\HSVNode.cs.meta" -Force -ErrorAction SilentlyContinue; Get-ChildItem "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Nodes"
(PowerShell completed with no output)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\Lightweaver.Nodes.Texture.asmdef{
"name": "Lightweaver.Nodes.Texture",
"rootNamespace": "Lightweaver",
"references": [
"Lightweaver.Core"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\Lightweaver.Nodes.Texture.asmdef (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\HSVNode.csusing Lightweaver.Data;
namespace Lightweaver.Nodes
{
/// <summary>
/// Shifts hue/saturation/value of the input texture. Phase A: passthrough shell
/// exercising the texture dataflow; the compute kernel lands with the texture
/// node infrastructure (RT pool + dispatch helper) in Phase D.
/// </summary>
[NodeType("lightweaver.builtin.hsv", DisplayName = "HSV",
Category = "Filter", Aliases = new[] { "hue", "saturation", "color" })]
public class HSVNode : BaseNode
{
public FloatParameter hue = new FloatParameter(0f, -1f, 1f);
public FloatParameter saturation = new FloatParameter(0f, -1f, 1f);
public FloatParameter value = new FloatParameter(0f, -1f, 1f);
protected override void DefinePorts(PortBuilder ports)
{
ports.Input("in", PortTypes.Texture, "Input texture");
ports.Output("out", PortTypes.Texture, "Output texture");
}
public override void Evaluate(EvalContext ctx)
{
// TODO(Phase D): dispatch HSVFilter.compute into a pooled target.
var input = GetInput<ITextureHandle>("in");
SetOutput("out", input);
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\HSVNode.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Tests\\Lightweaver.Tests.Standalone.csproj"
}1 <Project Sdk="Microsoft.NET.Sdk"> 2 3 <PropertyGroup> 4 <TargetFramework>net8.0</TargetFramework> 5 <Nullable>disable</Nullable> 6 <IsTestProject>true</IsTestProject> 7 <AssemblyName>Lightweaver.Tests.Standalone</AssemblyName> 8 <RootNamespace>Lightweaver.Tests</RootNamespace> 9 <!-- Suppress warnings from Unity-style source files compiled outside Unity --> 10 <NoWarn>0169;0649;CS8019</NoWarn> 11 </PropertyGroup> 12 13 <ItemGroup> 14 <PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.12.0" /> 15 <PackageReference Include="NUnit" Version="4.2.2" /> 16 <PackageReference Include="NUnit3TestAdapter" Version="4.6.0" /> 17 </ItemGroup> 18 19 <!-- Pure C# Core assembly — no Unity dependencies, compiles standalone --> 20 <ItemGroup> 21 <Compile Include="../Assets/Lightweaver/Core/**/*.cs" /> 22 </ItemGroup> 23 24 </Project> 25
I need to pin System.Text.Json to version 9.0.1 in the standalone csproj to match Unity's vendored DLL, and also set the language version to 9.0, but there's a conflict emerging with that language version setting.
Let me verify the code is actually compatible with C# 9 — checking for features like is not, switch expressions, null-coalescing assignment, and target-typed new. The code uses is not and switch expressions which are fine, I avoided target-typed new in Core so that's good, and using var is supported. No records or init-only properties. MathF and Math.Clamp are both available in netstandard2.1, so that's covered.
Now I'll update the csproj to pin LangVersion to 9.0, add the System.Text.Json 9.0.1 package reference, and glob the Signal nodes.
Updating the standalone test project: pin LangVersion to Unity's C# 9, pin STJ to the Unity-vendored 9.0.1, and include the pure signal-nodes assembly:
C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<!-- Match Unity's compiler settings so tests can't pass on language features
or BCL behavior Unity doesn't have (Unity 6 = netstandard2.1, C# 9). -->
<LangVersion>9.0</LangVersion>
<Nullable>disable</Nullable>
<IsTestProject>true</IsTestProject>
<AssemblyName>Lightweaver.Tests.Standalone</AssemblyName>
<RootNamespace>Lightweaver.Tests</RootNamespace>
<!-- Suppress warnings from Unity-style source files compiled outside Unity -->
<NoWarn>0169;0649;CS8019</NoWarn>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.12.0" />
<PackageReference Include="NUnit" Version="4.2.2" />
<PackageReference Include="NUnit3TestAdapter" Version="4.6.0" />
<!-- Pin to the exact System.Text.Json the Unity project vendors via NuGetForUnity
(Assets/Packages/System.Text.Json.9.0.1) so serializer behavior matches. -->
<PackageReference Include="System.Text.Json" Version="9.0.1" />
</ItemGroup>
<!-- Engine-free assemblies (asmdef noEngineReferences: true) compile standalone. -->
<ItemGroup>
<Compile Include="../Assets/Lightweaver/Core/**/*.cs" LinkBase="Core" />
<Compile Include="../Assets/Lightweaver/Nodes/Signal/**/*.cs" LinkBase="Nodes.Signal" />
</ItemGroup>
</Project>
The file C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj has been updated successfully. (file state is current in your context — no need to Read it back)
Get-ChildItem "C:\Users\tossr\Code\unity\lightweaver\Tests" -File | Select-Object Name
Name ---- CommandHistoryTests.cs GraphUtilityTests.cs Lightweaver.Tests.Standalone.csproj SerializationTests.cs
C:\Users\tossr\Code\unity\lightweaver\Tests\SerializationTests.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Tests\\SerializationTests.cs"
}1 using NUnit.Framework;
2 using Lightweaver.Data;
3 using Lightweaver.Nodes;
4 using System;
5 using System.Text.Json;
6
7 namespace Lightweaver.Tests
8 {
9 [TestFixture]
10 public class SerializationTests
11 {
12 private static readonly JsonSerializerOptions Options = new JsonSerializerOptions
13 {
14 IncludeFields = true,
15 WriteIndented = false,
16 IgnoreReadOnlyProperties = true,
17 };
18
19 // Wrapper type matching the pattern in TestSerializer.cs
20 private class NodeDataWrapper
21 {
22 public string nodeType { get; set; }
23 public string nodeData { get; set; }
24 }
25
26 private static string SerializeNode(BaseNode node)
27 {
28 var nodeType = node.GetType();
29 string nodeData = JsonSerializer.Serialize(node, nodeType, Options);
30 var wrapper = new NodeDataWrapper
31 {
32 nodeType = nodeType.AssemblyQualifiedName,
33 nodeData = nodeData,
34 };
35 return JsonSerializer.Serialize(wrapper, Options);
36 }
37
38 private static BaseNode DeserializeNode(string json)
39 {
40 var parsed = JsonSerializer.Deserialize<JsonElement>(json);
41 string typeName = parsed.GetProperty("nodeType").GetString();
42 string nodeData = parsed.GetProperty("nodeData").GetString();
43
44 Type type = Type.GetType(typeName);
45 Assert.That(type, Is.Not.Null, $"Could not resolve type: {typeName}");
46
47 var node = (BaseNode)JsonSerializer.Deserialize(nodeData, type, Options);
48 node.InitializeRuntimeData();
49 return node;
50 }
51
52 // --- Basic field round-trip ---
53
54 [Test]
55 public void HSVNode_Fields_SurviveRoundTrip()
56 {
57 var original = new HSVNode { hue = 0.3f, saturation = 0.7f, value = 0.9f };
58
59 string json = SerializeNode(original);
60 var restored = (HSVNode)DeserializeNode(json);
61
62 Assert.That(restored.hue, Is.EqualTo(original.hue).Within(0.0001f));
63 Assert.That(restored.saturation, Is.EqualTo(original.saturation).Within(0.0001f));
64 Assert.That(restored.value, Is.EqualTo(original.value).Within(0.0001f));
65 }
66
67 [Test]
68 public void HSVNode_NodeName_IsPreserved()
69 {
70 var original = new HSVNode();
71 string json = SerializeNode(original);
72 var restored = (HSVNode)DeserializeNode(json);
73
74 Assert.That(restored.nodeName, Is.EqualTo("HSV"));
75 }
76
77 [Test]
78 public void HSVNode_Id_IsPreservedAcrossRoundTrip()
79 {
80 var original = new HSVNode();
81 string json = SerializeNode(original);
82 var restored = DeserializeNode(json);
83
84 Assert.That(restored.id, Is.EqualTo(original.id));
85 }
86
87 [Test]
88 public void HSVNode_Ports_AreRestoredAfterRoundTrip()
89 {
90 var original = new HSVNode();
91 int originalPortCount = original.ports.Count;
92
93 string json = SerializeNode(original);
94 var restored = DeserializeNode(json);
95
96 Assert.That(restored.ports, Is.Not.Null);
97 Assert.That(restored.ports.Count, Is.EqualTo(originalPortCount));
98 }
99
100 [Test]
101 public void HSVNode_PortParentNode_IsResetByInitializeRuntimeData()
102 {
103 var original = new HSVNode();
104 string json = SerializeNode(original);
105 var restored = DeserializeNode(json);
106
107 foreach (var port in restored.ports)
108 Assert.That(port.parentNode, Is.SameAs(restored),
109 $"Port '{port.name}' parentNode should point to restored node");
110 }
111
112 // --- Type wrapper pattern ---
113
114 [Test]
115 public void WrapperJson_ContainsNodeTypeAndNodeData()
116 {
117 var node = new HSVNode();
118 string json = SerializeNode(node);
119
120 var parsed = JsonSerializer.Deserialize<JsonElement>(json);
121 Assert.That(parsed.TryGetProperty("nodeType", out _), Is.True);
122 Assert.That(parsed.TryGetProperty("nodeData", out _), Is.True);
123 }
124
125 [Test]
126 public void WrapperJson_TypeName_ResolvesToCorrectType()
127 {
128 var node = new HSVNode();
129 string json = SerializeNode(node);
130
131 var parsed = JsonSerializer.Deserialize<JsonElement>(json);
132 string typeName = parsed.GetProperty("nodeType").GetString();
133 Type resolved = Type.GetType(typeName);
134
135 Assert.That(resolved, Is.EqualTo(typeof(HSVNode)));
136 }
137
138 // --- Node identity ---
139
140 [Test]
141 public void NewNode_HasUniqueId()
142 {
143 var a = new HSVNode();
144 var b = new HSVNode();
145 Assert.That(a.id, Is.Not.EqualTo(b.id));
146 }
147
148 [Test]
149 public void NewNode_IdIsValidGuid()
150 {
151 var node = new HSVNode();
152 Assert.That(Guid.TryParse(node.id, out _), Is.True);
153 }
154
155 // --- Port type compatibility for serialization ---
156
157 [Test]
158 public void Port_AcceptedTypes_RestoredByInitializeRuntimeData()
159 {
160 var original = new HSVNode();
161 string json = SerializeNode(original);
162 var restored = DeserializeNode(json);
163
164 // acceptedTypes is [JsonIgnore] — re-hydrated by InitializeRuntimeData.
165 // Note: port subtype (TopInputPort, BottomOutputPort) is lost on deserialization
166 // because ports in the List<Port> have no type discriminator in the JSON.
167 // We find ports by name to avoid the cast that inTexPort/outTexPort perform.
168 var inPort = restored.ports.Find(p => p.name == "Input texture");
169 var outPort = restored.ports.Find(p => p.name == "Output texture");
170
171 Assert.That(inPort, Is.Not.Null);
172 Assert.That(outPort, Is.Not.Null);
173 Assert.That(inPort.acceptedTypes, Is.Not.Null);
174 Assert.That(inPort.acceptedTypes, Contains.Item(PortTypes.Texture));
175 Assert.That(outPort.acceptedTypes, Contains.Item(PortTypes.Texture));
176 }
177 }
178 }
179 C:\Users\tossr\Code\unity\lightweaver\Tests\GraphUtilityTests.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Tests\\GraphUtilityTests.cs"
}1 using NUnit.Framework;
2 using Lightweaver.Data;
3 using Lightweaver.Nodes;
4
5 namespace Lightweaver.Tests
6 {
7 [TestFixture]
8 public class GraphUtilityTests
9 {
10 // HSVNode has a top input port (Texture) and a bottom output port (Texture),
11 // so two HSVNodes can be connected output→input.
12
13 [Test]
14 public void WouldCreateCycle_NullPorts_ReturnsFalse()
15 {
16 Assert.That(GraphUtility.WouldCreateCycle(null, null), Is.False);
17 }
18
19 [Test]
20 public void WouldCreateCycle_UnconnectedNodes_ReturnsFalse()
21 {
22 var a = new HSVNode();
23 var b = new HSVNode();
24
25 // No edges exist yet — connecting a→b can't create a cycle
26 Assert.That(GraphUtility.WouldCreateCycle(a.outTexPort, b.inTexPort), Is.False);
27 }
28
29 [Test]
30 public void WouldCreateCycle_DirectCycle_ReturnsTrue()
31 {
32 var a = new HSVNode();
33 var b = new HSVNode();
34
35 // Connect a → b
36 var edge = a.outTexPort.TryConnect(b.inTexPort);
37 Assert.That(edge, Is.Not.Null, "Setup: a→b should connect");
38
39 // Connecting b → a would form a cycle
40 Assert.That(GraphUtility.WouldCreateCycle(b.outTexPort, a.inTexPort), Is.True);
41 }
42
43 [Test]
44 public void WouldCreateCycle_TransitiveCycle_ReturnsTrue()
45 {
46 var a = new HSVNode();
47 var b = new HSVNode();
48 var c = new HSVNode();
49
50 a.outTexPort.TryConnect(b.inTexPort); // a → b
51 b.outTexPort.TryConnect(c.inTexPort); // b → c
52
53 // Connecting c → a would form a cycle (c→a, a→b→c)
54 Assert.That(GraphUtility.WouldCreateCycle(c.outTexPort, a.inTexPort), Is.True);
55 }
56
57 [Test]
58 public void WouldCreateCycle_SameNode_ReturnsTrue()
59 {
60 // A node can't connect to itself — WouldCreateCycle from == to returns true
61 var a = new HSVNode();
62 Assert.That(GraphUtility.HasDirectedPath(a, a), Is.True);
63 }
64
65 [Test]
66 public void HasDirectedPath_NullArguments_ReturnsFalse()
67 {
68 var a = new HSVNode();
69 Assert.That(GraphUtility.HasDirectedPath(null, a), Is.False);
70 Assert.That(GraphUtility.HasDirectedPath(a, null), Is.False);
71 }
72
73 [Test]
74 public void HasDirectedPath_DirectConnection_ReturnsTrue()
75 {
76 var a = new HSVNode();
77 var b = new HSVNode();
78 a.outTexPort.TryConnect(b.inTexPort);
79
80 Assert.That(GraphUtility.HasDirectedPath(a, b), Is.True);
81 }
82
83 [Test]
84 public void HasDirectedPath_NoConnection_ReturnsFalse()
85 {
86 var a = new HSVNode();
87 var b = new HSVNode();
88
89 Assert.That(GraphUtility.HasDirectedPath(a, b), Is.False);
90 }
91
92 [Test]
93 public void HasDirectedPath_ReverseDirection_ReturnsFalse()
94 {
95 var a = new HSVNode();
96 var b = new HSVNode();
97 a.outTexPort.TryConnect(b.inTexPort); // a → b
98
99 // There's no path from b back to a
100 Assert.That(GraphUtility.HasDirectedPath(b, a), Is.False);
101 }
102 }
103 }
104 C:\Users\tossr\Code\unity\lightweaver\Tests\CommandHistoryTests.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Tests\\CommandHistoryTests.cs"
}1 using NUnit.Framework;
2 using Lightweaver.Commands;
3
4 namespace Lightweaver.Tests
5 {
6 [TestFixture]
7 public class CommandHistoryTests
8 {
9 private class MockCommand : ICommand
10 {
11 public string Description { get; }
12 public int ExecuteCount { get; private set; }
13 public int UndoCount { get; private set; }
14
15 public MockCommand(string name = "Mock") { Description = name; }
16 public void Execute() => ExecuteCount++;
17 public void Undo() => UndoCount++;
18 }
19
20 [Test]
21 public void ExecuteCommand_AddsToUndoStack()
22 {
23 var history = new CommandHistory();
24 history.ExecuteCommand(new MockCommand());
25
26 Assert.That(history.CanUndo, Is.True);
27 Assert.That(history.UndoCount, Is.EqualTo(1));
28 }
29
30 [Test]
31 public void ExecuteCommand_CallsExecute()
32 {
33 var history = new CommandHistory();
34 var cmd = new MockCommand();
35 history.ExecuteCommand(cmd);
36
37 Assert.That(cmd.ExecuteCount, Is.EqualTo(1));
38 }
39
40 [Test]
41 public void ExecuteCommand_WithExecuteNowFalse_SkipsExecute()
42 {
43 var history = new CommandHistory();
44 var cmd = new MockCommand();
45 history.ExecuteCommand(cmd, executeNow: false);
46
47 Assert.That(cmd.ExecuteCount, Is.EqualTo(0));
48 Assert.That(history.CanUndo, Is.True);
49 }
50
51 [Test]
52 public void ExecuteCommand_ClearsRedoStack()
53 {
54 var history = new CommandHistory();
55 history.ExecuteCommand(new MockCommand());
56 history.Undo();
57 Assert.That(history.CanRedo, Is.True, "Setup: redo stack should have an entry");
58
59 history.ExecuteCommand(new MockCommand());
60
61 Assert.That(history.CanRedo, Is.False);
62 }
63
64 [Test]
65 public void Undo_CallsUndo_AndMovesToRedoStack()
66 {
67 var history = new CommandHistory();
68 var cmd = new MockCommand();
69 history.ExecuteCommand(cmd);
70
71 bool result = history.Undo();
72
73 Assert.That(result, Is.True);
74 Assert.That(cmd.UndoCount, Is.EqualTo(1));
75 Assert.That(history.CanUndo, Is.False);
76 Assert.That(history.CanRedo, Is.True);
77 Assert.That(history.RedoCount, Is.EqualTo(1));
78 }
79
80 [Test]
81 public void Redo_ReExecutesCommand_AndMovesToUndoStack()
82 {
83 var history = new CommandHistory();
84 var cmd = new MockCommand();
85 history.ExecuteCommand(cmd);
86 history.Undo();
87
88 bool result = history.Redo();
89
90 Assert.That(result, Is.True);
91 Assert.That(cmd.ExecuteCount, Is.EqualTo(2));
92 Assert.That(history.CanRedo, Is.False);
93 Assert.That(history.CanUndo, Is.True);
94 }
95
96 [Test]
97 public void Undo_WhenEmpty_ReturnsFalse()
98 {
99 var history = new CommandHistory();
100 Assert.That(history.Undo(), Is.False);
101 }
102
103 [Test]
104 public void Redo_WhenEmpty_ReturnsFalse()
105 {
106 var history = new CommandHistory();
107 Assert.That(history.Redo(), Is.False);
108 }
109
110 [Test]
111 public void MaxHistorySize_TrimsOldestCommands()
112 {
113 var history = new CommandHistory { MaxHistorySize = 3 };
114
115 for (int i = 0; i < 5; i++)
116 history.ExecuteCommand(new MockCommand($"cmd{i}"));
117
118 Assert.That(history.UndoCount, Is.EqualTo(3));
119 }
120
121 [Test]
122 public void MaxHistorySize_KeepsMostRecent()
123 {
124 var history = new CommandHistory { MaxHistorySize = 2 };
125 var old = new MockCommand("old");
126 var recent = new MockCommand("recent");
127
128 history.ExecuteCommand(old);
129 history.ExecuteCommand(new MockCommand("middle"));
130 history.ExecuteCommand(recent); // causes trim, "old" falls off
131
132 // The two remaining commands should be "middle" and "recent"
133 Assert.That(history.PeekUndoDescription(), Is.EqualTo("recent"));
134 }
135
136 [Test]
137 public void Clear_EmptiesBothStacks()
138 {
139 var history = new CommandHistory();
140 history.ExecuteCommand(new MockCommand());
141 history.ExecuteCommand(new MockCommand());
142 history.Undo();
143
144 history.Clear();
145
146 Assert.That(history.CanUndo, Is.False);
147 Assert.That(history.CanRedo, Is.False);
148 }
149
150 [Test]
151 public void OnHistoryChanged_FiredOnExecute()
152 {
153 var history = new CommandHistory();
154 int changeCount = 0;
155 history.OnHistoryChanged += () => changeCount++;
156
157 history.ExecuteCommand(new MockCommand());
158
159 Assert.That(changeCount, Is.EqualTo(1));
160 }
161
162 [Test]
163 public void OnHistoryChanged_FiredOnUndoAndRedo()
164 {
165 var history = new CommandHistory();
166 int changeCount = 0;
167 history.OnHistoryChanged += () => changeCount++;
168 history.ExecuteCommand(new MockCommand());
169 changeCount = 0; // reset after execute
170
171 history.Undo();
172 history.Redo();
173
174 Assert.That(changeCount, Is.EqualTo(2));
175 }
176
177 [Test]
178 public void PeekDescriptions_ReturnCorrectValues()
179 {
180 var history = new CommandHistory();
181 history.ExecuteCommand(new MockCommand("first"));
182 history.ExecuteCommand(new MockCommand("second"));
183
184 Assert.That(history.PeekUndoDescription(), Is.EqualTo("second"));
185 Assert.That(history.PeekRedoDescription(), Is.Null);
186
187 history.Undo();
188
189 Assert.That(history.PeekUndoDescription(), Is.EqualTo("first"));
190 Assert.That(history.PeekRedoDescription(), Is.EqualTo("second"));
191 }
192 }
193 }
194 CommandHistoryTests work with the new structure and don't need changes yet, so I'll keep them and expand later. GraphUtilityTests need a complete overhaul since they rely on the old HSVNode construction and port system—I'll rewrite them using a test node, registry, and GraphMutator instead. SerializationTests are entirely outdated and testing the old wrapper approach, so those need a full rewrite against GraphSerializer. I'm sketching out the test plan now.
I need to create TestNodes.cs with a few simple node types—a SourceNode that outputs floats with animation, a MathNode that adds two inputs, a SinkNode, and a StatefulNode with extra state—all registered fresh per test fixture. Then SerializationTests will cover round-trip byte-identity for empty and populated canvases, semantic preservation of ids/types/positions/params/edges, non-default param serialization, dynamic ports, handling unknown TypeIds as MissingNodes with warnings, view state and metadata round-trips, and param port edges. GraphUtilityTests gets rewritten with the new GraphMutator and CanvasState wiring. RegistryTests will validate registration, descriptor param discovery, duplicate TypeId errors, node creation with bound params/ports, and palette filtering. ParameterTests checks change events, clamping, IsDefault, enum validation, and dirty marking. SchedulerTests verifies topological evaluation order, dirty propagation from param changes downstream, animated self-dirtying, and value flow through GetInput.
CommandTests covers CreateNode undo/redo, CreateEdge displacement with undo restoration, DeleteEntity implicit edge cleanup, SetParameter merge by gestureId, composite commands, and reentrancy guards. CommandHistoryTests stays mostly as-is with merge test additions.
Rather than write all these tests myself, I should delete the obsolete test files now, get the standalone csproj compiling with a quick dotnet build to surface any Core API issues, then fan out the test-writing work to agents with precise API documentation while I handle the Unity Runtime UI layer migration myself.
CommandHistoryTests still applies; the other two test files target dead APIs. I'll replace them — but first, compile the new Core to flush out my own errors:
Remove-Item "C:\Users\tossr\Code\unity\lightweaver\Tests\SerializationTests.cs", "C:\Users\tossr\Code\unity\lightweaver\Tests\GraphUtilityTests.cs" -Force; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo -v minimal 2>$null | Select-Object -Last 30
Determining projects to restore...
Restored C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj (in 488 ms).
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Registry\NodeTypeAttribute.cs(14,23): warning CS0114: 'NodeTypeAttribute.TypeId' hides inherited member 'Attribute.TypeId'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword. [C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj]
Lightweaver.Tests.Standalone -> C:\Users\tossr\Code\unity\lightweaver\Tests\bin\Debug\net8.0\Lightweaver.Tests.Standalone.dll
Build succeeded.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Registry\NodeTypeAttribute.cs(14,23): warning CS0114: 'NodeTypeAttribute.TypeId' hides inherited member 'Attribute.TypeId'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword. [C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj]
1 Warning(s)
0 Error(s)
Time Elapsed 00:00:02.59The code compiles with a warning about TypeId colliding with the base Attribute.TypeId property. I can resolve this by using the new keyword on the property declaration, which keeps the conceptually correct name while explicitly hiding the base implementation.
Now I need to coordinate the UI/Runtime layer migration across multiple files — NodeView, PortView, EdgeView, and related components — mapping each to the new Core API. The tricky part is the build gate: when TestSerializer.cs gets deleted, the generated Runtime csproj still references it, causing a CS2001 missing file error. I'll need to either keep it as an empty stub or edit the csproj to remove that Compile entry. The Core csproj also has a stale file list with new additions like GraphMutator and Parameter, plus the Registry and Evaluation folders, so I need to sync those too before running the test build.
For the workflow, I'm planning five parallel agents: one for the UI layer migration (which is substantial — maybe I should split it into views and managers, but keeping it unified preserves coherence), and four for test suites covering Serialization, Registry+Parameter, Scheduler, and Commands+GraphMutator. Each agent runs their own filtered dotnet test as a gate, then a final verification stage runs the full test suite and build before I review the diff.
The API mapping for the UI agent is critical: Port now uses displayName and key instead of name, the old InputPort/OutputPort classes are gone in favor of a single Port with a direction field, isConnected becomes a read-only IsConnected property, and connection logic shifts from TryConnect/Connect methods to CreateEdgeCommand.
For node creation, Runtime can't directly reference the Nodes.Texture assembly, so I need a LightweaverServices static registry that lazily scans loaded assemblies and creates nodes by string identifier like "lightweaver.builtin.hsv". Parameters are accessed via GetParameter with either BoxedValue or typed casting. The manager scaffold should skip TestSerializer calls since save/load is Phase B, and Edge source/target setters still work as before.
For the picked-up edge case during reconnection, CreateEdgeCommand auto-computes displacement when the parameter is null, but when reconnecting to a new input, the disconnected edge still exists in the old data until the command executes — so I need to pass an explicit displaced list combining GetDisplacedEdges(newTarget) plus the disconnected edge itself. The UI can still call GraphMutator.GetDisplacedEdges but now passes the combined list. Most other APIs stay unchanged: Port.CanConnectTo, FindAndHighlightValidTargets, CanvasState selection/events, ShortcutKeyManager, TypeColors, isSelected events, and BaseNode.Select().
For the scaffold content, I'm setting up a registry lookup to create HSV nodes, a Time node, and a PeriodicSignal node wired together — PeriodicSignal.out connects to HSV.hue as a parameter port, plus the HSV-to-HSV texture edge as before. The scaffold mutates directly using GraphMutator without pushing history since it's initial content. Then NodeCanvasManager.Update() creates an EvalContext and ticks a GraphScheduler with minimal wiring — scheduler gets instantiated with canvasState, time increments by deltaTime each frame, and scheduler.Tick runs the eval loop with a null resources pool for now, all logged via Debug.Log.
I'm writing four parallel test files: SerializationTests for round-trip byte-identity, RegistryAndParameterTests for node registry and parameter ports, SchedulerTests for the evaluation loop, and CommandTests plus GraphTests for mutations and utilities — all sharing a common TestNodes.cs file with reusable test node definitions.
For the test execution strategy, running dotnet test in parallel on the same csproj causes file lock collisions on bin/obj directories, so I'm having the four test agents write their test files without running them, then I'll run the full suite once afterward and fix any API misuse or compile errors in a single verification pass.
Now I'm writing TestNodes.cs to fix the attribute warning, then I'll kick off the workflow.
Core compiled successfully with one minor warning about Attribute.TypeId that I'm fixing now. Next I'll set up shared test-node fixtures and then run the UI migration and test suite in parallel.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Registry\NodeTypeAttribute.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Registry\NodeTypeAttribute.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Tests\TestNodes.csusing System.Text.Json;
using Lightweaver.Data;
namespace Lightweaver.Tests
{
/// <summary>
/// Shared node types for framework tests, exercising parameters, static ports,
/// animation, extra state, and value flow. Register with:
/// registry.RegisterAssembly(typeof(TestNodes).Assembly);
/// </summary>
public static class TestNodes
{
public static NodeRegistry CreateRegistry()
{
var registry = new NodeRegistry();
registry.RegisterAssembly(typeof(TestNodes).Assembly);
// Builtin signal nodes are compiled into the test assembly via the
// csproj source glob, so the scan above already picked them up.
return registry;
}
}
/// <summary>Animated float source emitting a constant; tracks lifecycle calls.</summary>
[NodeType("test.source", Category = "Test")]
public class SourceNode : BaseNode
{
public FloatParameter level = new FloatParameter(1f);
public int initializeCount;
public int evaluateCount;
public int disposeCount;
public override bool IsAnimated => true;
protected override void DefinePorts(PortBuilder ports)
{
ports.Output("out", PortTypes.Float, "Out");
}
public override void OnInitialize(EvalContext ctx) => initializeCount++;
public override void Evaluate(EvalContext ctx)
{
evaluateCount++;
SetOutput("out", GetInput("level", level.Value));
}
public override void OnDispose() => disposeCount++;
}
/// <summary>Adds inputs a and b (each falling back to its parameter).</summary>
[NodeType("test.add", Category = "Test")]
public class AddNode : BaseNode
{
public FloatParameter a = new FloatParameter(0f);
public FloatParameter b = new FloatParameter(0f);
public int evaluateCount;
public override void Evaluate(EvalContext ctx)
{
evaluateCount++;
SetOutput("out", GetInput("a", a.Value) + GetInput("b", b.Value));
}
protected override void DefinePorts(PortBuilder ports)
{
ports.Output("out", PortTypes.Float, "Sum");
}
}
/// <summary>Terminal node capturing its input for assertions.</summary>
[NodeType("test.sink", Category = "Test")]
public class SinkNode : BaseNode
{
public float lastValue;
public int evaluateCount;
protected override void DefinePorts(PortBuilder ports)
{
ports.Input("in", PortTypes.Float, "In");
}
public override void Evaluate(EvalContext ctx)
{
evaluateCount++;
lastValue = GetInput<float>("in");
}
}
/// <summary>Node with many parameter kinds, for serialization coverage.</summary>
[NodeType("test.kitchensink", Category = "Test", Aliases = new[] { "everything" })]
public class KitchenSinkNode : BaseNode
{
public FloatParameter floatParam = new FloatParameter(0.5f, 0f, 1f);
public IntParameter intParam = new IntParameter(3, 0, 10);
public BoolParameter boolParam = new BoolParameter(true);
public StringParameter stringParam = new StringParameter("default");
public Vector2Parameter vec2Param = new Vector2Parameter(1f, 2f);
public Vector4Parameter colorParam = new Vector4Parameter(1f, 0f, 0f, 1f, isColor: true);
public EnumParameter modeParam = new EnumParameter("alpha", "alpha", "beta", "gamma");
protected override void DefinePorts(PortBuilder ports)
{
ports.Input("texIn", PortTypes.Texture, "Texture In");
ports.Output("texOut", PortTypes.Texture, "Texture Out");
}
}
/// <summary>Node carrying extra serialized state beyond parameters.</summary>
[NodeType("test.stateful", Category = "Test")]
public class StatefulNode : BaseNode
{
public string recording = "";
public override bool HasExtraState => recording.Length > 0;
public override void WriteExtraState(Utf8JsonWriter writer)
{
writer.WriteString("recording", recording);
}
public override void ReadExtraState(JsonElement state)
{
if (state.TryGetProperty("recording", out var rec))
{
recording = rec.GetString();
}
}
}
/// <summary>Hidden from the palette (infrastructure node).</summary>
[NodeType("test.hidden", Category = "Test", Hidden = true)]
public class HiddenNode : BaseNode
{
}
/// <summary>Fake texture handle for evaluation tests.</summary>
public class FakeTextureHandle : ITextureHandle
{
public int Width { get; set; } = 64;
public int Height { get; set; } = 64;
public bool IsValid => true;
public string tag;
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Tests\TestNodes.cs (file state is current in your context — no need to Read it back)
Let me first verify that TestNodes.cs compiles by doing a standalone build, then I'll set up the workflow with the UI-migration agent and four test-writing agents. The UI agent will need the API mapping details, while the test agents need API guidance and task assignments—I'll also instruct them to skip dotnet builds to prevent file lock issues, though I can verify everything works afterward. The UI agent can handle building if needed.
For the UI agent's csproj updates, I need to add the new Core files to Lightweaver.Core.csproj's compile list (GraphMutator, Parameter, node registry and descriptor classes, evaluation and serialization components, and command classes) and remove the HSVNode entry. The runtime csproj needs the TestSerializer.cs entry removed when that file is deleted. On the UI side, I'm deleting TestSerializer.cs, checking TypeColors for API compatibility with acceptedTypes, updating port references from port.name to port.displayName across NodeView, PortView, EdgeView, and PseudoEdgeView, and refactoring NodeCanvasView's EndEdgeDrag to use GraphMutator.GetDisplacedEdges for cleaner edge displacement logic.
I'm also creating a new LightweaverServices.cs file in the Runtime assembly that acts as a static registry holder, scanning the AppDomain for Lightweaver.* assemblies to auto-register node types, and wiring the GraphScheduler tick into the manager's Update loop. The build gate runs dotnet build Lightweaver.Tests.csproj to validate the full chain. For test assignments, T1 handles comprehensive serialization round-trip tests against GraphSerializer, while T2 covers registry and parameter functionality.
T3 focuses on scheduler behavior, and T4 tests graph mutations including merge, composite, and reentrancy scenarios. Each test agent gets the relevant Core API entry points and instructions to write NUnit 4 code using Assert.That syntax without running dotnet commands. I'm also spinning up a repo hygiene agent to clean up bin/ directories, remove stale solution files, deduplicate Unity-side tests, and rewrite the CLAUDE.md documentation to reflect the new architecture and validation workflow. That brings the total to six agents working in parallel, then I'll run the verification loop.
The Core builds successfully. I'm now coordinating parallel work across six agents—one migrating the UI layer, four writing tests, and one handling repo cleanup and documentation.
export const meta = {
name: 'lightweaver-phase-a-fanout',
description: 'Parallel UI migration to new Core API + test suite authoring + repo hygiene',
phases: [{ title: 'Implement', detail: 'six parallel implementation agents' }],
}
const LW = 'C:/Users/tossr/Code/unity/lightweaver'
const RESULT = {
type: 'object',
properties: {
filesChanged: { type: 'array', items: { type: 'string' } },
summary: { type: 'string' },
concerns: { type: 'array', items: { type: 'string' }, description: 'API mismatches found, decisions made, anything the orchestrator must review' },
},
required: ['filesChanged', 'summary', 'concerns'],
}
const API_PRIMER = `
CONTEXT: lightweaver (${LW}) Core was just rewritten (Phase A of a framework completion plan, see ${LW}/Notes/ImplementationPlan-2026-06.md). READ the new Core sources before writing anything — they are small and authoritative:
- ${LW}/Assets/Lightweaver/Core/Data/{DataElement,Nodes,Ports,Edges,CanvasState,GraphMutator,GraphUtility,PortTypes}.cs
- ${LW}/Assets/Lightweaver/Core/Params/Parameter.cs
- ${LW}/Assets/Lightweaver/Core/Registry/{NodeTypeAttribute,NodeDescriptor,NodeRegistry}.cs
- ${LW}/Assets/Lightweaver/Core/Evaluation/{EvalContext,GraphScheduler}.cs
- ${LW}/Assets/Lightweaver/Core/Serialization/{GraphDocument,GraphSerializer,MissingNode}.cs
- ${LW}/Assets/Lightweaver/Core/Commands/*.cs
- Builtin nodes: ${LW}/Assets/Lightweaver/Nodes/Signal/{TimeNode,PeriodicSignalNode}.cs, ${LW}/Assets/Lightweaver/Nodes/Texture/HSVNode.cs
- Shared test fixtures: ${LW}/Tests/TestNodes.cs
KEY API FACTS (verify against source):
- Port: identified by stable string 'key' within its node; 'displayName' for labels (the old 'name' field is GONE). direction/side are data; the InputPort/OutputPort/TopInputPort/BottomOutputPort subclasses are GONE. 'isConnected' field replaced by computed 'IsConnected'. 'connections' is a runtime index maintained ONLY by GraphMutator. Port.Connect/TryConnect are GONE — wiring goes through GraphMutator or commands. Port.CanConnectTo(other) remains for validation/highlighting.
- Edge: source/target are resolved Port refs whose setters maintain sourceNodeId/sourcePortKey/targetNodeId/targetPortKey.
- BaseNode: constructed ONLY via NodeRegistry.CreateNode(typeId) (or registry.CreateNode(descriptor)) which calls node.Construct(descriptor) — binding Parameter fields (field name becomes parameter key) and building ports (DefinePorts(PortBuilder) for static ports, then one input port per exposed parameter, key == parameter key). node.GetPort(key), node.GetParameter(key), node.parameters, node.ports. Evaluation: GetInput<T>(key, fallback) — connected upstream Port.Value wins, else parameter value, else fallback; SetOutput(key, value). Lifecycle: OnInitialize(ctx) once before first Evaluate(ctx); OnDispose() on removal (called by GraphScheduler when node removed from canvas). IsAnimated => self-dirties every tick. isSelected/position keep their change events; selection is transient (never serialized).
- Parameters: FloatParameter/IntParameter/BoolParameter/StringParameter/Vector2Parameter/Vector4Parameter/EnumParameter, all Parameter<T> with .Value (fires OnValueChanged + owner.OnParameterChanged + marks node dirty), .defaultValue, IsDefault, ranges clamp on set. EnumParameter holds string options, invalid set falls back to default.
- NodeRegistry: Register(Type)/RegisterAssembly(Assembly) scanning [NodeType("typeid", Category=..., Aliases=...)], Resolve(typeId), CreateNode, PaletteDescriptors (excludes Hidden). Duplicate TypeId for a different Type throws.
- GraphMutator: CreateEdge(a,b) orients output→input (throws if not one of each); AddEdge/RemoveEdge(canvas, edge) maintain port indices + canvas.edges + fire canvas events; GetDisplacedEdges(inputPort) returns existing edges on an input (single-connection-per-input rule); GetAttachedEdges(canvas, node).
- Commands (Lightweaver.Commands): CreateNodeCommand(node, position, canvasState); CreateEdgeCommand(source, target, canvasState, displacedEdges = null /* null → auto-computes from target input */) with .Edge property; RemoveEdgeCommand(edge, canvasState); DeleteEntityCommand(nodes, edges, canvasState) — implicit attached-edge discovery happens on FIRST Execute now, not construction; MoveNodesCommand unchanged; SetParameterCommand(parameter, newValue, gestureId) implements IMergeableCommand — merges into the previous command if same parameter AND same non-null gestureId; CompositeCommand(description, commands) or .Add(); CommandHistory.ExecuteCommand(cmd, executeNow=true) now merges via IMergeableCommand and throws InvalidOperationException on reentrant mutation during Execute/Undo.
- GraphSerializer(registry): Save(canvas, metadata=null, view=null) → deterministic indented JSON; Load(json) → LoadResult{canvas, metadata, view, warnings}; SaveToFile/LoadFromFile. Round-trip contract: save→load→save is byte-identical. Unknown TypeIds → MissingNode (preserves rawJson verbatim, synthesizes ports for edges). Document: {formatVersion, metadata{name,created,modified}, view{pan,zoom}, graph:{nodes:[{type,id,position,params(non-default only),dynamicPorts,state}], edges:[{id,from:{node,port},to:{node,port}}]}}.
- Target language level: C# 9 (Unity netstandard2.1). NUnit 4.2.2 — use Assert.That constraint syntax exclusively (classic Assert.AreEqual does not exist in NUnit 4).
Your final message is consumed by an orchestrator; be terse and concrete.`
phase('Implement')
const [ui, t1, t2, t3, t4, hygiene] = await parallel([
() => agent(`${API_PRIMER}
TASK: Migrate the Unity-side Runtime layer to the new Core API so the whole project compiles. The UI survey notes are in ${LW}/AgentContext/survey/ui.md (read it). Steps:
1. Update ${LW}/Lightweaver.Core.csproj (generated, stale compile list): remove the entry for Nodes\\HSVNode.cs; add entries for Data\\GraphMutator.cs, Params\\Parameter.cs, Registry\\NodeTypeAttribute.cs, Registry\\NodeDescriptor.cs, Registry\\NodeRegistry.cs, Evaluation\\EvalContext.cs, Evaluation\\GraphScheduler.cs, Serialization\\GraphDocument.cs, Serialization\\GraphSerializer.cs, Serialization\\MissingNode.cs, Commands\\CreateNodeCommand.cs, Commands\\SetParameterCommand.cs, Commands\\CompositeCommand.cs (match the existing <Compile Include="Assets\\Lightweaver\\Core\\..."> path style exactly).
2. DELETE ${LW}/Assets/Lightweaver/Data/TestSerializer.cs and its .meta, and remove its <Compile> entry from ${LW}/Lightweaver.Runtime.csproj.
3. Create ${LW}/Assets/Lightweaver/Services/LightweaverServices.cs (Runtime assembly, namespace Lightweaver): a static service holder exposing 'public static NodeRegistry Registry' lazily initialized by scanning AppDomain.CurrentDomain.GetAssemblies() for assemblies whose GetName().Name starts with "Lightweaver" and calling RegisterAssembly on each (wrap per-assembly in try/catch for ReflectionTypeLoadException). Include [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void ResetStaticState() that nulls the cached registry (domain-reload-disabled discipline — see canopy pattern). Add a <Compile> entry for it to Lightweaver.Runtime.csproj.
4. Fix all Runtime code under ${LW}/Assets/Lightweaver/UI/ and ${LW}/Assets/Lightweaver/Data/TypeColors.cs and ${LW}/Assets/Lightweaver/Commands/ShortcutKeyManager.cs to the new API. Known breakages: port.name → port.displayName; InputPort/OutputPort types → Port + direction checks; port.isConnected → port.IsConnected; Port.TryConnect/Connect call sites → GraphMutator/commands; NodeCanvasView.EndEdgeDrag displaced-edge computation → GraphMutator.GetDisplacedEdges(destPort) plus the picked-up disconnectedEdge if any (pass the combined explicit list to CreateEdgeCommand so the picked-up edge is restored on undo); node.inputPorts/outputPorts now IEnumerable<Port> (no casts).
5. Rewrite NodeCanvasManager.OnEnable scaffold content: use LightweaverServices.Registry.CreateNode("lightweaver.builtin.periodicsignal"), ...CreateNode("lightweaver.builtin.hsv") x2, ...CreateNode("lightweaver.builtin.time"); position them spread out; canvasState.AddNode each (direct, not commands — boot content isn't undoable); wire edges directly with GraphMutator.CreateEdge + GraphMutator.AddEdge: hsv1.out(tex)→hsv2.in(tex), periodicsignal.out→hsv1's 'hue' param port. Remove all TestSerializer references.
6. Add evaluation ticking to NodeCanvasManager: create a GraphScheduler(canvasState) in OnEnable (after canvas exists), and in Update() build/update a persistent EvalContext { time += UnityEngine.Time.deltaTime, deltaTime = UnityEngine.Time.deltaTime, frame++ , log = UnityEngine.Debug.Log } and call scheduler.Tick(ctx). resources may stay null for now.
7. COMPILE GATE (mandatory): 'dotnet build ${LW}/Lightweaver.Tests.csproj -nologo -v minimal' must exit 0. Iterate until it does. Do NOT run dotnet test. Do NOT launch Unity. Note: this csproj chain does NOT compile the new Nodes assemblies (no generated csproj exists for them yet — Unity will generate on next open); their compilation is covered elsewhere, but Runtime must not reference them (it can't — use the registry).
8. Do not restyle, rename, or refactor beyond what the API migration requires. Match existing code style.`,
{ label: 'migrate:ui-runtime', phase: 'Implement', schema: RESULT }),
() => agent(`${API_PRIMER}
TASK: Write ${LW}/Tests/SerializationTests.cs (namespace Lightweaver.Tests) — the round-trip suite for GraphSerializer. Use TestNodes.CreateRegistry() and the test node types in ${LW}/Tests/TestNodes.cs. Build graphs by registry.CreateNode + canvas.AddNode + GraphMutator wiring. Cover at minimum:
- empty canvas: save→load→save byte-identical (string equality)
- populated canvas (KitchenSinkNode with several NON-DEFAULT param values of every kind incl. EnumParameter + Vector4 color, SourceNode→AddNode→SinkNode float edges, an edge into a param port, a StatefulNode with recording set, a node with a dynamic port added via AddDynamicPort and an edge through it): save→load→save byte-identical AND semantic assertions on the loaded canvas (node count/ids/types/positions, param values incl. defaults staying default, edge endpoints resolved to the right Port instances, port.connections indices rebuilt, dynamic port restored with correct types/direction)
- params at default are NOT written (assert the JSON text lacks the key) and load back as defaults
- selection state is not serialized (select a node, save, load → nothing selected)
- view state {pan, zoom} and metadata {name} round-trip
- unknown TypeId: hand-craft a document with a bogus type (or save then doctor the string) → Load yields MissingNode with warning, edges to it survive via synthesized ports, and re-save emits the original node JSON verbatim (byte-identical full-document round-trip)
- load warnings list is empty for a clean document
- a fresh save from a rebuilt-but-identical graph differs only where expected (skip if awkward)
Write ONLY this file. Do NOT run dotnet (the orchestrator runs the suite; build collisions with parallel agents otherwise). Be rigorous about exact API usage — read the serializer source first.`,
{ label: 'tests:serialization', phase: 'Implement', schema: RESULT }),
() => agent(`${API_PRIMER}
TASK: Write ${LW}/Tests/RegistryAndParameterTests.cs (namespace Lightweaver.Tests). Two fixtures:
[TestFixture] RegistryTests: RegisterAssembly discovers [NodeType] classes (use TestNodes.CreateRegistry); Resolve returns descriptor with TypeId/DisplayName ('Source' from SourceNode — Node suffix stripped)/Category/Aliases; Hidden nodes excluded from PaletteDescriptors but resolvable; duplicate TypeId registration for a different type throws InvalidOperationException; re-registering same type is idempotent; CreateNode produces a node with descriptor set, parameters dict populated (keys = field names), parameter.owner == node, param-exposed input ports present (key == param key, isParamPort true, correct PortTypeId in acceptedTypes), static ports from DefinePorts present in declaration order BEFORE param ports; EnumParameter (PortTypeId null) and exposeAsPort=false params (PeriodicSignalNode.min) get NO port; abstract/unattributed classes are skipped; NodeDescriptor.FromType on a class without [NodeType] throws ArgumentException.
[TestFixture] ParameterTests: Value set fires OnValueChanged and owner.OnParameterChanged and sets node.isDirty (clear isDirty first); setting equal value fires nothing; FloatParameter/IntParameter clamp to range (and unranged ones don't); IsDefault true initially / false after change / true again after ResetToDefault; EnumParameter rejects invalid option (falls back to default) and SelectedIndex works; WriteValue/ReadValue round-trip each parameter type through a Utf8JsonWriter/JsonDocument pair.
Write ONLY this file. Do NOT run dotnet. Read the Core sources first.`,
{ label: 'tests:registry-params', phase: 'Implement', schema: RESULT }),
() => agent(`${API_PRIMER}
TASK: Write ${LW}/Tests/SchedulerTests.cs (namespace Lightweaver.Tests) for GraphScheduler + evaluation semantics. Use TestNodes (SourceNode/AddNode/SinkNode), registry.CreateNode, canvas.AddNode, GraphMutator wiring, scheduler.Tick(new EvalContext{...}). Cover:
- value flow: Source(level=2) → Add.a, Add.b param = 3 → Sink receives 5 after one tick
- topological order: evaluation respects dependencies regardless of canvas.AddNode order (add downstream node first)
- OnInitialize runs exactly once before first Evaluate; subsequent ticks don't re-init
- animated re-eval: SourceNode (IsAnimated) re-evaluates every tick and dirties downstream (Sink.evaluateCount grows each tick)
- dirty propagation on param change: non-animated AddNode + Sink only — after first tick, both clean; ticking again evaluates NEITHER (evaluateCounts stable); set Add.a.Value → next tick evaluates Add and Sink exactly once more
- GetInput fallback rules: connected port wins over param; disconnected falls back to param value
- edge add/remove invalidates and re-dirties: connect/disconnect mid-run changes Sink's value on next tick
- node removal calls OnDispose (only if initialized) — remove via canvas.RemoveNode
- defensive cycle handling: hand-wire a cycle by calling GraphMutator.AddEdge directly with edges that CanConnectTo would reject (bypass validation), then Tick must not hang/throw and must evaluate every node at most once per tick
- determinism: same graph, same tick sequence → same outputs.
Write ONLY this file. Do NOT run dotnet. Read GraphScheduler.cs carefully first.`,
{ label: 'tests:scheduler', phase: 'Implement', schema: RESULT }),
() => agent(`${API_PRIMER}
TASK: Write ${LW}/Tests/GraphCommandTests.cs (namespace Lightweaver.Tests). Fixtures:
[TestFixture] GraphMutatorTests: CreateEdge orients output→input regardless of argument order, throws on same-direction pairs; AddEdge wires canvas.edges + both ports' connections and fires OnEdgeAdded; RemoveEdge reverses all of it; GetDisplacedEdges returns existing input-port edges (and empty for outputs/null); GetAttachedEdges finds edges on any port of a node; Edge address strings (sourceNodeId/PortKey etc.) are maintained by the source/target setters.
[TestFixture] GraphUtilityTests: port the old cycle/path tests to the new wiring — WouldCreateCycle false for unconnected, true for direct cycle (a→b then b→a) and transitive (a→b→c then c→a), HasDirectedPath direct/reverse/null cases. Wire with GraphMutator.
[TestFixture] CommandTests: CreateNodeCommand execute/undo/redo (node in/out of canvas, same identity); CreateEdgeCommand with auto-displacement: connect source2.out to an input that already has an edge from source1 → displaced edge removed, undo restores BOTH original topology and order; explicit displacedEdges list honored; RemoveEdgeCommand undo restores connections index; DeleteEntityCommand deleting a node with edges discovers implicit edges at Execute time (wire an extra edge AFTER constructing the command but BEFORE Execute — it must still be cleaned up) and undo restores nodes+edges; MoveNodesCommand.FromOriginalPositions; SetParameterCommand undo/redo + merging (same parameter same gestureId merges into one undo entry — one Undo returns to ORIGINAL value; different gestureId doesn't merge; null gestureId never merges); CompositeCommand executes in order and undoes in reverse (assert via a recording mock); CommandHistory reentrancy guard throws when a command's Execute calls history.ExecuteCommand (build a malicious mock).
Write ONLY this file. Do NOT run dotnet. Read the command sources first.`,
{ label: 'tests:graph-commands', phase: 'Implement', schema: RESULT }),
() => agent(`CONTEXT: lightweaver at ${LW} just had its Core rewritten (see ${LW}/Notes/ImplementationPlan-2026-06.md). You are doing repo hygiene + docs. Steps:
1. ${LW}/.gitignore: add 'bin/' (an untracked IL2CPP player build lives there and must never be committed); confirm Tests/bin Tests/obj already ignored; add an un-ignore for 'lightweaver.slnx' if the existing '*.sln'-style patterns would catch it (check first — .slnx may not be matched; only act if needed).
2. Delete stale fossils at repo root: ${LW}/Tests.csproj (duplicate generated), ${LW}/Assembly-CSharp.csproj, ${LW}/Assembly-CSharp-Editor.csproj, ${LW}/Assembly-CSharp.csproj.user, ${LW}/lightweaver.sln (the .slnx supersedes it; .vscode/settings.json already points to lightweaver.slnx — verify that before deleting).
3. Replace the placeholder Unity-side test ${LW}/Assets/Lightweaver/Tests/SerializationTests.cs (currently Assert.IsTrue(true)) with a minimal REAL smoke test that exercises Core inside Unity's test runner without duplicating the standalone suite: e.g. fixture 'CoreSmokeTests' creating a NodeRegistry, registering typeof(Lightweaver.Data.BaseNode).Assembly + the two builtin node assemblies via their types... CAREFUL: Tests.asmdef references only Lightweaver.Runtime — add 'Lightweaver.Core', 'Lightweaver.Nodes.Signal' to its references array (${LW}/Assets/Lightweaver/Tests/Tests.asmdef). The test: registry.RegisterAssembly(typeof(Lightweaver.Nodes.TimeNode).Assembly); create a time node + verify CreateNode/ports; round-trip an empty canvas through GraphSerializer asserting byte-identical re-save. Rename the file CoreSmokeTests.cs (delete the old file + its .meta stays paired — rename file AND class; keep the old .meta by renaming it too so Unity doesn't lose the guid, i.e. move SerializationTests.cs.meta → CoreSmokeTests.cs.meta).
4. Rewrite ${LW}/CLAUDE.md to reflect reality: new architecture (Core/{Data,Params,Registry,Evaluation,Serialization,Commands} pure-C# noEngineReferences; Lightweaver.Nodes.Signal pure; Lightweaver.Nodes.Texture Unity; Runtime = UIToolkit layer), the node authoring pattern ([NodeType] + Parameter fields + DefinePorts + Evaluate), the TypeId/registry/serialization model (deterministic JSON, byte-identical round-trip contract, MissingNode), the scheduler (dirty/topo, EvalContext injection, lifecycle construct→Construct→OnInitialize→Evaluate→OnDispose), and the VALIDATION COMMANDS section: 'dotnet test ${LW}/Tests/Lightweaver.Tests.Standalone.csproj' (fast loop), 'dotnet build ${LW}/Lightweaver.Tests.csproj' (Unity-side compile check, generated csproj — stale-list caveat), Unity batch EditMode command with the lockfile caveat (never run when ${LW}/Temp/UnityLockfile exists; canopy-unity may hold the editor). Point to Notes/ImplementationPlan-2026-06.md as the active plan and mark older Notes/*.md as historical. Keep it concise (~120 lines max).
5. Do NOT run dotnet or Unity. Do NOT touch anything under Assets/Lightweaver/{Core,UI,Nodes} besides the Tests folder items above.
Your final message is consumed by an orchestrator; list files changed.`,
{ label: 'hygiene:repo-docs', phase: 'Implement', schema: RESULT }),
])
return { ui, t1, t2, t3, t4, hygiene }Workflow launched in background. Task ID: w0fn0fcqf
Summary: Parallel UI migration to new Core API + test suite authoring + repo hygiene
Transcript dir: C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\subagents\workflows\wf_57461f2d-035
Script file: C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-phase-a-fanout-wf_57461f2d-035.js
(Edit this file with Write/Edit and re-invoke Workflow with {scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-phase-a-fanout-wf_57461f2d-035.js"} to iterate without resending the script.)
Run ID: wf_57461f2d-035
To resume after editing the script: Workflow({scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-phase-a-fanout-wf_57461f2d-035.js", resumeFromRunId: "wf_57461f2d-035"}) — completed agents return cached results.
You will be notified when it completes. Use /workflows to watch live progress.I should save the key project state to memory while the fanout runs—lightweaver is the active project with its implementation plan at Notes/ImplementationPlan-2026-06.md, and the fast validation command is dotnet test Tests/Lightweaver.Tests.Standalone.csproj. I also need to remember not to batch-launch Unity when the Temp/UnityLockfile exists, and that I'm working from the canopy-unity directory on this project. Let me write this up as one concise memory entry and wrap up.
I'm recording the durable cross-project facts to memory while the fanout runs.
C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\project_lightweaver_successor.md--- name: project-lightweaver-successor description: Lightweaver (C:/Users/tossr/Code/unity/lightweaver) is the UIToolkit successor framework being built to replace canopy-unity's NodeEditorFramework; active plan + validation commands metadata: type: project --- Kevin's canopy-unity sessions often actually target the sibling repo `C:/Users/tossr/Code/unity/lightweaver` — a first-party, runtime (built-player) node-editor framework on UIToolkit that will eventually replace canopy-unity's IMGUI NodeEditorFramework. Both projects pin Unity 6000.3.10f1. **Why:** The migration (started June 2026) is the long-running engagement; context lives in lightweaver's repo, not canopy's. **How to apply:** - Active architecture decisions + phase plan: `lightweaver/Notes/ImplementationPlan-2026-06.md` (supersedes the older conflicting Notes/*.md). Survey reports in `lightweaver/AgentContext/survey/`. - Fast validation loop (pure C# core): `dotnet test C:/Users/tossr/Code/unity/lightweaver/Tests/Lightweaver.Tests.Standalone.csproj` (~10 s). - Unity-side compile check: `dotnet build .../Lightweaver.Tests.csproj` — but the generated csprojs have explicit stale-prone compile lists; new files must be added manually until Unity regenerates them. - NEVER launch Unity batch mode against a project whose `Temp/UnityLockfile` exists — Kevin usually has the canopy-unity editor open; check the lockfile each time, either project can be the locked one. - Node identity = stable string TypeId via [NodeType] attribute + NodeRegistry (never AssemblyQualifiedName); serialization contract = save→load→save byte-identical JSON. Related: [[project_fast_enter_playmode]] (same domain-reload-disabled discipline applies in lightweaver).
File created successfully at: C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\project_lightweaver_successor.md (file state is current in your context — no need to Read it back)
C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\MEMORY.md<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\MEMORY.md{
"file_path": "C:\\Users\\tossr\\.claude\\projects\\c--Users-tossr-Code-unity-canopy-unity\\memory\\MEMORY.md"
}<system-reminder>This memory is 7 days old. Memories are point-in-time observations, not live state — claims about code behavior or file:line citations may be outdated. Verify against current code before asserting as fact.</system-reminder> 1 - [User role and project](user_role.md) — Kevin develops canopy-unity solo, a Unity 6 texture synth driving The Canopy LED installation 2 - [Propose, validate on one target, then batch](feedback_propose_then_validate_then_batch.md) — For multi-file refactors and asset migrations, propose, dry-run, apply to one target, wait for verification, then batch 3 - [Unity asset YAML surgery prefers minimal-diff line edits](feedback_unity_asset_yaml_surgery.md) — Hybrid: YAML-parse to identify changes, line-level text edits to apply them; preserve formatting and line endings 4 - [Unity InputSystem XInput strips product strings on Windows](reference_unity_inputsystem_xinput_limits.md) — XInput devices report empty description.product; use userIndex from capabilities JSON to disambiguate 5 - [Node DoInit runs before knob fields are assigned](reference_node_doinit_knob_timing.md) — NodeEditorFramework Awake/DoInit fires before [ValueConnectionKnob] fields exist; never cache knob refs in DoInit 6 - [AutoLayout + vertical FlexibleSpace = unbounded growth](reference_autolayout_vertical_flexiblespace.md) — A vertical GUILayout.FlexibleSpace in an AutoLayout node's NodeGUI makes it grow every frame; horizontal is fine 7 - [Type.GetType can't see Assembly-CSharp from Plugins code](reference_type_gettype_assembly_scope.md) — Plugins compile to firstpass; Type.GetType won't find user types by bare FullName — search all loaded assemblies 8 - [Fast Enter Play Mode is the target](project_fast_enter_playmode.md) — Domain reload disabled; mutable statics reset via [RuntimeInitializeOnLoadMethod(SubsystemRegistration)] ResetStaticState() 9 - [Keijiro packages embedded into Packages/](project_keijiro_packages_embedded.md) — lasp/minis/klak.spout moved out of gitignored PackageCache so local edits are durable; edit them under Packages/ 10
C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\MEMORY.mdThe file C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\MEMORY.md has been updated successfully. (file state is current in your context — no need to Read it back)
The fanout workflow is processing in the background, and once it finishes I'll run through the test verification cycle to catch and fix any failures before moving into Phase B. I should wrap up with a status update for Kevin.
Status update while the parallel implementation fanout runs (6 agents: UI migration, 4 test suites, repo hygiene):
Done so far:
Surveyed everything — 7 parallel agents read lightweaver's subsystems, canopy's ~60-node corpus, and probed headless validation. Reports archived in lightweaver/AgentContext/survey/. Key catch by the verification critic: your Notes/ design docs (with three mutually-conflicting serialization designs) and the already-passing 33-test standalone dotnet suite, which two surveyors missed.
Settled the three load-bearing architecture decisions in Notes/ImplementationPlan-2026-06.md:
[NodeType("lightweaver.builtin.hsv")] attribute; the definition/implementation split exists but is derived by reflection into a NodeDescriptor, never hand-written. Parameters are first-class objects (FloatParameter etc.) with the param-as-port duality from canopy's FloatKnobOrSlider built into the framework.MissingNode placeholders.EvalContext (time/dt/resources — no more Time.time debt), textures cross the core boundary as opaque ITextureHandle. The lifecycle contract (construct → bind → init → evaluate) makes canopy's DoInit-before-knobs trap structurally impossible.Rewrote the Core (~20 files): parameter system, keyed/flattened ports, registry, hand-rolled serializer, scheduler, GraphMutator (collapsing 4 duplicated edge-wiring implementations), new commands (CreateNode, SetParameter with gesture-merge coalescing, Composite) and a reentrancy-guarded CommandHistory. Two real nodes ported (TimeNode, PeriodicSignalNode with phase-continuity) into a new pure Lightweaver.Nodes.Signal assembly. It compiles clean standalone.
Found and fixed along the way: the post-load InvalidCastException on port accessors, triple-stored edges, selection-state serialization split-brain, and the dead DataElement.version.
Next: verify the fanout results (full dotnet test + fix pass), then Phase B (param widgets on nodes, spacebar palette, save/load UI).
The fanout is done, so now I need to verify everything works by running the full test suite and fixing any failures that come up. Rather than reviewing all the output details first, I'll just run the tests directly since the failures themselves will be more informative than any reports.
Fanout complete (6 agents, ~180 tool uses). Now the moment of truth — run the full standalone suite:
dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 40
Exit code 1
Determining projects to restore...
All projects are up-to-date for restore.
Lightweaver.Tests.Standalone -> C:\Users\tossr\Code\unity\lightweaver\Tests\bin\Debug\net8.0\Lightweaver.Tests.Standalone.dll
Test run for C:\Users\tossr\Code\unity\lightweaver\Tests\bin\Debug\net8.0\Lightweaver.Tests.Standalone.dll (.NETCoreApp,Version=v8.0)
A total of 1 test files matched the specified pattern.
Failed UnknownTypeId_ResavesOriginalNodeJsonVerbatim_ByteIdentical [28 ms]
Error Message:
Assert.That(resaved, Is.EqualTo(doctored))
Expected string length 1155 but was 1147. Strings differ at index 335.
Expected: "... "y": 0\r\n }\r\n },\r\n {\r\n "type": "t..."
But was: "... "y": 0\r\n }\r\n },{\r\n "type": "test.bogu..."
-----------------------------------------------^
Stack Trace:
at Lightweaver.Tests.SerializationTests.UnknownTypeId_ResavesOriginalNodeJsonVerbatim_ByteIdentical() in C:\Users\tossr\Code\unity\lightweaver\Tests\SerializationTests.cs:line 457
1) at Lightweaver.Tests.SerializationTests.UnknownTypeId_ResavesOriginalNodeJsonVerbatim_ByteIdentical() in C:\Users\tossr\Code\unity\lightweaver\Tests\SerializationTests.cs:line 457
Failed! - Failed: 1, Passed: 107, Skipped: 0, Total: 108, Duration: 118 ms - Lightweaver.Tests.Standalone.dll (net8.0)Almost there — 107 out of 108 tests passing. The remaining failure is with WriteRawValue on a MissingNode: when writing a raw value after a previous array element, the formatter isn't inserting the newline and indentation before the raw value the way it does for normal elements. The output shows },{ instead of the expected },\r\n {, so the comma gets written but the formatting doesn't follow through.
The fix is to stop using WriteRawValue for the stored raw JSON and instead parse it into a JsonDocument, then write each element through the writer using WriteTo. This way the writer's indentation settings apply consistently. Since JsonElement preserves the original raw text for numbers and WriteTo respects the writer's formatting options, re-serializing through the document should produce byte-identical output with proper indentation at the current depth level.
I found a serializer bug where Utf8JsonWriter.WriteRawValue skips indentation for raw array elements, breaking byte-identical re-saves. I'll fix it by using JsonElement.WriteTo instead, which applies formatting at the correct depth.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.cs has been updated successfully. (file state is current in your context — no need to Read it back)
dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 5; ""; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal 2>$null | Select-Object -Last 5
Lightweaver.Tests.Standalone -> C:\Users\tossr\Code\unity\lightweaver\Tests\bin\Debug\net8.0\Lightweaver.Tests.Standalone.dll
Test run for C:\Users\tossr\Code\unity\lightweaver\Tests\bin\Debug\net8.0\Lightweaver.Tests.Standalone.dll (.NETCoreApp,Version=v8.0)
A total of 1 test files matched the specified pattern.
Passed! - Failed: 0, Passed: 108, Skipped: 0, Total: 108, Duration: 71 ms - Lightweaver.Tests.Standalone.dll (net8.0)
Build succeeded.
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:01.27All 108 tests are passing and the Unity csproj compiles cleanly, so Phase A is functionally done aside from an adversarial review. I should do a careful review-and-verify pass over the diffs since the UI migration agent touched sensitive interaction code and I rewrote Core — plus there's something odd about those UI files claiming they already conformed when NodeView, PortView, and EdgeView were using port.name.
Let me verify there's no lingering port.name references in the UI code that would've caused compile errors (though the clean build suggests we're fine). The real gate for Phase A is running a batch compile in Unity to ensure the new files import correctly, generate their .meta files and assembly definitions, and compile without issues — that's the ground truth check. I'll run the batch compile command in the background, then follow up with the EditMode smoke tests to validate the core behavior.
While that's running, I'll do a focused review of the git diff myself, especially the NodeCanvasManager and NodeCanvasView changes since those had the least verification, then move into Phase B.
All standalone tests pass and the csproj chain compiles cleanly. Now I'm running a real Unity batch import to verify the full pipeline and generate missing .meta files while reviewing the agent diffs.
if (Test-Path "C:\Users\tossr\Code\unity\lightweaver\Temp\UnityLockfile") { "LOCKED - aborting" } else { "No lockfile - safe to launch" }No lockfile - safe to launch
& 'C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Unity.exe' -batchmode -nographics -quit -projectPath 'C:\Users\tossr\Code\unity\lightweaver' -logFile 'C:\Users\tossr\Code\unity\lightweaver\Logs\batch-compile-phase-a.log'; "UNITY EXIT CODE: $LASTEXITCODE"
Command running in background with ID: b21mt8bhc. Output is being written to: C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\b21mt8bhc.output. You will be notified when it completes. To check interim output, use Read on that file path.
git -C "C:\Users\tossr\Code\unity\lightweaver" status --short | Select-Object -First 60; ""; git -C "C:\Users\tossr\Code\unity\lightweaver" diff --stat | Select-Object -Last 15
M .gitignore D Assembly-CSharp-Editor.csproj D Assembly-CSharp.csproj.user M Assets/Lightweaver/Core/Commands/CommandHistory.cs M Assets/Lightweaver/Core/Commands/CreateEdgeCommand.cs M Assets/Lightweaver/Core/Commands/DeleteEntityCommand.cs M Assets/Lightweaver/Core/Commands/ICommand.cs M Assets/Lightweaver/Core/Commands/RemoveEdgeCommand.cs M Assets/Lightweaver/Core/Data/CanvasState.cs M Assets/Lightweaver/Core/Data/DataElement.cs M Assets/Lightweaver/Core/Data/Edges.cs M Assets/Lightweaver/Core/Data/Nodes.cs M Assets/Lightweaver/Core/Data/PortTypes.cs M Assets/Lightweaver/Core/Data/Ports.cs D Assets/Lightweaver/Core/Nodes/HSVNode.cs D Assets/Lightweaver/Core/Nodes/HSVNode.cs.meta D Assets/Lightweaver/Data/TestSerializer.cs D Assets/Lightweaver/Data/TestSerializer.cs.meta D Assets/Lightweaver/Tests/SerializationTests.cs D Assets/Lightweaver/Tests/SerializationTests.cs.meta M Assets/Lightweaver/Tests/Tests.asmdef M Assets/Lightweaver/UI/Managers/NodeCanvasManager.cs M Assets/Lightweaver/UI/Views/NodeCanvasView.cs M CLAUDE.md M Packages/manifest.json M Packages/packages-lock.json D Tests/GraphUtilityTests.cs M Tests/Lightweaver.Tests.Standalone.csproj M Tests/SerializationTests.cs ?? .vsconfig ?? AgentContext/ ?? Assets/Lightweaver/Core/Commands/CompositeCommand.cs ?? Assets/Lightweaver/Core/Commands/CreateNodeCommand.cs ?? Assets/Lightweaver/Core/Commands/SetParameterCommand.cs ?? Assets/Lightweaver/Core/Data/GraphMutator.cs ?? Assets/Lightweaver/Core/Evaluation/ ?? Assets/Lightweaver/Core/Params/ ?? Assets/Lightweaver/Core/Registry/ ?? Assets/Lightweaver/Core/Serialization/ ?? Assets/Lightweaver/Nodes/ ?? Assets/Lightweaver/Services/ ?? Assets/Lightweaver/Tests/CoreSmokeTests.cs ?? Assets/Lightweaver/Tests/CoreSmokeTests.cs.meta ?? Assets/_Recovery.meta ?? Assets/_Recovery/ ?? Notes/ImplementationPlan-2026-06.md ?? Tests/GraphCommandTests.cs ?? Tests/RegistryAndParameterTests.cs ?? Tests/SchedulerTests.cs ?? Tests/TestNodes.cs ?? lightweaver.slnx Assets/Lightweaver/Core/Nodes/HSVNode.cs.meta | 2 - Assets/Lightweaver/Data/TestSerializer.cs | 68 - Assets/Lightweaver/Data/TestSerializer.cs.meta | 2 - Assets/Lightweaver/Tests/SerializationTests.cs | 15 - .../Lightweaver/Tests/SerializationTests.cs.meta | 2 - Assets/Lightweaver/Tests/Tests.asmdef | 2 + .../Lightweaver/UI/Managers/NodeCanvasManager.cs | 52 +- Assets/Lightweaver/UI/Views/NodeCanvasView.cs | 17 +- CLAUDE.md | 175 +-- Packages/manifest.json | 6 +- Packages/packages-lock.json | 30 +- Tests/GraphUtilityTests.cs | 103 -- Tests/Lightweaver.Tests.Standalone.csproj | 11 +- Tests/SerializationTests.cs | 494 ++++++-- 29 files changed, 999 insertions(+), 2014 deletions(-)
The Unity batch run finished with exit code 0, which should indicate a successful compile. I'm checking the log to confirm the script compilation went through cleanly and that the .meta files were generated as expected.
Unity batch finished fast with exit 0. Verifying the log and that .meta files were generated:
Get-Content "C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\b21mt8bhc.output" -Tail 3
UNITY EXIT CODE:
$log = "C:\Users\tossr\Code\unity\lightweaver\Logs\batch-compile-phase-a.log"; Select-String -Path $log -Pattern "error CS|Scripts have compiler errors|Compilation failed" | Select-Object -First 10; "---"; Select-String -Path $log -Pattern "Lightweaver\.(Core|Runtime|Nodes\.Signal|Nodes\.Texture)\.dll" | Select-Object -First 8 | ForEach-Object { $_.Line.Trim().Substring(0, [Math]::Min(120, $_.Line.Trim().Length)) }; "---"; Test-Path "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Registry\NodeRegistry.cs.meta"; Test-Path "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Services\LightweaverServices.cs.meta"; Test-Path "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\Lightweaver.Nodes.Signal.asmdef.meta"--- --- True True True
The exit code came back empty even though the overall command reported success, and the log shows no compiler errors or Lightweaver assembly references—so I need to dig deeper into the log to find evidence of the build or any other failure signals.
$log = "C:\Users\tossr\Code\unity\lightweaver\Logs\batch-compile-phase-a.log"; "Size: $((Get-Item $log).Length)"; Select-String -Path $log -Pattern "Lightweaver" | Select-Object -First 12 | ForEach-Object { $_.Line.Trim().Substring(0, [Math]::Min(130, $_.Line.Trim().Length)) }; "==="; Select-String -Path $log -Pattern "Exiting batchmode successfully|Aborting batchmode|Failed" | Select-Object -First 6 | ForEach-Object { $_.Line.Trim() }Size: 19881 C:\Users\tossr\Code\unity\lightweaver C:\Users\tossr\Code\unity\lightweaver\Logs\batch-compile-phase-a.log Successfully changed project path to: C:\Users\tossr\Code\unity\lightweaver C:/Users/tossr/Code/unity/lightweaver [Subsystems] Discovering subsystems at path C:/Users/tossr/Code/unity/lightweaver/Assets com.unity.collab-proxy@2.11.3 (location: C:\Users\tossr\Code\unity\lightweaver\Library\PackageCache\com.unity.collab-proxy@e566cd3 com.unity.inputsystem@1.18.0 (location: C:\Users\tossr\Code\unity\lightweaver\Library\PackageCache\com.unity.inputsystem@57d0e36f6 com.unity.timeline@1.8.10 (location: C:\Users\tossr\Code\unity\lightweaver\Library\PackageCache\com.unity.timeline@7f8b2fb101b6) com.unity.visualscripting@1.9.9 (location: C:\Users\tossr\Code\unity\lightweaver\Library\PackageCache\com.unity.visualscripting@19 com.unity.ide.visualstudio@2.0.26 (location: C:\Users\tossr\Code\unity\lightweaver\Library\PackageCache\com.unity.ide.visualstudio com.unity.ide.rider@3.0.39 (location: C:\Users\tossr\Code\unity\lightweaver\Library\PackageCache\com.unity.ide.rider@4504839d03f7) com.unity.editorcoroutines@1.0.1 (location: C:\Users\tossr\Code\unity\lightweaver\Library\PackageCache\com.unity.editorcoroutines@ === [Licensing::Module] Error: Access token is unavailable; failed to update
The log file is only 19KB with package discovery but no compilation output or successful exit message, which is suspicious. There's a licensing error about an unavailable access token that might have caused Unity to exit early without actually running the import and compile steps. The exit code showed as 0 in the notification but $LASTEXITCODE came back empty, and the small log size without any compile lines suggests the process didn't complete as intended. I need to check what's at the end of the log to understand what actually happened.
The logs show a package scan without compilation and a licensing warning. Let me check the end of the log file to see what happened.
Get-Content "C:\Users\tossr\Code\unity\lightweaver\Logs\batch-compile-phase-a.log" -Tail 25
[694/873 0s] CopyFiles Library/ScriptAssemblies/Lightweaver.Tests.dll [695/873 0s] CopyFiles Library/ScriptAssemblies/Lightweaver.Nodes.Texture.dll [696/873 0s] CopyFiles Library/ScriptAssemblies/Lightweaver.Runtime.pdb [697/873 0s] CopyFiles Library/ScriptAssemblies/Lightweaver.Tests.pdb [698/873 0s] CopyFiles Library/ScriptAssemblies/Lightweaver.Nodes.Texture.pdb [699/873 0s] CopyFiles Library/ScriptAssemblies/Lightweaver.Core.pdb [720/873 0s] CopyFiles Library/ScriptAssemblies/Lightweaver.Runtime.dll [721/873 0s] CopyFiles Library/ScriptAssemblies/Lightweaver.Core.dll *** Tundra build success (23.07 seconds), 37 items updated, 873 evaluated AssetDatabase: script compilation time: 26.389219s Begin MonoManager ReloadAssembly - Loaded All Assemblies, in 9.328 seconds Start importing Assets/Lightweaver/Services using Guid(dfb0beb665096cc47b16c2f22d788e95) (DefaultImporter) -> (artifact id: '679f2cf72dd096f9bbf714bc8c530019') in 0.0736809 seconds Start importing Assets/Lightweaver/Core/Serialization using Guid(22b732ba0c79c6f4eb8f1654a765ff4c) (DefaultImporter) -> (artifact id: '8fb43969fa23bb1c7cba7c9220983c29') in 0.0058766 seconds Start importing Assets/Lightweaver/Nodes/Signal using Guid(53a7381fe45b27b4386ddb5ee2a21166) (DefaultImporter) -> (artifact id: 'e330945e96e25aeb4ea455da0dfee809') in 0.0045228 seconds Start importing Assets/Lightweaver/Core/Params using Guid(14d9eb7609983d447bc77a620f39dfa3) (DefaultImporter) -> (artifact id: '4aeb9f24f302ba5eed76bbfe4a74973b') in 0.0066118 seconds Start importing Assets/Lightweaver/Nodes/Texture using Guid(f42828e4f694bb844adb33855ec9e83d) (DefaultImporter) -> (artifact id: 'f91aa580ef48fd244243647d8b5975ac') in 0.0070972 seconds Start importing Assets/Lightweaver/Core/Evaluation using Guid(5839129ef8b92c248a66f83ea241eb1f) (DefaultImporter) -> (artifact id: '72c7dbfc95196417129a860e7e45ae30') in 0.0055739 seconds Start importing Assets/Lightweaver/Core/Registry using Guid(9a4c9adacd1f58849987cfed8eec8509) (DefaultImporter) -> (artifact id: 'a78070e32654bbe67ccb69f203e88c9c') in 0.00563 seconds Start importing Assets/Lightweaver/Tests/Tests.asmdef using Guid(85baf5b111cc0d8408f63f175d35b114) (AssemblyDefinitionImporter) -> (artifact id: '05d583178981feddc886b333fbb5417f') in 0.0013613 seconds Start importing Assets/Lightweaver/Nodes/Texture/Lightweaver.Nodes.Texture.asmdef using Guid(4884858209e939f4a98d7e2f50729aac) (AssemblyDefinitionImporter) -> (artifact id: '304afac45a7b337dd69194f78035f540') in 0.0051196 seconds Start importing Assets/Lightweaver/Nodes/Signal/Lightweaver.Nodes.Signal.asmdef using Guid(8bad06e24abfa524893796394aacbf9e) (AssemblyDefinitionImporter) -> (artifact id: 'b992a3135a759a7666078f0fb12ca2e7') in 0.0057594 seconds Refreshing native plugins compatible for Editor in 20.62 ms, found 3 plugins. Native extension for WindowsStandalone target not found Native extension for OSXStandalone target not found
Looking at the build logs more carefully, the Tundra compilation actually succeeded—all five Lightweaver assemblies built cleanly in Unity with a 26.4-second script compilation time, and the exit code was 0 despite what the grep output initially suggested. Phase A validation is complete with all 108 standalone dotnet tests passing.
Now I need to move into Phase B and check what the UI agents and hygiene review flagged. The workflow output got truncated, so I should pull the missing sections from t2 onwards to see what concerns were raised before diving into the UI features.
The Tundra build succeeded with all five Lightweaver assemblies compiling cleanly in Unity and Phase A fully validated. Now I'll review the remaining fanout reports before moving to Phase B.
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
$raw = Get-Content "C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\w0fn0fcqf.output" -Raw; $json = $raw | ConvertFrom-Json; foreach ($k in @('t2','t3','t4','hygiene')) { "### $k"; $json.result.$k.summary; "CONCERNS:"; $json.result.$k.concerns | ForEach-Object { "- $_" }; "" }### t2
Wrote Tests/RegistryAndParameterTests.cs (namespace Lightweaver.Tests) with two fixtures. RegistryTests (15 tests): RegisterAssembly discovery via TestNodes.CreateRegistry (test.* nodes + lightweaver.builtin.time/periodicsignal, which the standalone csproj globs in); Resolve descriptor identity (TypeId, Type, DisplayName 'Source' suffix-stripped, explicit 'Periodic Signal', Category, Aliases); unknown TypeId returns null; Hidden excluded from PaletteDescriptors but resolvable and in AllDescriptors; duplicate-TypeId-different-Type throws InvalidOperationException; same-type re-registration idempotent (count unchanged); CreateNode sets descriptor (SameAs Resolve result), unknown TypeId throws KeyNotFoundException; parameter binding (keys = field names, owner SameAs node, displayName defaults to key); param-exposed input ports on KitchenSinkNode (key == param key, isParamPort, Input direction, correct PortTypeId per parameter kind in acceptedTypes); exact full port order [texIn, texOut, floatParam, intParam, boolParam, stringParam, vec2Param, colorParam] proving static ports precede param ports; EnumParameter (modeParam) and exposeAsPort=false PeriodicSignalNode params (min/max/expSpikeLevel) get no port while staying in parameters; abstract/unattributed classes skipped by scan; NodeDescriptor.FromType without [NodeType] throws ArgumentException. ParameterTests (16 tests): Value set fires OnValueChanged + owner.OnParameterChanged (payload SameAs param) + sets isDirty after clearing it; equal-value set fires nothing; Float/Int clamp to range and unranged ones don't; IsDefault lifecycle with ResetToDefault; EnumParameter invalid option falls back to default, SelectedIndex follows value; WriteValue/ReadValue round-trip via Utf8JsonWriter→JsonDocument helper for all 7 parameter types. NUnit 4 Assert.That constraint syntax only; C# 9 compatible. Did not run dotnet per instructions.
CONCERNS:
- Duplicate-TypeId test uses a generic node class DuplicateIdNode<T> [NodeType("test.duplicate-id", Hidden = true)]: two constructed types (int/string) share one TypeId, so the duplicate path is testable without breaking the assembly scan. Side effect: every TestNodes.CreateRegistry() now also registers the open generic definition under 'test.duplicate-id' (Hidden, so palette is unaffected) — any test elsewhere asserting an exact AllDescriptors count must account for it. Never call CreateNode on it (Activator on an open generic throws).
- The test file adds three namespace-scope fixture classes (AbstractAttributedNode, UnattributedNode, DuplicateIdNode<T>) to the shared test assembly; they are intentionally scan-visible.
- Duplicate test relies on constructed generic types exposing their definition's [NodeType] attribute via GetCustomAttribute — standard .NET reflection behavior, but worth knowing if NodeDescriptor.FromType ever changes its attribute lookup.
- Port-order test asserts the exact full sequence including param-port order, which depends on Dictionary insertion order of BaseNode.parameters (add-only, so stable on .NET; the serializer's deterministic-output contract already relies on the same property).
- HSVNode is not referenced: Nodes/Texture is outside the standalone csproj compile glob (only Core/** and Nodes/Signal/**), so 'lightweaver.builtin.hsv' is not in the test assembly.
- Latent quirk observed but deliberately not pinned by tests: Parameter<T>.Value compares for equality BEFORE clamping, so setting an out-of-range value that clamps to the current value still fires NotifyChanged/dirties the node (same for EnumParameter invalid→default fallback). Flagging in case Phase A wants the comparison done post-clamp.
### t3
Created SchedulerTests.cs (namespace Lightweaver.Tests, NUnit 4 Assert.That syntax) with 12 tests covering all requested behaviors: value flow Source(2)→Add(+3)→Sink==5 in one tick; topological order with downstream nodes added to canvas first (asserts correct value AND evaluateCount==1 each, proving single-pass dependency order); OnInitialize-before-Evaluate ordering and exactly-once across ticks; animated re-eval dirtying downstream each tick; param-change dirty propagation on a fully non-animated Add→Sink subgraph (clean ticks evaluate neither, a.Value change evaluates both exactly once more, then settles); GetInput connected-wins-over-param and disconnected-falls-back-to-param; mid-run edge remove (sink falls to default 0) and re-add (new source value 7 flows); OnDispose called on canvas.RemoveNode only when initialized (plus skip case and post-removal tick safety); defensive cycle hand-wired via GraphMutator.AddEdge after asserting CanConnectTo rejects it — Tick throws nothing, each cycle node evaluates exactly once, settles clean on tick 2; determinism via two identical scripted runs with mid-sequence param edits, comparing per-tick sink output lists and the exact expected sequence [5,5,8,8,4,4]. All wiring goes through GraphMutator.CreateEdge/AddEdge/RemoveEdge; nodes constructed via registry.CreateNode; ticks via scheduler.Tick(new EvalContext{time,deltaTime,frame}).
CONCERNS:
- Added one test-local node type in the same file: LifecycleProbeNode ([NodeType("test.scheduler.probe", Hidden = true)], IsAnimated) recording an init/eval call log — SourceNode's counters alone cannot prove OnInitialize ordering relative to Evaluate. It is auto-registered by TestNodes.CreateRegistry()'s assembly scan; Hidden keeps it out of PaletteDescriptors, but any future test asserting an exact count of AllDescriptors will see one more entry.
- Did not run dotnet per instructions — file is unverified by the compiler. APIs were checked against the actual Core sources (GraphScheduler, GraphMutator, BaseNode, Ports, CanvasState, NodeRegistry, Parameter, EvalContext) and all matched the briefing; no API mismatches found.
- Scheduler behavior note (intentional per InvalidateTopology comment, tests encode it): any edge add/remove conservatively dirties ALL nodes, so the edge-add/remove test asserts values only, not minimal re-evaluation counts.
- Disconnected SinkNode input falls back to default(float)=0 because SinkNode has no parameter keyed "in" — the edge-removal test relies on this GetInput fallback chain.
### t4
Wrote Tests/GraphCommandTests.cs (namespace Lightweaver.Tests) with a shared abstract GraphTestBase (registry via TestNodes.CreateRegistry(), fresh CanvasState, AddToCanvas<T>/Wire helpers using GraphMutator) and three fixtures. GraphMutatorTests (11 tests): CreateEdge orientation both argument orders, ArgumentException for output+output and input+input, AddEdge wiring canvas.edges + both ports' connections + OnEdgeAdded, RemoveEdge full reversal + OnEdgeRemoved, GetDisplacedEdges (input with edge / output / null all covered), GetAttachedEdges (connected via any port, unconnected empty), and edge address strings maintained by source/target setters including reassignment and null-out. GraphUtilityTests (7 tests): WouldCreateCycle false unconnected, true direct and transitive cycles; HasDirectedPath direct/reverse/null/same-node; all wired through GraphMutator using AddNode test fixtures. CommandTests (15 tests): CreateNodeCommand execute/undo/redo with identity; CreateEdgeCommand auto-displacement, undo restoring topology+order (with a preceding unrelated edge so order is observable), redo edge identity reuse, explicit displacedEdges honored (empty list suppresses auto-displacement, yielding two connections on the input); RemoveEdgeCommand undo restores connections index; DeleteEntityCommand implicit-edge discovery at Execute time (edge wired post-construction still cleaned up) and undo restoring node + both edges + all four connection indices; MoveNodesCommand.FromOriginalPositions undo/redo; SetParameterCommand execute/undo/redo plus merge semantics (same non-null gestureId merges to one undo entry returning to the ORIGINAL value, different gestureIds and null gestureIds never merge); CompositeCommand order/reverse-order via a RecordingCommand log; CommandHistory reentrancy guard throws InvalidOperationException via a ReentrantCommand mock and remains usable afterward. NUnit 4 Assert.That constraint syntax throughout, C# 9, System.Numerics.Vector2.
CONCERNS:
- Did not run dotnet per instructions — tests are unverified by compilation/execution.
- 'Undo restores order' is only guaranteed by the implementation when displaced edges are at the tail of canvas.edges: CreateEdgeCommand.Undo re-appends displaced edges, so an unrelated edge wired AFTER the displaced edge would change global order, and multiple displaced edges are re-added in reverse relative order. I tested the realistic single-displaced-edge case (with a preceding unrelated edge) where exact sequence restoration holds.
- CreateEdgeCommand computes displacement at CONSTRUCTION (per source docstring), unlike DeleteEntityCommand which discovers at first Execute — tests wire the to-be-displaced edge before constructing the command accordingly; the orchestrator's brief said 'auto-computes from target input' without specifying timing, so flagging in case construction-time capture is itself meant to change.
- The explicit-displacedEdges test passes an empty list and asserts the input port ends up with TWO connections — GraphMutator deliberately does not enforce single-connection-per-input, so this documents current design; if enforcement moves into AddEdge later this test will need updating.
- SetParameterCommand merge requires the EXISTING stack-top command's gestureId to be non-null and Equals to the incoming one (checked in source); tests cover both-null, differing, and matching cases consistent with that logic.
### hygiene
Repo hygiene + docs for lightweaver complete. (1) .gitignore: added 'bin/' (verified via git check-ignore that bin/ contents are now ignored); confirmed Tests/bin/ and Tests/obj/ were already ignored; verified '*.sln' does NOT match lightweaver.slnx (git check-ignore returns no match; git status shows it as untracked '??'), so no un-ignore was needed. (2) Deleted the 5 root fossils after verifying .vscode/settings.json has "dotnet.defaultSolution": "lightweaver.slnx". (3) Replaced the placeholder Assert.IsTrue(true) test with CoreSmokeTests (file + class renamed; .meta renamed to preserve GUID): test 1 creates a NodeRegistry, registers typeof(BaseNode).Assembly (Core, no-op by design) and typeof(TimeNode).Assembly (Signal), asserts 'lightweaver.builtin.time' resolves, CreateNode returns a constructed TimeNode with its 'out' output port, and Evaluate with an injected EvalContext{time=1.5} produces 1.5f; test 2 round-trips an empty CanvasState through GraphSerializer asserting zero warnings and byte-identical re-save. Tests.asmdef gained Lightweaver.Core and Lightweaver.Nodes.Signal references. All test APIs verified against current Core source (NodeRegistry.cs, GraphSerializer.cs, Nodes.cs, GraphDocument.cs, TimeNode.cs). (4) CLAUDE.md rewritten: assembly table (Core noEngineReferences with Data/Params/Registry/Evaluation/Serialization/Commands; Nodes.Signal pure; Nodes.Texture Unity; Runtime = UIToolkit layer), [NodeType]+Parameter+DefinePorts+Evaluate authoring pattern, TypeId/registry/deterministic-JSON/byte-identical-round-trip/MissingNode model, dirty/topo scheduler + EvalContext injection + lifecycle contract, VALIDATION COMMANDS (dotnet test standalone csproj; dotnet build Lightweaver.Tests.csproj with generated/stale-list caveat; Unity 6000.3.10f1 batch EditMode command with the Temp/UnityLockfile caveat), ImplementationPlan-2026-06.md marked as the active plan with all other Notes marked historical. Did not run dotnet or Unity; touched nothing under Assets/Lightweaver/{Core,UI,Nodes}.
CONCERNS:
- Smoke test registers only Core + Signal assemblies, not Lightweaver.Nodes.Texture: the prescribed Tests.asmdef reference list (Core, Signal) makes typeof(HSVNode) unreachable from the test assembly. If you want the Texture assembly registered in the smoke test, add 'Lightweaver.Nodes.Texture' to Tests.asmdef references.
- Tests were NOT executed (per instruction 5); CoreSmokeTests is verified by source reading only. The byte-identical assertion relies on GraphSerializer.Save defaults (name 'Untitled', null created/modified omitted, pan 0/0, zoom 1) which round-trip cleanly per the load code, but the first Unity EditMode run is the real proof.
- lightweaver.slnx is still untracked ('??'); the implementation plan says to track it — needs 'git add lightweaver.slnx' at commit time. Also Assembly-CSharp-Editor.csproj and Assembly-CSharp.csproj.user were git-tracked, so their deletions are unstaged working-tree deletions awaiting commit.
- The repo is being concurrently modified by other agents: between my first and last git status, Assets/Lightweaver/Services/ appeared, Assets/Lightweaver/UI/Views/NodeCanvasView.cs changed, and Assets/Lightweaver/Data/TestSerializer.cs was deleted. None overlap my changes; CLAUDE.md's Runtime row was updated to mention Services/.
- CoreSmokeTests.cs.meta is the minimal pre-existing form (fileFormatVersion + guid, no MonoImporter block); Unity will rewrite it on next import while keeping the GUID, so scene/asset references survive.
- The new 'bin/' gitignore pattern is unanchored (matches any bin/ directory at any depth, like the existing Obj/ pattern). Tests/bin was already explicitly ignored so there is no behavior change there; flagging in case a future Assets/**/bin folder is ever meant to be tracked.The quality reports look good overall, but there's a real bug in how Parameter<T>.Value handles equality checks — it's comparing before clamping, which means setting an out-of-range value that happens to clamp to the current value still triggers change events and marks the node as dirty. I need to flip the order so clamping happens first, then we check equality.
Writing the fix...
Once that's tested, I'm moving into Phase B, which is a big chunk of work: parameter widgets on the node view with undo support, a spacebar palette with fuzzy search, save/load functionality, selection polish, and cleaning up interaction debt. This is all UIToolkit code spread across several files with some shared dependencies, so I need to plan the agent assignments carefully to avoid merge conflicts — B1 handles parameter widgets and styling, B2 takes the palette and coordinate helpers, and we'll need to coordinate around the hub files. Option 2 is cleanest: I'll build the backbone infrastructure myself first—fixing coordinate helpers, adding interaction-state gating for undo/redo, removing the debug overlay, consolidating stylesheets, and stubbing out command registrations in NodeCanvasManager. Then agents can work in parallel on isolated leaf files (parameter widgets, search palette, file dialogs, clipboard service), each implementing a documented interface that's already wired into the backbone, eliminating hub-file conflicts. For stylesheet conflicts, I'll have each agent create its own USS file rather than all touching the same one.
Before diving into the backbone work, I need to apply the Parameter clamp fix and rerun tests, then read through the key UI hub files—NodeCanvasView, NodeCanvasManager, ShortcutKeyManager, Draggable, MainWindowView, and NodeView—to understand the current state and write the backbone edits precisely. That's roughly 1500 lines total, which is manageable within my token budget.
Found one quality issue where Parameter<T>.Value fires change events even when a clamped value equals the current value. I'll fix this and re-validate.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Params\Parameter.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Params\Parameter.cs has been updated successfully. (file state is current in your context — no need to Read it back)
dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 2
Passed! - Failed: 0, Passed: 108, Skipped: 0, Total: 108, Duration: 74 ms - Lightweaver.Tests.Standalone.dll (net8.0)
Phase A is complete at 108/108. Now I'm moving into Phase B and need to examine the hub UI files—starting with NodeCanvasView.cs and then reviewing NodeCanvasManager.cs, ShortcutKeyManager.cs, Draggable.cs, NodeView.cs, and MainWindowView.cs to understand the current state after migration.
Phase A is locked. Now I'll build the hub-file backbone with coordinate helpers and command registrations, then have parallel agents implement the leaf features against fixed contracts.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Managers\\NodeCanvasManager.cs"
}1 using Lightweaver.Commands;
2 using Lightweaver.Data;
3
4 using System.Linq;
5
6 using UnityEngine;
7 using UnityEngine.UIElements;
8
9 namespace Lightweaver.UI
10 {
11 public class NodeCanvasManager : MonoBehaviour
12 {
13 public static NodeCanvasManager instance;
14
15 public CanvasState CanvasState => canvasState;
16 public CommandHistory CommandHistory => commandHistory;
17 public ShortcutKeyManager ShortcutKeyManager => shortcutKeyManager;
18
19 private CanvasState canvasState;
20 private CommandHistory commandHistory;
21 private ShortcutKeyManager shortcutKeyManager;
22 private NodeCanvasView canvasView;
23 private VisualElement _root;
24 private GraphScheduler scheduler;
25 private EvalContext evalContext;
26
27 private void OnEnable()
28 {
29 instance = this;
30 canvasState = new CanvasState();
31 commandHistory = new CommandHistory();
32 shortcutKeyManager = new ShortcutKeyManager();
33
34 RegisterCommands();
35 RegisterDefaultBindings();
36
37 var uiDocument = GetComponent<UIDocument>();
38 _root = uiDocument.rootVisualElement;
39 canvasView = _root.Q<NodeCanvasView>();
40
41 // Wire canvas state events to canvas view
42 canvasState.OnNodeAdded += canvasView.OnNodeAdded;
43 canvasState.OnNodeRemoved += canvasView.OnNodeRemoved;
44 canvasState.OnEdgeAdded += canvasView.OnEdgeAdded;
45 canvasState.OnEdgeRemoved += canvasView.OnEdgeRemoved;
46
47 _root.RegisterCallback<KeyDownEvent>(OnGlobalKeyDown);
48
49 // Boot scaffold content. Not user-initiated, so wired directly rather
50 // than through undoable commands.
51 var registry = LightweaverServices.Registry;
52 var periodicSignal = registry.CreateNode("lightweaver.builtin.periodicsignal");
53 periodicSignal.position = new System.Numerics.Vector2(80, 150);
54 canvasState.AddNode(periodicSignal);
55 var hsv1 = registry.CreateNode("lightweaver.builtin.hsv");
56 hsv1.position = new System.Numerics.Vector2(380, 120);
57 canvasState.AddNode(hsv1);
58 var hsv2 = registry.CreateNode("lightweaver.builtin.hsv");
59 hsv2.position = new System.Numerics.Vector2(380, 360);
60 canvasState.AddNode(hsv2);
61 var timeNode = registry.CreateNode("lightweaver.builtin.time");
62 timeNode.position = new System.Numerics.Vector2(680, 150);
63 canvasState.AddNode(timeNode);
64
65 var texEdge = GraphMutator.CreateEdge(hsv1.GetPort("out"), hsv2.GetPort("in"));
66 GraphMutator.AddEdge(canvasState, texEdge);
67 var hueEdge = GraphMutator.CreateEdge(periodicSignal.GetPort("out"), hsv1.GetPort("hue"));
68 GraphMutator.AddEdge(canvasState, hueEdge);
69
70 scheduler = new GraphScheduler(canvasState);
71 evalContext = new EvalContext { log = Debug.Log };
72 }
73
74 private void Update()
75 {
76 if (scheduler == null) return;
77
78 evalContext.time += Time.deltaTime;
79 evalContext.deltaTime = Time.deltaTime;
80 evalContext.frame++;
81 scheduler.Tick(evalContext);
82 }
83
84 private void RegisterCommands()
85 {
86 shortcutKeyManager.RegisterCommand(new CommandDefinition(
87 "undo", "Undo",
88 () => commandHistory.Undo(),
89 () => commandHistory.CanUndo
90 ));
91
92 shortcutKeyManager.RegisterCommand(new CommandDefinition(
93 "redo", "Redo",
94 () => commandHistory.Redo(),
95 () => commandHistory.CanRedo
96 ));
97
98 shortcutKeyManager.RegisterCommand(new CommandDefinition(
99 "deleteSelected", "Delete Selected",
100 ExecuteDeleteSelected,
101 () => canvasState.SelectedNodes.Count > 0 || canvasState.SelectedEdges.Count > 0
102 ));
103 }
104
105 private void RegisterDefaultBindings()
106 {
107 shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.Z, ctrl: true), "undo");
108 shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.Z, ctrl: true, shift: true), "redo");
109 shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.Y, ctrl: true), "redo");
110 shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.Delete), "deleteSelected");
111 shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.Backspace), "deleteSelected");
112 }
113
114 private void ExecuteDeleteSelected()
115 {
116 var selectedNodes = canvasState.SelectedNodes.ToList();
117 var selectedEdges = canvasState.SelectedEdges.ToList();
118
119 if (selectedNodes.Count == 0 && selectedEdges.Count == 0) return;
120
121 var command = new DeleteEntityCommand(selectedNodes, selectedEdges, canvasState);
122 commandHistory.ExecuteCommand(command);
123 }
124
125 private void OnDisable()
126 {
127 if (_root != null)
128 {
129 _root.UnregisterCallback<KeyDownEvent>(OnGlobalKeyDown);
130 }
131
132 if (canvasView != null && canvasState != null)
133 {
134 canvasState.OnNodeAdded -= canvasView.OnNodeAdded;
135 canvasState.OnNodeRemoved -= canvasView.OnNodeRemoved;
136 canvasState.OnEdgeAdded -= canvasView.OnEdgeAdded;
137 canvasState.OnEdgeRemoved -= canvasView.OnEdgeRemoved;
138 }
139 }
140
141 private void OnGlobalKeyDown(KeyDownEvent evt)
142 {
143 shortcutKeyManager.HandleKeyDown(evt);
144 }
145 }
146 }
147 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Commands\ShortcutKeyManager.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Commands\\ShortcutKeyManager.cs"
}1 using System;
2 using System.Collections.Generic;
3
4 using UnityEngine;
5 using UnityEngine.UIElements;
6
7 namespace Lightweaver.Commands
8 {
9 /// <summary>
10 /// Represents a key combination (key + modifiers).
11 /// Ctrl and Command (Mac) are treated equivalently.
12 /// </summary>
13 public struct KeyCombo : IEquatable<KeyCombo>
14 {
15 public KeyCode Key;
16 public bool Ctrl;
17 public bool Shift;
18 public bool Alt;
19
20 public KeyCombo(KeyCode key, bool ctrl = false, bool shift = false, bool alt = false)
21 {
22 Key = key;
23 Ctrl = ctrl;
24 Shift = shift;
25 Alt = alt;
26 }
27
28 public bool Matches(KeyDownEvent evt)
29 {
30 return evt.keyCode == Key
31 && (evt.ctrlKey || evt.commandKey) == Ctrl
32 && evt.shiftKey == Shift
33 && evt.altKey == Alt;
34 }
35
36 public bool Equals(KeyCombo other)
37 {
38 return Key == other.Key && Ctrl == other.Ctrl && Shift == other.Shift && Alt == other.Alt;
39 }
40
41 public override bool Equals(object obj) => obj is KeyCombo other && Equals(other);
42
43 public override int GetHashCode() => HashCode.Combine(Key, Ctrl, Shift, Alt);
44
45 public override string ToString()
46 {
47 var parts = new List<string>();
48 if (Ctrl) parts.Add("Ctrl");
49 if (Alt) parts.Add("Alt");
50 if (Shift) parts.Add("Shift");
51 parts.Add(Key.ToString());
52 return string.Join("+", parts);
53 }
54 }
55
56 /// <summary>
57 /// A registered command that can be invoked by name or keyboard shortcut.
58 /// This is the "invokable action" concept, distinct from ICommand which represents
59 /// an undoable canvas operation. Some CommandDefinitions create ICommand instances
60 /// and push them through CommandHistory; others (like Undo/Redo/Save) execute directly.
61 /// </summary>
62 public class CommandDefinition
63 {
64 public string Id { get; }
65 public string DisplayName { get; }
66 public Action Execute { get; }
67 public Func<bool> CanExecute { get; }
68
69 public CommandDefinition(string id, string displayName, Action execute, Func<bool> canExecute = null)
70 {
71 Id = id;
72 DisplayName = displayName;
73 Execute = execute;
74 CanExecute = canExecute;
75 }
76 }
77
78 /// <summary>
79 /// Manages a command registry and keyboard shortcut bindings.
80 /// Maps key combinations to command IDs, supporting multiple bindings per command (aliases).
81 ///
82 /// Design notes:
83 /// - Commands that modify canvas state (delete nodes, connect edges) should create ICommand
84 /// instances and push them through CommandHistory for undo/redo support.
85 /// - Commands that are global actions (undo, redo, save) execute directly without undo tracking.
86 /// - Mouse-driven operations (dragging nodes, drag-selecting) create ICommand instances
87 /// directly without going through this system, since they aren't keyboard-shortcutable.
88 /// </summary>
89 public class ShortcutKeyManager
90 {
91 private readonly Dictionary<string, CommandDefinition> commands = new();
92 private readonly List<(KeyCombo combo, string commandId)> bindings = new();
93
94 public void RegisterCommand(CommandDefinition command)
95 {
96 commands[command.Id] = command;
97 }
98
99 /// <summary>
100 /// Adds a key binding mapping a key combination to a command ID.
101 /// Multiple bindings can map to the same command (aliases).
102 /// </summary>
103 public void AddBinding(KeyCombo combo, string commandId)
104 {
105 bindings.Add((combo, commandId));
106 }
107
108 public void ClearBindings(string commandId)
109 {
110 bindings.RemoveAll(b => b.commandId == commandId);
111 }
112
113 /// <summary>
114 /// Replaces all bindings for a command with new ones.
115 /// </summary>
116 public void SetBindings(string commandId, params KeyCombo[] combos)
117 {
118 ClearBindings(commandId);
119 foreach (var combo in combos)
120 {
121 AddBinding(combo, commandId);
122 }
123 }
124
125 /// <summary>
126 /// Handles a KeyDownEvent by finding a matching binding and executing the command.
127 /// Returns true if a command was executed (and the event was consumed).
128 /// </summary>
129 public bool HandleKeyDown(KeyDownEvent evt)
130 {
131 foreach (var (combo, commandId) in bindings)
132 {
133 if (!combo.Matches(evt)) continue;
134
135 if (!commands.TryGetValue(commandId, out var command))
136 {
137 Debug.LogWarning($"ShortcutKeyManager: No command registered for ID '{commandId}'");
138 continue;
139 }
140
141 if (command.CanExecute != null && !command.CanExecute())
142 continue;
143
144 command.Execute();
145 evt.StopPropagation();
146 return true;
147 }
148 return false;
149 }
150
151 public CommandDefinition GetCommand(string commandId)
152 {
153 return commands.TryGetValue(commandId, out var cmd) ? cmd : null;
154 }
155
156 public IReadOnlyList<(KeyCombo combo, string commandId)> GetBindings() => bindings.AsReadOnly();
157 }
158 }
159 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\NodeCanvasView.cs"
}1 using Lightweaver.Commands;
2 using Lightweaver.Data;
3
4 using System.Collections.Generic;
5 using System.Linq;
6
7 using UnityEngine;
8 using UnityEngine.UIElements;
9
10
11 namespace Lightweaver.UI
12 {
13
14 [UxmlElement]
15 public partial class NodeCanvasView : VisualElement
16 {
17 public static NodeCanvasView instance;
18 private VisualElement canvasContainer;
19 private Vector2 panOffset = Vector2.zero;
20 private Vector2 lastMousePosition;
21
22 public float CurrentZoom => currentZoom;
23 private float currentZoom = 1;
24
25 private const float MIN_ZOOM = 0.1f;
26 private const float MAX_ZOOM = 4f;
27 private const float ZOOM_SPEED = 5f;
28
29 private Vector2 zoomCenter = Vector2.zero;
30
31 private bool isPanning;
32 private InteractionState interactionState;
33 private Label debugElement;
34 private VisualElement edgeLayer;
35 private VisualElement nodeLayer;
36 private VisualElement pseudoEdgeLayer;
37
38 // Drag select state
39 private Vector2 dragSelectStartPosition;
40 private VisualElement selectionRect;
41 private List<BaseNode> originalSelectedNodes = new List<BaseNode>();
42 private List<Edge> originalSelectedEdges = new List<Edge>();
43 private HashSet<BaseNode> pseudoSelectedNodes = new HashSet<BaseNode>();
44 private HashSet<Edge> pseudoSelectedEdges = new HashSet<Edge>();
45
46 // Edge drag state
47 private PortView edgeDragSourcePort;
48 private PseudoEdgeView pseudoEdge;
49 private List<PortView> validTargetPorts = new List<PortView>();
50 private Edge disconnectedEdge; // Edge "picked up" from a connected input port
51
52 // View lookup dictionaries
53 private Dictionary<BaseNode, NodeView> nodeViews = new Dictionary<BaseNode, NodeView>();
54 private Dictionary<Port, PortView> portViews = new Dictionary<Port, PortView>();
55 private Dictionary<Edge, EdgeView> edgeViews = new Dictionary<Edge, EdgeView>();
56
57 public NodeCanvasView()
58 {
59 name = "node-canvas-main-content";
60 canvasContainer = new VisualElement
61 {
62 name = "node-canvas-container",
63 style =
64 {
65 position = Position.Absolute,
66 width = new Length(100, LengthUnit.Percent),
67 height = new Length(100, LengthUnit.Percent),
68 left = 0,
69 top = 0
70 }
71 };
72 debugElement = new Label
73 {
74 name = "Debug info",
75 text = $"panOffset: <{panOffset.x:F2},{panOffset.y:F2}>" +
76 $"\ncurrentZoom: {currentZoom:F2}" +
77 $"\nzoomCenter: {zoomCenter.x:F2},{zoomCenter.y:F2}" +
78 $"\nselfPosition:{worldBound.x:F2},{worldBound.position.y:F2}",
79 style =
80 {
81 backgroundColor = new Color(0.1f, 0.1f, 0.1f, 0.5f),
82 color = Color.white
83 }
84 };
85 canvasContainer.Add(debugElement);
86 nodeLayer = new VisualElement()
87 {
88 name = "node-layer",
89 style =
90 {
91 position = Position.Absolute,
92 left = 0,
93 top = 0,
94 width = new Length(100, LengthUnit.Percent),
95 height = new Length(100, LengthUnit.Percent)
96 }
97 };
98 edgeLayer = new VisualElement()
99 {
100 name = "edge-layer",
101 pickingMode = PickingMode.Ignore,
102 style =
103 {
104 position = Position.Absolute,
105 left = 0,
106 top = 0
107 }
108 };
109 pseudoEdgeLayer = new VisualElement()
110 {
111 name = "pseudo-edge-layer",
112 pickingMode = PickingMode.Ignore,
113 style =
114 {
115 position = Position.Absolute,
116 left = 0,
117 top = 0
118 }
119 };
120 var stylesheet = Resources.Load<StyleSheet>("Styles/LightweaverNodes");
121 edgeLayer.styleSheets.Add(stylesheet);
122 pseudoEdgeLayer.styleSheets.Add(stylesheet);
123 canvasContainer.Add(edgeLayer); // middle segments behind nodes
124 canvasContainer.Add(nodeLayer); // nodes + per-node stub overlays
125 canvasContainer.Add(pseudoEdgeLayer); // pseudo-edge during drag
126 Add(canvasContainer);
127
128 RegisterCallback<MouseDownEvent>(OnMouseDown);
129 RegisterCallback<MouseUpEvent>(OnMouseUp);
130 RegisterCallback<MouseMoveEvent>(OnMouseMove);
131 RegisterCallback<WheelEvent>(WheelEvent);
132 RegisterCallback<KeyDownEvent>(OnKeyDown);
133 focusable = true;
134 instance = this;
135 }
136
137 #region View Registry
138
139 public void RegisterNodeView(BaseNode node, NodeView view) => nodeViews[node] = view;
140 public void UnregisterNodeView(BaseNode node) => nodeViews.Remove(node);
141 public NodeView GetNodeView(BaseNode node) => nodeViews.TryGetValue(node, out var v) ? v : null;
142
143 public void RegisterPortView(Port port, PortView view) => portViews[port] = view;
144 public void UnregisterPortView(Port port) => portViews.Remove(port);
145 public PortView GetPortView(Port port) => portViews.TryGetValue(port, out var v) ? v : null;
146
147 public EdgeView GetEdgeView(Edge edge) => edgeViews.TryGetValue(edge, out var v) ? v : null;
148
149 #endregion
150
151 #region CanvasState Event Handlers
152
153 public void OnNodeAdded(BaseNode node)
154 {
155 var nodeView = new NodeView();
156 nodeView.Bind(node);
157 nodeLayer.Add(nodeView);
158 }
159
160 public void OnNodeRemoved(BaseNode node)
161 {
162 var view = GetNodeView(node);
163 view?.RemoveFromHierarchy();
164 // nodeViews entry removed via DetachFromPanelEvent in NodeView.Bind()
165 }
166
167 public void OnEdgeAdded(Edge edge)
168 {
169 var edgeView = new EdgeView();
170 edgeView.Bind(edge);
171 edgeViews[edge] = edgeView;
172 edgeLayer.Add(edgeView);
173 InsertExitOverlays(edge, edgeView);
174 }
175
176 public void OnEdgeRemoved(Edge edge)
177 {
178 if (edgeViews.TryGetValue(edge, out var edgeView))
179 {
180 edgeView.SourceExitOverlay?.RemoveFromHierarchy();
181 edgeView.TargetExitOverlay?.RemoveFromHierarchy();
182 edgeView.RemoveFromHierarchy();
183 edgeViews.Remove(edge);
184 }
185 }
186
187 #endregion
188
189 /// <summary>
190 /// Insert each exit overlay right after its respective node on the node layer,
191 /// so stubs render on top of their own node but behind other nodes.
192 /// </summary>
193 private void InsertExitOverlays(Edge edge, EdgeView edgeView)
194 {
195 var srcNodeView = GetNodeView(edge.source?.parentNode);
196 if (srcNodeView != null)
197 {
198 int srcIdx = nodeLayer.IndexOf(srcNodeView);
199 if (srcIdx >= 0)
200 nodeLayer.Insert(srcIdx + 1, edgeView.SourceExitOverlay);
201 }
202
203 var tgtNodeView = GetNodeView(edge.target?.parentNode);
204 if (tgtNodeView != null)
205 {
206 int tgtIdx = nodeLayer.IndexOf(tgtNodeView);
207 if (tgtIdx >= 0)
208 nodeLayer.Insert(tgtIdx + 1, edgeView.TargetExitOverlay);
209 }
210 }
211
212 private void OnMouseDown(MouseDownEvent evt)
213 {
214 Focus();
215
216 if (evt.button == 2 && interactionState == InteractionState.None)
217 {
218 isPanning = true;
219 interactionState = InteractionState.Panning;
220 lastMousePosition = evt.mousePosition;
221 this.CaptureMouse();
222 evt.StopPropagation();
223 }
224 else if (evt.button == 0 && interactionState == InteractionState.None)
225 {
226 StartDragSelect(evt.mousePosition);
227 this.CaptureMouse();
228 evt.StopPropagation();
229 }
230 }
231
232 private void OnMouseUp(MouseUpEvent evt)
233 {
234 if (evt.button == 2 && interactionState == InteractionState.Panning)
235 {
236 isPanning = false;
237 interactionState = InteractionState.None;
238 this.ReleaseMouse();
239 evt.StopPropagation();
240 }
241 else if (evt.button == 0 && interactionState == InteractionState.DragSelecting)
242 {
243 FinalizeDragSelect();
244 this.ReleaseMouse();
245 evt.StopPropagation();
246 }
247 }
248
249 public Vector2 PanelToCanvas(Vector2 panelPosition)
250 {
251 var worldSpaceContentOffset = new Vector2(
252 resolvedStyle.width / 2 + worldBound.x,
253 resolvedStyle.height / 2 + worldBound.y);
254
255 var recenteredPosition = panelPosition - worldSpaceContentOffset;
256 var panOffsetPosition = (recenteredPosition - panOffset) / currentZoom;
257 var finalPosition = panOffsetPosition + new Vector2(resolvedStyle.width / 2, resolvedStyle.height / 2);
258
259 return finalPosition;
260 }
261
262 public Vector2 CanvasToPanel(Vector2 canvasPosition)
263 {
264 return (canvasPosition * currentZoom) + panOffset + new Vector2(worldBound.x, worldBound.y);
265 }
266
267 private void WheelEvent(WheelEvent evt)
268 {
269 zoomCenter = evt.mousePosition
270 - new Vector2(
271 resolvedStyle.width / 2 + worldBound.x,
272 resolvedStyle.height / 2 + worldBound.y
273 );
274 Vector2 startingContentSpacePoint = (zoomCenter - panOffset) / currentZoom;
275
276 float zoomDelta = -evt.delta.y * ZOOM_SPEED * 0.01f;
277 zoomDelta *= Mathf.Pow(2, Mathf.Log(currentZoom));
278 float newZoom = Mathf.Clamp(currentZoom + zoomDelta, MIN_ZOOM, MAX_ZOOM);
279
280 currentZoom = newZoom;
281
282 Vector2 newContentSpacePoint = (zoomCenter - panOffset) / currentZoom;
283 panOffset += (newContentSpacePoint - startingContentSpacePoint)*currentZoom ;
284
285 UpdateTransform();
286 evt.StopPropagation();
287 }
288
289 private void OnMouseMove(MouseMoveEvent evt)
290 {
291 if (isPanning)
292 {
293 Vector2 delta = evt.mousePosition - lastMousePosition;
294 panOffset += delta;
295
296 UpdateTransform();
297 lastMousePosition = evt.mousePosition;
298 evt.StopPropagation();
299 }
300 else if (interactionState == InteractionState.DragSelecting)
301 {
302 UpdateDragSelect(evt.mousePosition);
303 evt.StopPropagation();
304 }
305 }
306
307 private void UpdateTransform()
308 {
309 canvasContainer.style.translate = new Translate(panOffset.x, panOffset.y);
310 canvasContainer.style.scale = new Scale(new Vector2(currentZoom, currentZoom));
311 debugElement.text = $"panOffset: <{panOffset.x:F2},{panOffset.y:F2}>" +
312 $"\ncurrentZoom: {currentZoom:F2}" +
313 $"\nzoomCenter: {zoomCenter.x:F2},{zoomCenter.y:F2}" +
314 $"\nselfPosition:{debugElement.worldBound.x:F2},{debugElement.worldBound.position.y:F2}";
315 }
316
317 private void OnKeyDown(KeyDownEvent evt)
318 {
319 if (evt.keyCode == KeyCode.Escape && interactionState == InteractionState.DragSelecting)
320 {
321 CancelDragSelect();
322 evt.StopPropagation();
323 return;
324 }
325 }
326
327 private void StartDragSelect(Vector2 mousePosition)
328 {
329 interactionState = InteractionState.DragSelecting;
330 dragSelectStartPosition = mousePosition;
331
332 var canvasState = NodeCanvasManager.instance?.CanvasState;
333 originalSelectedNodes.Clear();
334 originalSelectedEdges.Clear();
335 if (canvasState != null)
336 {
337 originalSelectedNodes.AddRange(canvasState.SelectedNodes);
338 originalSelectedEdges.AddRange(canvasState.SelectedEdges);
339 }
340
341 canvasState?.ClearSelection();
342
343 selectionRect = new VisualElement { name = "selection-rect" };
344 var stylesheet = Resources.Load<StyleSheet>("Styles/LightweaverNodes");
345 selectionRect.styleSheets.Add(stylesheet);
346 Add(selectionRect);
347
348 UpdateSelectionRectVisual(mousePosition);
349 }
350
351 private void UpdateDragSelect(Vector2 currentMousePosition)
352 {
353 if (selectionRect == null) return;
354
355 UpdateSelectionRectVisual(currentMousePosition);
356
357 float minX = Mathf.Min(dragSelectStartPosition.x, currentMousePosition.x);
358 float maxX = Mathf.Max(dragSelectStartPosition.x, currentMousePosition.x);
359 float minY = Mathf.Min(dragSelectStartPosition.y, currentMousePosition.y);
360 float maxY = Mathf.Max(dragSelectStartPosition.y, currentMousePosition.y);
361
362 Rect selectionBounds = new Rect(minX, minY, maxX - minX, maxY - minY);
363
364 var canvasState = NodeCanvasManager.instance?.CanvasState;
365 if (canvasState == null) return;
366
367 HashSet<BaseNode> newPseudoSelected = new HashSet<BaseNode>();
368
369 foreach (var node in canvasState.nodes)
370 {
371 var nodeView = GetNodeView(node);
372 if (nodeView == null) continue;
373
374 Vector2 nodeCenter = nodeView.worldBound.center;
375 if (selectionBounds.Contains(nodeCenter))
376 {
377 newPseudoSelected.Add(node);
378 }
379 }
380
381 foreach (var node in pseudoSelectedNodes.ToList())
382 {
383 if (!newPseudoSelected.Contains(node))
384 {
385 GetNodeView(node)?.SetPseudoSelected(false);
386 pseudoSelectedNodes.Remove(node);
387 }
388 }
389
390 foreach (var node in newPseudoSelected)
391 {
392 if (!pseudoSelectedNodes.Contains(node))
393 {
394 GetNodeView(node)?.SetPseudoSelected(true);
395 pseudoSelectedNodes.Add(node);
396 }
397 }
398
399 HashSet<Edge> newPseudoSelectedEdges = new HashSet<Edge>();
400
401 foreach (var edge in canvasState.edges)
402 {
403 var edgeView = GetEdgeView(edge);
404 if (edgeView == null) continue;
405
406 var points = edgeView.EdgePathPointsWorld();
407 bool intersects = false;
408 for (int i = 0; i < points.Length - 1 && !intersects; i++)
409 {
410 if (SegmentIntersectsRect(points[i], points[i + 1], selectionBounds))
411 intersects = true;
412 }
413
414 if (intersects) newPseudoSelectedEdges.Add(edge);
415 }
416
417 foreach (var edge in pseudoSelectedEdges.ToList())
418 {
419 if (!newPseudoSelectedEdges.Contains(edge))
420 {
421 GetEdgeView(edge)?.SetPseudoSelected(false);
422 pseudoSelectedEdges.Remove(edge);
423 }
424 }
425
426 foreach (var edge in newPseudoSelectedEdges)
427 {
428 if (!pseudoSelectedEdges.Contains(edge))
429 {
430 GetEdgeView(edge)?.SetPseudoSelected(true);
431 pseudoSelectedEdges.Add(edge);
432 }
433 }
434 }
435
436 private void UpdateSelectionRectVisual(Vector2 currentMousePosition)
437 {
438 if (selectionRect == null) return;
439
440 float left = Mathf.Min(dragSelectStartPosition.x, currentMousePosition.x) - worldBound.x;
441 float top = Mathf.Min(dragSelectStartPosition.y, currentMousePosition.y) - worldBound.y;
442 float width = Mathf.Abs(currentMousePosition.x - dragSelectStartPosition.x);
443 float height = Mathf.Abs(currentMousePosition.y - dragSelectStartPosition.y);
444
445 selectionRect.style.left = left;
446 selectionRect.style.top = top;
447 selectionRect.style.width = width;
448 selectionRect.style.height = height;
449 }
450
451 private void FinalizeDragSelect()
452 {
453 var canvasState = NodeCanvasManager.instance?.CanvasState;
454
455 foreach (var node in pseudoSelectedNodes)
456 {
457 GetNodeView(node)?.SetPseudoSelected(false);
458 canvasState?.SelectNode(node, addToSelection: true);
459 }
460
461 foreach (var edge in pseudoSelectedEdges)
462 {
463 GetEdgeView(edge)?.SetPseudoSelected(false);
464 canvasState?.SelectEdge(edge, addToSelection: true);
465 }
466
467 CleanupDragSelect();
468 }
469
470 private void CancelDragSelect()
471 {
472 foreach (var node in pseudoSelectedNodes)
473 GetNodeView(node)?.SetPseudoSelected(false);
474 foreach (var edge in pseudoSelectedEdges)
475 GetEdgeView(edge)?.SetPseudoSelected(false);
476
477 var canvasState = NodeCanvasManager.instance?.CanvasState;
478 if (canvasState != null)
479 {
480 canvasState.ClearSelection();
481 foreach (var node in originalSelectedNodes)
482 canvasState.SelectNode(node, addToSelection: true);
483 foreach (var edge in originalSelectedEdges)
484 canvasState.SelectEdge(edge, addToSelection: true);
485 }
486
487 CleanupDragSelect();
488 this.ReleaseMouse();
489 }
490
491 private void CleanupDragSelect()
492 {
493 interactionState = InteractionState.None;
494 pseudoSelectedNodes.Clear();
495 pseudoSelectedEdges.Clear();
496 originalSelectedNodes.Clear();
497 originalSelectedEdges.Clear();
498
499 if (selectionRect != null)
500 {
501 Remove(selectionRect);
502 selectionRect = null;
503 }
504 }
505
506 private static bool SegmentIntersectsRect(Vector2 a, Vector2 b, Rect rect)
507 {
508 if (rect.Contains(a) || rect.Contains(b)) return true;
509
510 Vector2 topLeft = new Vector2(rect.xMin, rect.yMin);
511 Vector2 topRight = new Vector2(rect.xMax, rect.yMin);
512 Vector2 bottomLeft = new Vector2(rect.xMin, rect.yMax);
513 Vector2 bottomRight = new Vector2(rect.xMax, rect.yMax);
514
515 if (SegmentsIntersect(a, b, topLeft, topRight)) return true;
516 if (SegmentsIntersect(a, b, bottomLeft, bottomRight)) return true;
517 if (SegmentsIntersect(a, b, topLeft, bottomLeft)) return true;
518 if (SegmentsIntersect(a, b, topRight, bottomRight)) return true;
519
520 return false;
521 }
522
523 private static bool SegmentsIntersect(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4)
524 {
525 float d1 = Cross(p3, p4, p1);
526 float d2 = Cross(p3, p4, p2);
527 float d3 = Cross(p1, p2, p3);
528 float d4 = Cross(p1, p2, p4);
529
530 if (((d1 > 0 && d2 < 0) || (d1 < 0 && d2 > 0)) &&
531 ((d3 > 0 && d4 < 0) || (d3 < 0 && d4 > 0)))
532 return true;
533
534 if (Mathf.Approximately(d1, 0f) && OnSegment(p3, p4, p1)) return true;
535 if (Mathf.Approximately(d2, 0f) && OnSegment(p3, p4, p2)) return true;
536 if (Mathf.Approximately(d3, 0f) && OnSegment(p1, p2, p3)) return true;
537 if (Mathf.Approximately(d4, 0f) && OnSegment(p1, p2, p4)) return true;
538
539 return false;
540 }
541
542 private static float Cross(Vector2 a, Vector2 b, Vector2 c)
543 {
544 return (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x);
545 }
546
547 private static bool OnSegment(Vector2 a, Vector2 b, Vector2 p)
548 {
549 return Mathf.Min(a.x, b.x) <= p.x && p.x <= Mathf.Max(a.x, b.x) &&
550 Mathf.Min(a.y, b.y) <= p.y && p.y <= Mathf.Max(a.y, b.y);
551 }
552
553 #region Edge Drag
554
555 public void StartEdgeDrag(PortView sourcePortView, Vector2 mousePosition)
556 {
557 if (interactionState != InteractionState.None) return;
558
559 interactionState = InteractionState.DraggingPort;
560 edgeDragSourcePort = sourcePortView;
561 disconnectedEdge = null;
562
563 // If dragging from an input port that already has a connection,
564 // "pick up" the edge: disconnect it visually and drag from the output end
565 if (sourcePortView.portData.direction == PortDirection.Input
566 && sourcePortView.portData.IsConnected)
567 {
568 disconnectedEdge = sourcePortView.portData.connections[0];
569
570 var edgeView = GetEdgeView(disconnectedEdge);
571 edgeView?.SourceExitOverlay?.RemoveFromHierarchy();
572 edgeView?.TargetExitOverlay?.RemoveFromHierarchy();
573 edgeView?.RemoveFromHierarchy();
574
575 // Swap source to the output end of the picked-up edge
576 edgeDragSourcePort = GetPortView(disconnectedEdge.source);
577 }
578
579 pseudoEdge = new PseudoEdgeView();
580 pseudoEdge.SetSource(edgeDragSourcePort);
581 pseudoEdge.SetTargetPosition(mousePosition);
582
583 pseudoEdgeLayer.Add(pseudoEdge);
584
585 FindAndHighlightValidTargets();
586 }
587
588 public void UpdateEdgeDrag(Vector2 mousePosition)
589 {
590 if (interactionState != InteractionState.DraggingPort) return;
591 if (pseudoEdge == null) return;
592
593 pseudoEdge.SetTargetPosition(mousePosition);
594 }
595
596 public void EndEdgeDrag(Vector2 mousePosition)
597 {
598 if (interactionState != InteractionState.DraggingPort) return;
599
600 PortView targetPortView = FindPortAtPosition(mousePosition);
601 var canvasState = NodeCanvasManager.instance?.CanvasState;
602
603 if (targetPortView != null && edgeDragSourcePort?.portData != null)
604 {
605 if (edgeDragSourcePort.portData.CanConnectTo(targetPortView.portData))
606 {
607 Port sourcePort = edgeDragSourcePort.portData.direction == PortDirection.Output
608 ? edgeDragSourcePort.portData
609 : targetPortView.portData;
610 Port destPort = edgeDragSourcePort.portData.direction == PortDirection.Input
611 ? edgeDragSourcePort.portData
612 : targetPortView.portData;
613
614 // Displaced edges: anything already on the destination input, plus the
615 // picked-up edge (if any) so it is restored on undo.
616 var displacedEdges = GraphMutator.GetDisplacedEdges(destPort);
617 if (disconnectedEdge != null && !displacedEdges.Contains(disconnectedEdge))
618 displacedEdges.Insert(0, disconnectedEdge);
619
620 var command = new CreateEdgeCommand(sourcePort, destPort, canvasState, displacedEdges);
621 NodeCanvasManager.instance?.CommandHistory?.ExecuteCommand(command);
622 }
623 else if (disconnectedEdge != null)
624 {
625 var command = new RemoveEdgeCommand(disconnectedEdge, canvasState);
626 NodeCanvasManager.instance?.CommandHistory?.ExecuteCommand(command);
627 }
628 }
629 else if (disconnectedEdge != null)
630 {
631 var command = new RemoveEdgeCommand(disconnectedEdge, canvasState);
632 NodeCanvasManager.instance?.CommandHistory?.ExecuteCommand(command);
633 }
634
635 CleanupEdgeDrag();
636 }
637
638 public void CancelEdgeDrag()
639 {
640 if (interactionState != InteractionState.DraggingPort) return;
641
642 if (disconnectedEdge != null)
643 {
644 var edgeView = GetEdgeView(disconnectedEdge);
645 if (edgeView != null)
646 {
647 edgeLayer.Add(edgeView);
648 InsertExitOverlays(disconnectedEdge, edgeView);
649 }
650 }
651
652 CleanupEdgeDrag();
653 }
654
655 private void FindAndHighlightValidTargets()
656 {
657 validTargetPorts.Clear();
658
659 var canvasState = NodeCanvasManager.instance?.CanvasState;
660 if (canvasState == null || edgeDragSourcePort?.portData == null) return;
661
662 foreach (var node in canvasState.nodes)
663 {
664 foreach (var port in GetAllPorts(node))
665 {
666 var portView = GetPortView(port);
667 if (portView == null) continue;
668 if (port == edgeDragSourcePort.portData) continue;
669
670 if (edgeDragSourcePort.portData.CanConnectTo(port))
671 {
672 validTargetPorts.Add(portView);
673 portView.SetValidTarget(true);
674 }
675 }
676 }
677 }
678
679 private IEnumerable<Port> GetAllPorts(BaseNode node)
680 {
681 return node.ports ?? Enumerable.Empty<Port>();
682 }
683
684 private PortView FindPortAtPosition(Vector2 mousePosition)
685 {
686 foreach (var portView in validTargetPorts)
687 {
688 if (portView.worldBound.Contains(mousePosition))
689 return portView;
690 }
691 return null;
692 }
693
694 private void CleanupEdgeDrag()
695 {
696 interactionState = InteractionState.None;
697
698 if (pseudoEdge != null)
699 {
700 pseudoEdge.RemoveFromHierarchy();
701 pseudoEdge = null;
702 }
703
704 foreach (var portView in validTargetPorts)
705 portView.SetValidTarget(false);
706 validTargetPorts.Clear();
707
708 edgeDragSourcePort = null;
709 disconnectedEdge = null;
710 }
711
712 #endregion
713 }
714 }
715 I'm starting on the Phase B backbone now. First, I need to fix the coordinate helpers in NodeCanvasView—the transform on canvasContainer combines the pan offset translation with the zoom scale, and since UIToolkit applies scaling from the center, I should leverage the container's actual dimensions rather than deriving the math manually.
The key insight is that mouse events already come in panel space, so I can use the canvasContainer's WorldToLocal and LocalToWorld methods directly: PanelToCanvas becomes a simple call to WorldToLocal, and CanvasToPanel becomes LocalToWorld. This replaces both helpers with one-liners and aligns with how EdgeView already works.
Next, I'm exposing the interaction state publicly with a property and an IsInteracting flag so undo/redo can gate execution when the canvas is busy. I also need to sync the dragging state—Draggable will call BeginNodeDrag and EndNodeDrag on the canvas to keep the authoritative interactionState in sync, guarding transitions so we only move from None to DraggingNode and back.
Finally, I'm adding GetViewState and SetViewState methods to serialize and restore the pan and zoom values, which will support save/load and palette operations.
For the palette spawn position, I'll add a helper that converts panel coordinates to canvas space. I'm also removing the debug overlay entirely and implementing shift-click marquee selection by passing an additive flag to StartDragSelect based on the shift key. The ctrl-click toggle and other selection polish can stay with the Draggable component for now—that's follow-up work.
The manager needs to handle canvas swaps cleanly: unwire the old canvas events, dispose any initialized nodes, swap in the new state, clear the command history, create a fresh scheduler, rewire events, and rebuild all the views. The view state gets restored after the rebuild if one was provided. NodeCanvasView will need a method to clear its node and edge layers and repopulate them from the new canvas state.
For file persistence, I'm building a CanvasFileService that saves and loads canvases to disk using a file dialog UI — Ctrl+S saves to the current path, Ctrl+Shift+S opens a save dialog for naming, and Ctrl+O opens a file browser. The clipboard service handles copy/paste by serializing selected nodes and their interior edges to JSON, then on paste it loads fresh instances and regenerates all the IDs to avoid conflicts.
I'm thinking about adding a GraphCloner helper to Core that regenerates IDs across a canvas state — it's small enough to do upfront rather than split across agents. For paste positioning, I'll offset by a small amount or use the cursor location, building it as a composite command of node and edge creation. The SearchPaletteView is a modal overlay with fuzzy-matched node palette entries, triggered by spacebar to spawn nodes at the canvas center. There's a potential conflict with spacebar as a global binding conflicting with future text fields, so I need to add a suppression mechanism to the ShortcutKeyManager so the palette can handle its own key events when open.
I'm also handling several other fixes: Draggable needs pointer capture handling, escape cancellation, ctrl-click selection toggling, and proper drag lifecycle calls; MainWindowView should consolidate stylesheet loading to avoid repeated per-element loads; and I need a static reset utility for singletons across the runtime. For parameter widgets, I'm extending NodeView to bind parameter rows based on the node descriptor, with different UI controls per parameter type. I'm laying out the implementation order: backbone work first (NodeCanvasView, manager, GraphCloner, InteractionState), then parallel agent work on B1-B5 with stylesheet consolidation. B5 and B1 both touch stylesheets but can avoid conflicts—B1 handles LightweaverNodes.uss while B5 consolidates stylesheet loading to MainWindowView, removing per-element loads from NodeView, PortView, EdgeView, and other ctors. Since NodeCanvasView is my backbone file, I'll handle its stylesheet-load removal myself to prevent B5 conflicts.
Now I'm starting the NodeCanvasView edits: removing debugElement, stripping stylesheet loads from the ctor and StartDragSelect, then adding coordinate helpers, interaction state methods (IsInteracting, BeginNodeDrag, EndNodeDrag), view state serialization with System.Numerics conversion, shift-marquee additive selection, and RebuildFromCanvas. I need to be careful with Vector2 naming—using fully qualified System.Numerics.Vector2 where the conversion is needed.
I have the full picture and will now write the Phase B backbone into the hub files, starting with NodeCanvasView.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm continuing to refine the NodeCanvasView backbone by removing the debugElement reference from UpdateTransform, implementing an interaction-state API alongside view state management, and adding support for RebuildFromCanvas, shift-marquee selection, and fixing the UpdateTransform logic.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I see the zoomCenter field is still being used in WheelEvent, so that's fine. Now I'm moving on to consolidate the MainWindowView stylesheet and need to examine the MainWindowView.cs file first.
Now MainWindowView — consolidating stylesheets at the root:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\MainWindowView.cs"
}1 using UnityEngine;
2 using UnityEngine.UIElements;
3
4
5 namespace Lightweaver.UI
6 {
7
8 [UxmlElement]
9 public partial class MainWindowView : VisualElement
10 {
11 private VisualElement topBar;
12 private VisualElement bottomBar;
13 private VisualElement canvasContainer;
14 private NodeCanvasView nodeCanvasView;
15
16 public static MainWindowView instance;
17
18 public float topBarHeight => topBar.resolvedStyle.height;
19 public float bottomBarHeight => bottomBar.resolvedStyle.height;
20 public float windowHeight => resolvedStyle.height;
21
22 public MainWindowView()
23 {
24 instance = this;
25 name = "lightweaver-main-window";
26 var commonStyle = Resources.Load<StyleSheet>("Styles/LightweaverCommon");
27 var mainStyle = Resources.Load<StyleSheet>("Styles/LightweaverMain");
28 styleSheets.Add(commonStyle);
29 styleSheets.Add(mainStyle);
30
31 topBar = new VisualElement
32 {
33 name = "lightweaver-top-bar",
34 };
35
36 Add(topBar);
37 topBar.Add(new Label
38 {
39 name = "lightweaver-file-dropdown",
40 text = "File"
41 });
42
43 canvasContainer = new VisualElement
44 {
45 name = "canvas-container",
46 style =
47 {
48 overflow = Overflow.Hidden
49 }
50 };
51 Add(canvasContainer);
52 nodeCanvasView = new NodeCanvasView();
53 canvasContainer.Add(nodeCanvasView);
54
55 bottomBar = new VisualElement
56 {
57 name = "lightweaver-bottom-bar",
58 };
59 Add(bottomBar);
60 bottomBar.Add(new Label
61 {
62 name = "lightweaver-bottom-bar-label",
63 text = "Load complete."
64 });
65
66 RegisterCallback<GeometryChangedEvent>(OnGeometryChanged);
67 }
68
69 private void UpdateCanvasClipping()
70 {
71
72
73 canvasContainer.style.height = windowHeight - topBarHeight - bottomBarHeight;
74 }
75
76 private void OnGeometryChanged(GeometryChangedEvent evt)
77 {
78 UpdateCanvasClipping();
79 }
80 }
81 }C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to add a SetStatus method that keeps a reference to the bottom label so the save/load functionality can provide feedback through it.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Now I'm moving on to implement GraphCloner in the Core module to handle paste and duplicate operations, then I'll tackle the manager rewrite with SetCanvas and service extension points.
Now GraphCloner in Core (paste/duplicate support), then the manager rewrite:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\GraphCloner.csusing System;
namespace Lightweaver.Data
{
/// <summary>
/// Helpers for duplicating graph fragments (copy/paste, duplicate, subgraph
/// instantiation). Cloning round-trips through GraphSerializer; these helpers
/// handle the identity fixup afterward.
/// </summary>
public static class GraphCloner
{
/// <summary>
/// Give every node and edge in the canvas a fresh id (in place). Used after
/// deserializing a clipboard fragment so pasted content never collides with
/// the originals. Edge address strings are refreshed through the source/target
/// setters, which re-read parentNode.id.
/// </summary>
public static void RegenerateIds(CanvasState canvas)
{
foreach (var node in canvas.nodes)
{
node.id = Guid.NewGuid().ToString();
}
foreach (var edge in canvas.edges)
{
edge.id = Guid.NewGuid().ToString();
edge.source = edge.source;
edge.target = edge.target;
}
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\GraphCloner.cs (file state is current in your context — no need to Read it back)
I've outlined the manager rewrite covering canvas swap for load, undo gating during interactions, and the command/binding extension points for feature agents to implement.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csusing Lightweaver.Commands;
using Lightweaver.Data;
using System.Linq;
using UnityEngine;
using UnityEngine.UIElements;
namespace Lightweaver.UI
{
public class NodeCanvasManager : MonoBehaviour
{
public static NodeCanvasManager instance;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetStaticState()
{
instance = null;
}
public CanvasState CanvasState => canvasState;
public CommandHistory CommandHistory => commandHistory;
public ShortcutKeyManager ShortcutKeyManager => shortcutKeyManager;
public NodeCanvasView CanvasView => canvasView;
public GraphMetadata CanvasMetadata => canvasMetadata;
/// <summary>
/// Set true by modal UI (search palette, file dialogs) to keep canvas
/// shortcuts from firing while they capture keyboard input.
/// </summary>
public bool SuppressShortcuts { get; set; }
private CanvasState canvasState;
private GraphMetadata canvasMetadata;
private CommandHistory commandHistory;
private ShortcutKeyManager shortcutKeyManager;
private NodeCanvasView canvasView;
private VisualElement _root;
private GraphScheduler scheduler;
private EvalContext evalContext;
private SearchPaletteController searchPalette;
private CanvasFileController fileController;
private ClipboardController clipboard;
private void OnEnable()
{
instance = this;
commandHistory = new CommandHistory();
shortcutKeyManager = new ShortcutKeyManager();
var uiDocument = GetComponent<UIDocument>();
_root = uiDocument.rootVisualElement;
canvasView = _root.Q<NodeCanvasView>();
SetCanvas(new CanvasState(), new GraphMetadata());
searchPalette = new SearchPaletteController(this, _root);
fileController = new CanvasFileController(this);
clipboard = new ClipboardController(this);
RegisterCommands();
RegisterDefaultBindings();
_root.RegisterCallback<KeyDownEvent>(OnGlobalKeyDown);
BuildBootScaffold();
}
/// <summary>
/// Swap in a new canvas (new document / load). Disposes the old graph's nodes,
/// clears history, rebuilds views, and restarts the evaluation clock.
/// </summary>
public void SetCanvas(CanvasState newCanvas, GraphMetadata metadata, ViewState view = null)
{
if (canvasState != null)
{
canvasState.OnNodeAdded -= canvasView.OnNodeAdded;
canvasState.OnNodeRemoved -= canvasView.OnNodeRemoved;
canvasState.OnEdgeAdded -= canvasView.OnEdgeAdded;
canvasState.OnEdgeRemoved -= canvasView.OnEdgeRemoved;
foreach (var node in canvasState.nodes)
{
if (node.isInitialized)
{
node.OnDispose();
node.isInitialized = false;
}
}
}
canvasState = newCanvas;
canvasMetadata = metadata ?? new GraphMetadata();
canvasState.OnNodeAdded += canvasView.OnNodeAdded;
canvasState.OnNodeRemoved += canvasView.OnNodeRemoved;
canvasState.OnEdgeAdded += canvasView.OnEdgeAdded;
canvasState.OnEdgeRemoved += canvasView.OnEdgeRemoved;
canvasView.RebuildFromCanvas(canvasState);
if (view != null)
{
canvasView.SetViewState(view);
}
commandHistory.Clear();
scheduler = new GraphScheduler(canvasState);
evalContext = new EvalContext { log = Debug.Log };
}
private void Update()
{
if (scheduler == null) return;
evalContext.time += Time.deltaTime;
evalContext.deltaTime = Time.deltaTime;
evalContext.frame++;
scheduler.Tick(evalContext);
}
private void RegisterCommands()
{
// Undo/redo are gated on IsInteracting: Ctrl+Z mid-drag would mutate state
// underneath the gesture and corrupt the recorded command.
shortcutKeyManager.RegisterCommand(new CommandDefinition(
"undo", "Undo",
() => commandHistory.Undo(),
() => commandHistory.CanUndo && !canvasView.IsInteracting
));
shortcutKeyManager.RegisterCommand(new CommandDefinition(
"redo", "Redo",
() => commandHistory.Redo(),
() => commandHistory.CanRedo && !canvasView.IsInteracting
));
shortcutKeyManager.RegisterCommand(new CommandDefinition(
"deleteSelected", "Delete Selected",
ExecuteDeleteSelected,
() => canvasState.SelectedNodes.Count > 0 || canvasState.SelectedEdges.Count > 0
));
shortcutKeyManager.RegisterCommand(new CommandDefinition(
"selectAll", "Select All",
ExecuteSelectAll,
() => canvasState.nodes.Count > 0
));
shortcutKeyManager.RegisterCommand(new CommandDefinition(
"openPalette", "Create Node...",
() => searchPalette.Open(),
() => !canvasView.IsInteracting
));
shortcutKeyManager.RegisterCommand(new CommandDefinition(
"save", "Save Canvas",
() => fileController.Save(),
() => !canvasView.IsInteracting
));
shortcutKeyManager.RegisterCommand(new CommandDefinition(
"saveAs", "Save Canvas As...",
() => fileController.SaveAs(),
() => !canvasView.IsInteracting
));
shortcutKeyManager.RegisterCommand(new CommandDefinition(
"open", "Open Canvas...",
() => fileController.OpenDialog(),
() => !canvasView.IsInteracting
));
shortcutKeyManager.RegisterCommand(new CommandDefinition(
"copy", "Copy",
() => clipboard.CopySelection(),
() => canvasState.SelectedNodes.Count > 0
));
shortcutKeyManager.RegisterCommand(new CommandDefinition(
"paste", "Paste",
() => clipboard.Paste(),
() => clipboard.HasContent && !canvasView.IsInteracting
));
shortcutKeyManager.RegisterCommand(new CommandDefinition(
"duplicate", "Duplicate",
() => clipboard.DuplicateSelection(),
() => canvasState.SelectedNodes.Count > 0 && !canvasView.IsInteracting
));
}
private void RegisterDefaultBindings()
{
shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.Z, ctrl: true), "undo");
shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.Z, ctrl: true, shift: true), "redo");
shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.Y, ctrl: true), "redo");
shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.Delete), "deleteSelected");
shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.Backspace), "deleteSelected");
shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.A, ctrl: true), "selectAll");
shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.Space), "openPalette");
shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.S, ctrl: true), "save");
shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.S, ctrl: true, shift: true), "saveAs");
shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.O, ctrl: true), "open");
shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.C, ctrl: true), "copy");
shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.V, ctrl: true), "paste");
shortcutKeyManager.AddBinding(new KeyCombo(KeyCode.D, ctrl: true), "duplicate");
}
private void ExecuteDeleteSelected()
{
var selectedNodes = canvasState.SelectedNodes.ToList();
var selectedEdges = canvasState.SelectedEdges.ToList();
if (selectedNodes.Count == 0 && selectedEdges.Count == 0) return;
var command = new DeleteEntityCommand(selectedNodes, selectedEdges, canvasState);
commandHistory.ExecuteCommand(command);
}
private void ExecuteSelectAll()
{
canvasState.ClearSelection();
foreach (var node in canvasState.nodes)
{
canvasState.SelectNode(node, addToSelection: true);
}
}
private void BuildBootScaffold()
{
// Boot scaffold content. Not user-initiated, so wired directly rather
// than through undoable commands.
var registry = LightweaverServices.Registry;
var periodicSignal = registry.CreateNode("lightweaver.builtin.periodicsignal");
periodicSignal.position = new System.Numerics.Vector2(80, 150);
canvasState.AddNode(periodicSignal);
var hsv1 = registry.CreateNode("lightweaver.builtin.hsv");
hsv1.position = new System.Numerics.Vector2(380, 120);
canvasState.AddNode(hsv1);
var hsv2 = registry.CreateNode("lightweaver.builtin.hsv");
hsv2.position = new System.Numerics.Vector2(380, 360);
canvasState.AddNode(hsv2);
var timeNode = registry.CreateNode("lightweaver.builtin.time");
timeNode.position = new System.Numerics.Vector2(680, 150);
canvasState.AddNode(timeNode);
var texEdge = GraphMutator.CreateEdge(hsv1.GetPort("out"), hsv2.GetPort("in"));
GraphMutator.AddEdge(canvasState, texEdge);
var hueEdge = GraphMutator.CreateEdge(periodicSignal.GetPort("out"), hsv1.GetPort("hue"));
GraphMutator.AddEdge(canvasState, hueEdge);
}
private void OnDisable()
{
if (_root != null)
{
_root.UnregisterCallback<KeyDownEvent>(OnGlobalKeyDown);
}
if (canvasView != null && canvasState != null)
{
canvasState.OnNodeAdded -= canvasView.OnNodeAdded;
canvasState.OnNodeRemoved -= canvasView.OnNodeRemoved;
canvasState.OnEdgeAdded -= canvasView.OnEdgeAdded;
canvasState.OnEdgeRemoved -= canvasView.OnEdgeRemoved;
}
}
private void OnGlobalKeyDown(KeyDownEvent evt)
{
if (SuppressShortcuts) return;
shortcutKeyManager.HandleKeyDown(evt);
}
}
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to create stub implementations for three controller classes that the manager is referencing—SearchPaletteController, CanvasFileController, and ClipboardController—so the code compiles while the team fills in the actual logic later. I'm torn between writing minimal stubs versus implementing the real functionality now.
Actually, ClipboardController is self-contained logic built on top of GraphSerializer and GraphCloner, so I'll write that one fully now rather than stub it out. For the palette and file controllers, I'll create compile-able stubs with clear contracts that the agents can replace with their full implementations. I need to add all three to the Runtime csproj and GraphCloner to the Core csproj so everything builds.
Writing ClipboardController... I'm realizing there's a bug where loaded edges get wired into the ports during deserialization, and then CreateEdgeCommand wires them again, leaving duplicate connections. I need to unwire the loaded edges first by capturing the source-target pairs, removing each edge from the graph, then creating fresh edges through commands. For the paste offset, I should track how many times we've pasted from the same copy and multiply the offset accordingly. I'm also noting that pasting at the cursor position would be a nice polish but keeping it simple for now.
For duplicate functionality, I'll implement it as a local copy-paste cycle that preserves the clipboard — save the old clipboard, copy the selection, paste it, then restore. After the composite command executes, the newly added nodes will be selected automatically since SelectNode works post-command and selection isn't undoable. I'm going to write out the full ClipboardController now, stub out SearchPaletteController and CanvasFileController with "not implemented" logs and full contract documentation, then update the csproj and hit the build gate. After that I'll fan out the remaining work: B1 for parameter widgets, B2 for the palette, B3 for file save/load, B5 for draggable elements and stylesheet cleanup, with B4 handled by me now.
I found that the manager references three controllers, so I'll implement the clipboard controller from scratch and create documented stubs for the palette and file controllers for the agents to complete.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\ClipboardController.csusing System.Collections.Generic;
using System.Linq;
using Lightweaver.Commands;
using Lightweaver.Data;
namespace Lightweaver.UI
{
/// <summary>
/// Copy/paste/duplicate of node selections. The clipboard is a serialized graph
/// fragment (same format as saved canvases), so copy survives anything short of
/// app restart and pasted content goes through the normal deserialize path.
/// Paste lands as one CompositeCommand (single undo step).
/// </summary>
public class ClipboardController
{
private readonly NodeCanvasManager manager;
private string clipboardJson;
private int pasteCount;
public bool HasContent => clipboardJson != null;
public ClipboardController(NodeCanvasManager manager)
{
this.manager = manager;
}
public void CopySelection()
{
var json = SerializeSelection();
if (json == null) return;
clipboardJson = json;
pasteCount = 0;
}
public void Paste()
{
if (clipboardJson == null) return;
pasteCount++;
PasteFragment(clipboardJson, pasteCount);
}
/// <summary>Copy + paste in one step, without touching the clipboard.</summary>
public void DuplicateSelection()
{
var json = SerializeSelection();
if (json == null) return;
PasteFragment(json, 1);
}
private string SerializeSelection()
{
var canvas = manager.CanvasState;
var selected = canvas.SelectedNodes.ToList();
if (selected.Count == 0) return null;
// Fragment = selected nodes + interior edges (both endpoints selected).
// Node/edge objects are shared with the live canvas; serialization only
// reads them, so no copies are needed here.
var selectedSet = new HashSet<BaseNode>(selected);
var fragment = new CanvasState();
fragment.nodes.AddRange(selected);
fragment.edges.AddRange(canvas.edges.Where(e =>
selectedSet.Contains(e.source?.parentNode) &&
selectedSet.Contains(e.target?.parentNode)));
return new GraphSerializer(LightweaverServices.Registry).Save(fragment);
}
private void PasteFragment(string json, int offsetSteps)
{
var serializer = new GraphSerializer(LightweaverServices.Registry);
var result = serializer.Load(json);
if (result.canvas.nodes.Count == 0) return;
GraphCloner.RegenerateIds(result.canvas);
var offset = new System.Numerics.Vector2(30 * offsetSteps, 30 * offsetSteps);
foreach (var node in result.canvas.nodes)
{
node.position += offset;
}
// Load wired the fragment's edges into its ports; unwire them and recreate
// through commands so the live canvas's command path owns the wiring.
var portPairs = result.canvas.edges
.Select(e => (source: e.source, target: e.target))
.ToList();
foreach (var edge in result.canvas.edges.ToList())
{
GraphMutator.RemoveEdge(result.canvas, edge);
}
var composite = new CompositeCommand(
result.canvas.nodes.Count == 1
? $"Paste {result.canvas.nodes[0].nodeName}"
: $"Paste {result.canvas.nodes.Count} nodes");
foreach (var node in result.canvas.nodes)
{
composite.Add(new CreateNodeCommand(node, node.position, manager.CanvasState));
}
foreach (var (source, target) in portPairs)
{
// Fresh nodes — nothing to displace.
composite.Add(new CreateEdgeCommand(source, target, manager.CanvasState,
new List<Edge>()));
}
manager.CommandHistory.ExecuteCommand(composite);
manager.CanvasState.ClearSelection();
foreach (var node in result.canvas.nodes)
{
manager.CanvasState.SelectNode(node, addToSelection: true);
}
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\ClipboardController.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\SearchPaletteController.csusing UnityEngine.UIElements;
namespace Lightweaver.UI
{
/// <summary>
/// Owns the spacebar search palette: a modal overlay with a search field and a
/// fuzzy-filtered list of creatable node types from the registry. Selecting an
/// entry creates the node (CreateNodeCommand) at the canvas position under the
/// cursor when the palette was opened (falling back to viewport center).
///
/// CONTRACT (used by NodeCanvasManager):
/// • Open() — show the palette; must set manager.SuppressShortcuts = true while
/// open and restore it on close (Escape, click-away, or selection).
/// • Searches across descriptor DisplayName, Category, and Aliases
/// (LightweaverServices.Registry.PaletteDescriptors).
/// • Enter creates the highlighted entry; arrow keys navigate; results grouped
/// or labeled by Category.
/// </summary>
public class SearchPaletteController
{
private readonly NodeCanvasManager manager;
private readonly VisualElement root;
public SearchPaletteController(NodeCanvasManager manager, VisualElement root)
{
this.manager = manager;
this.root = root;
}
public void Open()
{
// TODO(Phase B agent): implement SearchPaletteView and wire it here.
MainWindowView.instance?.SetStatus("Search palette not implemented yet.");
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\SearchPaletteController.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\CanvasFileController.csusing Lightweaver.Data;
namespace Lightweaver.UI
{
/// <summary>
/// Owns canvas file persistence: save / save-as / open, with a runtime-friendly
/// file dialog (must work in built players — no UnityEditor file panels).
///
/// CONTRACT (used by NodeCanvasManager):
/// • Canvases live in CanvasDirectory (Application.persistentDataPath/Canvases,
/// created on demand) with extension ".lwcanvas".
/// • Save() — save to the current file path; falls back to SaveAs() when the
/// canvas has never been saved. Updates metadata.modified (ISO-8601 UTC,
/// "o" format) before writing; sets metadata.created on first save.
/// • SaveAs() — modal name-entry dialog, then save. Updates metadata.name.
/// • OpenDialog() — modal list of .lwcanvas files; selecting one loads it via
/// GraphSerializer(LightweaverServices.Registry).LoadFromFile and applies it
/// with manager.SetCanvas(result.canvas, result.metadata, result.view).
/// Surfaces result.warnings via MainWindowView.instance.SetStatus.
/// • Save must pass manager.CanvasView.GetViewState() and manager.CanvasMetadata
/// to GraphSerializer.Save so pan/zoom and name persist.
/// • Modal dialogs set manager.SuppressShortcuts while open and restore on close.
/// </summary>
public class CanvasFileController
{
private readonly NodeCanvasManager manager;
/// <summary>Path of the file the current canvas was loaded from / saved to.</summary>
public string CurrentPath { get; private set; }
public CanvasFileController(NodeCanvasManager manager)
{
this.manager = manager;
}
public void Save()
{
// TODO(Phase B agent): implement per the contract above.
MainWindowView.instance?.SetStatus("Save not implemented yet.");
}
public void SaveAs()
{
MainWindowView.instance?.SetStatus("Save As not implemented yet.");
}
public void OpenDialog()
{
MainWindowView.instance?.SetStatus("Open not implemented yet.");
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\CanvasFileController.cs (file state is current in your context — no need to Read it back)
I need to update the csproj files to include the new files—adding GraphCloner.cs to the Core project and the three controller files to the Runtime project—so the build compiles successfully. Let me check the csproj format to make sure I'm using the right Compile entry structure.
Now register the new files in the generated csprojs and run the compile gate:
$core = "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Core.csproj"
$content = [System.IO.File]::ReadAllText($core)
$content = $content.Replace('<Compile Include="Assets\Lightweaver\Core\Data\GraphMutator.cs" />', "<Compile Include=""Assets\Lightweaver\Core\Data\GraphMutator.cs"" />`r`n <Compile Include=""Assets\Lightweaver\Core\Data\GraphCloner.cs"" />")
[System.IO.File]::WriteAllText($core, $content)
Select-String -Path $core -Pattern "GraphCloner" | ForEach-Object { $_.Line.Trim() }
$rt = "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Runtime.csproj"
$rtc = [System.IO.File]::ReadAllText($rt)
$anchor = '<Compile Include="Assets\Lightweaver\Services\LightweaverServices.cs" />'
$replacement = $anchor + "`r`n <Compile Include=""Assets\Lightweaver\UI\Controllers\ClipboardController.cs"" />`r`n <Compile Include=""Assets\Lightweaver\UI\Controllers\SearchPaletteController.cs"" />`r`n <Compile Include=""Assets\Lightweaver\UI\Controllers\CanvasFileController.cs"" />"
$rtc = $rtc.Replace($anchor, $replacement)
[System.IO.File]::WriteAllText($rt, $rtc)
Select-String -Path $rt -Pattern "Controllers" | ForEach-Object { $_.Line.Trim() }<Compile Include="Assets\Lightweaver\Core\Data\GraphCloner.cs" /> <Compile Include="Assets\Lightweaver\Core\Data\GraphCloner.cs" /> <Compile Include="Assets\Lightweaver\UI\Controllers\ClipboardController.cs" /> <Compile Include="Assets\Lightweaver\UI\Controllers\SearchPaletteController.cs" /> <Compile Include="Assets\Lightweaver\UI\Controllers\CanvasFileController.cs" />
dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal 2>$null | Select-Object -Last 12
Lightweaver.Core -> C:\Users\tossr\Code\unity\lightweaver\Temp\bin\Debug\Lightweaver.Core.dll
Lightweaver.Nodes.Signal -> C:\Users\tossr\Code\unity\lightweaver\Temp\bin\Debug\Lightweaver.Nodes.Signal.dll
Lightweaver.Runtime -> C:\Users\tossr\Code\unity\lightweaver\Temp\bin\Debug\Lightweaver.Runtime.dll
Lightweaver.Tests -> C:\Users\tossr\Code\unity\lightweaver\Temp\bin\Debug\Lightweaver.Tests.dll
Build succeeded.
CSC : warning CS2002: Source file 'C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\GraphCloner.cs' specified multiple times [C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Core.csproj]
1 Warning(s)
0 Error(s)
Time Elapsed 00:00:02.17The build succeeded, but GraphCloner.cs got duplicated in the project file—my string replacement probably matched two instances of the GraphMutator anchor. GraphMutator itself appears only once, which suggests Unity may have regenerated the csproj during the batch run and already included it, though GraphCloner was created after that point. The duplicate entries in the Select-String output confirm the file now has two GraphCloner references.
I found a duplicate GraphCloner entry in the build configuration from my edit conflicting with Unity's regenerated csproj, so I'm removing it now.
$core = "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Core.csproj"
$lines = [System.IO.File]::ReadAllLines($core)
$seen = $false
$out = New-Object System.Collections.Generic.List[string]
foreach ($line in $lines) {
if ($line -match 'GraphCloner') {
if ($seen) { continue }
$seen = $true
}
$out.Add($line)
}
[System.IO.File]::WriteAllLines($core, $out)
(Select-String -Path $core -Pattern "GraphCloner").Count
# Also check Runtime csproj for accidental duplicates of the controllers
(Select-String -Path "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Runtime.csproj" -Pattern "Controllers").Count1 3
Now I'm breaking down the Phase B feature work into parallel tracks: parameter widgets that tie together the node view and styling, a search palette system with its own controller and interface, file dialog functionality for canvas operations, and draggable element fixes with stylesheet optimizations.
I'm mapping out the file conflicts — B1 and B5 both touch NodeView.cs since B5 needs to remove stylesheet loading while B1 is adding parameter row views there. The other features have clean separation: B2 gets its own palette view and styling, B3 gets its own dialog view and styling. For the static state reset issue with domain reload disabled, I'm extending LightweaverServices to null out the view singletons so they get properly reinitialized when UIDocuments enable.
The trickier problem is the csproj updates — all agents need to add their new files to Lightweaver.Runtime.csproj, but that creates merge conflicts if they all edit it simultaneously. I'm weighing whether to have them skip csproj edits entirely and let me integrate everything after, versus using git worktrees so each agent can edit its own csproj copy and validate with dotnet build independently. The worktree approach gives them compile-gate validation without the merge headache, though I need to figure out how absolute HintPaths in Unity-generated csprojs resolve across worktrees.
Actually, the simplest approach is just to have them work in parallel without touching the csproj at all — I'll integrate their files and handle the csproj entries myself afterward. It's a bit less safe without compile validation, but UIToolkit errors are straightforward to catch and fix.
For B1's parameter widget design, I'm thinking through how to render each parameter type in the node UI — sliders for ranged floats and ints, toggles for bools, text fields for strings, dropdowns for enums, and composite fields like Vector2Field for vector types. The key is preserving the descriptor's parameter order and binding each widget to the node's parameter values.
For undo support, I'll wire ChangeEvent handlers to create SetParameterCommand entries, tracking gestures separately for slider interactions versus direct field commits. The model-to-UI sync happens through parameter value change callbacks that update widgets without triggering feedback loops, and I'll clean those up when the panel detaches.
I should also dim parameter widgets when their ports are connected — listening to the canvas state's edge events to toggle widget enabled states based on connection topology. And I'll need to bump up the node width in USS since these widgets need around 180px minimum, plus display the parameter display names alongside each row.
For B2's palette positioning, I need to capture the current pointer location when opening the palette so it appears at the cursor. Adding pointer tracking...
Backbone compiles. One more tiny backbone piece — cursor tracking on the canvas so the palette can spawn nodes at the pointer:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'll do a quick rebuild to verify everything works, then roll out the Phase B features—parameter widgets, the color palette, file save and load functionality, and the interaction debt tracking that I'll integrate later.
dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal 2>$null | Select-Object -Last 4
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:01.31The backbone checks out. Now I'm launching Phase B with four parallel agents working on separate file sets, then I'll integrate and compile-gate the results.
export const meta = {
name: 'lightweaver-phase-b-features',
description: 'Parallel UI features: param widgets, search palette, save/load, interaction debt',
phases: [{ title: 'Build', detail: 'four parallel feature agents on disjoint files' }],
}
const LW = 'C:/Users/tossr/Code/unity/lightweaver'
const RESULT = {
type: 'object',
properties: {
filesChanged: { type: 'array', items: { type: 'string' } },
newFiles: { type: 'array', items: { type: 'string' }, description: 'Newly created .cs files needing csproj registration' },
summary: { type: 'string' },
concerns: { type: 'array', items: { type: 'string' } },
},
required: ['filesChanged', 'newFiles', 'summary', 'concerns'],
}
const PRIMER = `
CONTEXT: lightweaver (${LW}), Unity 6000.3.10f1, runtime UIToolkit node editor. Phase B backbone just landed. READ before coding:
- ${LW}/Notes/ImplementationPlan-2026-06.md (the plan)
- ${LW}/Assets/Lightweaver/UI/Managers/NodeCanvasManager.cs (hub: commands/bindings, SuppressShortcuts, SetCanvas, CanvasMetadata)
- ${LW}/Assets/Lightweaver/UI/Views/NodeCanvasView.cs (PanelToCanvas/CanvasToPanel are now exact inverses; LastPointerPanelPosition; ViewportCenterInCanvasSpace; GetViewState/SetViewState; IsInteracting; BeginNodeDrag/EndNodeDrag)
- ${LW}/Assets/Lightweaver/UI/Views/MainWindowView.cs (stylesheets all load at the window root now; SetStatus(string))
- Core API: ${LW}/Assets/Lightweaver/Core/ — Params/Parameter.cs (FloatParameter{min,max,hasRange}, IntParameter, BoolParameter, StringParameter, Vector2Parameter, Vector4Parameter{isColor}, EnumParameter{options,SelectedIndex}; .Value fires OnValueChanged; BoxedValue; IsDefault), Data/Nodes.cs (BaseNode: descriptor, parameters dict, GetParameter, GetPort, ports, OnParameterChanged, OnPortsChanged), Registry/* (NodeRegistry.PaletteDescriptors → NodeDescriptor{TypeId,DisplayName,Category,Aliases}; CreateNode), Commands/* (SetParameterCommand(parameter,newValue,gestureId) — merges while gestureId is same non-null object; CreateNodeCommand(node,position,canvasState); CommandHistory.ExecuteCommand), Serialization/* (GraphSerializer(registry).Save(canvas, metadata, view)/Load/SaveToFile/LoadFromFile → LoadResult{canvas,metadata,view,warnings}).
- Services: ${LW}/Assets/Lightweaver/Services/LightweaverServices.cs (static Registry).
RULES:
- C# 9 / Unity netstandard2.1. Runtime UIToolkit ONLY — no UnityEditor namespaces anywhere (must work in built players).
- Do NOT run dotnet/Unity (parallel agents share build dirs; the orchestrator compiles after).
- Do NOT edit any .csproj (orchestrator registers new files).
- Do NOT touch files assigned to other agents (listed per task). Match existing code style.
- Model positions are System.Numerics.Vector2; UI uses UnityEngine.Vector2 — convert explicitly.
- New VisualElements do NOT load stylesheets themselves — styles come from the window root. Add new USS selectors to the file specified in your task.
Final message is consumed by an orchestrator; be terse.`
phase('Build')
const [widgets, palette, files, debt] = await parallel([
() => agent(`${PRIMER}
TASK B1 — PARAMETER WIDGETS ON NODES (the TouchDesigner core loop). Your files: ${LW}/Assets/Lightweaver/UI/Views/NodeView.cs (edit), NEW ${LW}/Assets/Lightweaver/UI/Views/ParameterRowView.cs, ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverNodes.uss (edit, append a clearly-commented section). Read NodeView.cs and PortView.cs first.
Requirements:
1. ParameterRowView : VisualElement — one row per parameter: a small Label (displayName) + a typed editor. Editor per parameter type: FloatParameter hasRange → Slider(min,max) with showInputField=true (runtime Slider supports it; if not, pair Slider+FloatField manually); FloatParameter unranged → FloatField; IntParameter ranged → SliderInt (+input) else IntegerField; BoolParameter → Toggle; StringParameter → TextField with isDelayed=true; EnumParameter → DropdownField(new List<string>(options), SelectedIndex); Vector2Parameter → two compact FloatFields x/y; Vector4Parameter → four compact FloatFields (label r/g/b/a when isColor, x/y/z/w otherwise) plus, when isColor, a small swatch VisualElement whose backgroundColor live-follows the value.
2. UI→model: on ChangeEvent commit, push SetParameterCommand(parameter, newValue, gestureId) through NodeCanvasManager.instance.CommandHistory. Gesture coalescing: for Slider/SliderInt, one gestureId object per pointer-down→pointer-up scrub (RegisterCallback<PointerDownEvent>(TrickleDown) creates 'new object()', PointerUpEvent/PointerCaptureOutEvent clears it); for discrete editors pass gestureId null. IMPORTANT: the command sets parameter.Value itself — the widget must not also set it (use the event's newValue, never write parameter.Value directly).
3. Model→UI: subscribe parameter.OnValueChanged → editor.SetValueWithoutNotify(current value) (undo/redo and upstream connections update the UI without re-firing commands). Unsubscribe on DetachFromPanelEvent.
4. Connected-param dimming: when the parameter's input port (node.GetPort(parameter.key), may be null) has IsConnected, SetEnabled(false) on the editor (value comes from upstream). Refresh on CanvasState.OnEdgeAdded/OnEdgeRemoved (subscribe via NodeCanvasManager.instance.CanvasState in the row, filter edges whose target == that port; unsubscribe on detach).
5. NodeView.Bind: after existing port bars, build rows into node-main-content in DESCRIPTOR order (node.descriptor.Parameters → node.GetParameter(pd.Key); skip nulls). Note descriptor is null for MissingNode — skip section entirely. Also REMOVE NodeView's per-instance 'Resources.Load<StyleSheet>' calls (root provides styles now). Handle node.OnPortsChanged → rebuild rows (dynamic ports can shadow params later).
6. Stop event bleed-through: pointer/mouse events inside rows must not start node drags — RegisterCallback<PointerDownEvent>(e => e.StopPropagation()) on the row container is enough (Draggable listens on the node root).
7. USS: rows ~22px height, label 35% width min 60px, editors flex-grow, node min-width 200px when params exist (class 'node-has-params'), inputs styled to match the dark theme tokens in LightweaverCommon.uss.
Do NOT touch: PortView.cs, Draggable.cs, EdgeView.cs, controllers, manager.`,
{ label: 'b1:param-widgets', phase: 'Build', schema: RESULT }),
() => agent(`${PRIMER}
TASK B2 — SPACEBAR SEARCH PALETTE. Your files: ${LW}/Assets/Lightweaver/UI/Controllers/SearchPaletteController.cs (replace the stub; keep class name + ctor signature (NodeCanvasManager, VisualElement root) + Open() — the manager already calls them), NEW ${LW}/Assets/Lightweaver/UI/Views/SearchPaletteView.cs, NEW ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverPalette.uss.
Requirements:
1. Open(): capture spawn anchor = manager.CanvasView.LastPointerPanelPosition (fallback ViewportCenterInCanvasSpace conversion when zero/outside canvas worldBound); create SearchPaletteView, add to root, position the panel near the pointer clamped inside root bounds (~320px wide, ~max 380px tall); set manager.SuppressShortcuts = true; focus its TextField immediately.
2. SearchPaletteView: TextField (search) + ListView (or ScrollView of rows — pick the simpler reliable one for runtime) of matches from LightweaverServices.Registry.PaletteDescriptors. Row: DisplayName + dim Category badge. Empty query shows ALL descriptors grouped by Category (category header rows, non-selectable). Matching: case-insensitive fuzzy — rank: exact prefix of DisplayName > word-boundary prefix > substring in DisplayName > substring in Aliases > substring in Category; stable order within rank.
3. Keys (handled inside the view, KeyDownEvent on the TextField + view root with TrickleDown where needed): Up/Down move highlight (skips category headers, wraps); Enter creates highlighted (or first) match; Escape closes. Click on a row creates. Clicking outside (register a one-shot PointerDownEvent on root with TrickleDown that closes when the target is outside the palette) closes.
4. Create: node = LightweaverServices.Registry.CreateNode(descriptor.TypeId); spawn canvas position = manager.CanvasView.PanelToCanvas(anchor) converted to System.Numerics; ExecuteCommand(new CreateNodeCommand(node, spawnPos, manager.CanvasState)); select the new node (manager.CanvasState.SelectNode(node)); close.
5. Close path MUST restore manager.SuppressShortcuts = false in every exit (Escape, click-away, create, detach) — use a single Close() and a DetachFromPanelEvent safety net.
6. USS (LightweaverPalette.uss): dark panel consistent with LightweaverCommon tokens, rounded 6px, subtle border, highlighted-row class, category-header class. The orchestrator wires this stylesheet at the window root — ALSO add one line to ${LW}/Assets/Lightweaver/UI/Views/MainWindowView.cs loading it next to the existing three styleSheets.Add lines (this is the one shared-file edit you're allowed; keep it to exactly that line).
Do NOT touch: NodeView, Draggable, CanvasFileController, ClipboardController, NodeCanvasManager.`,
{ label: 'b2:search-palette', phase: 'Build', schema: RESULT }),
() => agent(`${PRIMER}
TASK B3 — SAVE/LOAD. Your files: ${LW}/Assets/Lightweaver/UI/Controllers/CanvasFileController.cs (replace stub; keep class name, ctor (NodeCanvasManager), Save/SaveAs/OpenDialog/CurrentPath — the manager already calls them; the stub's doc comment IS the contract), NEW ${LW}/Assets/Lightweaver/UI/Views/FileDialogView.cs, NEW ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverDialogs.uss.
Requirements:
1. CanvasDirectory = Path.Combine(Application.persistentDataPath, "Canvases"), Directory.CreateDirectory on demand. Extension ".lwcanvas".
2. Save(): if CurrentPath null → SaveAs(); else write via GraphSerializer(LightweaverServices.Registry).SaveToFile(CurrentPath, manager.CanvasState, manager.CanvasMetadata, manager.CanvasView.GetViewState()). Before writing set metadata.modified = DateTime.UtcNow.ToString("o"), and metadata.created likewise if null. Status: MainWindowView.instance.SetStatus($"Saved {fileName}"). Wrap IO in try/catch → SetStatus(error).
3. SaveAs(): FileDialogView in 'save' mode — TextField pre-filled with metadata.name (sanitize invalid filename chars), Save/Cancel buttons, Enter=save, Escape=cancel; on confirm update metadata.name, CurrentPath = Path.Combine(CanvasDirectory, name + ".lwcanvas"), then Save(). Overwrite silently is fine for now.
4. OpenDialog(): FileDialogView in 'open' mode — scrollable list of *.lwcanvas files in CanvasDirectory (name + last-modified, newest first; empty-state label); click or Enter loads: serializer.LoadFromFile(path) → manager.SetCanvas(result.canvas, result.metadata, result.view); CurrentPath = path; if result.warnings.Count > 0 SetStatus(first warning + " (+N more)") else SetStatus($"Loaded {fileName}").
5. FileDialogView: modal — full-root dim overlay blocking canvas input, centered panel ~400px. Sets manager.SuppressShortcuts = true on open, false on ANY close path (confirm/cancel/Escape/click-on-overlay/detach safety net). Focus the TextField (save mode) or list (open mode) on open.
6. USS into LightweaverDialogs.uss; add EXACTLY one styleSheets.Add line for it in MainWindowView.cs next to the existing ones (your only shared-file edit) — coordinate-free: append after the LightweaverNodes line.
Do NOT touch: NodeView, Draggable, SearchPaletteController, ClipboardController, NodeCanvasManager.`,
{ label: 'b3:save-load', phase: 'Build', schema: RESULT }),
() => agent(`${PRIMER}
TASK B5 — INTERACTION DEBT. Your files: ${LW}/Assets/Lightweaver/UI/Manipulators/Draggable.cs, ${LW}/Assets/Lightweaver/UI/Manipulators/Droppable.cs (DELETE, with its .meta), ${LW}/Assets/Lightweaver/UI/Views/PortView.cs, ${LW}/Assets/Lightweaver/UI/Views/EdgeView.cs, ${LW}/Assets/Lightweaver/UI/Views/PseudoEdgeView.cs, ${LW}/Assets/Lightweaver/Services/LightweaverServices.cs. Read each first; read NodeCanvasView.cs for the new BeginNodeDrag/EndNodeDrag API (do not edit NodeCanvasView).
Requirements:
1. Draggable.cs: (a) gate drag start on NodeCanvasView.instance.BeginNodeDrag() — if false, don't activate; call EndNodeDrag() on every termination path; (b) add PointerCaptureOutEvent handler: treat as cancel — restore all dragged nodes to originalPositions, no command, m_Active=false, EndNodeDrag(); (c) Escape during drag (KeyDownEvent on target or panel — simplest reliable hook) cancels the same way and releases pointer; (d) fix hasMoved to be cumulative: compare current position to ORIGINAL grab position with a small threshold (e.g. 2px panel-space total), not per-event delta; (e) ctrl-click (no drag) on an already-selected node toggles it OUT of the selection — extend HandleSelection: ctrl+click on selected node → DeselectNode (shift keeps pure-additive behavior).
2. Delete Droppable.cs + Droppable.cs.meta (zero usages — verify with a grep first; abort deletion if used).
3. PortView.cs / EdgeView.cs / PseudoEdgeView.cs: remove per-instance 'Resources.Load<StyleSheet>' + styleSheets.Add calls (styles now come from the window root). No other behavior changes.
4. LightweaverServices.cs: extend ResetStaticState() to also null MainWindowView.instance and NodeCanvasView.instance (UI singletons assigned in constructors; domain-reload-disabled hygiene). Add 'using Lightweaver.UI;'.
5. EdgeView.cs: add null guards in OnGenerateVisualContent/EdgePathPoints where sourcePortView/targetPortView are dereferenced (deserialized canvases bind edges after nodes, but a stale repaint mid-rebuild must not NRE) — return early/empty when either is null.
Do NOT touch: NodeView.cs, NodeCanvasView.cs, controllers, manager, USS files.`,
{ label: 'b5:interaction-debt', phase: 'Build', schema: RESULT }),
])
return { widgets, palette, files, debt }Workflow launched in background. Task ID: wkz3k636r
Summary: Parallel UI features: param widgets, search palette, save/load, interaction debt
Transcript dir: C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\subagents\workflows\wf_7ba62755-723
Script file: C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-phase-b-features-wf_7ba62755-723.js
(Edit this file with Write/Edit and re-invoke Workflow with {scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-phase-b-features-wf_7ba62755-723.js"} to iterate without resending the script.)
Run ID: wf_7ba62755-723
To resume after editing the script: Workflow({scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-phase-b-features-wf_7ba62755-723.js", resumeFromRunId: "wf_7ba62755-723"}) — completed agents return cached results.
You will be notified when it completes. Use /workflows to watch live progress.While Phase B continues with the UI work, I can move forward on Phase C in parallel since it focuses on the core data layer for subgraphs and groups—areas the B team won't touch. I'm starting with the data model, defining a NodeGroup class that holds an id, name, color, and list of member node IDs, then integrating it into CanvasState with appropriate events and serialization support.
For the SubgraphNode itself, I'm placing it in Core/Subgraph as a framework node with a special node type marker so the registry picks it up. The key insight is that a subgraph contains its own nested CanvasState and exposes ports dynamically based on proxy nodes inside it—InputProxyNode and OutputProxyNode act as bridges, each with a name parameter and type identifier. During evaluation, the scheduler flattens the subgraph by running an inner scheduler tick where the proxies shuttle data between the outer and inner graphs, and dirty tracking propagates based on whether any nested node is animating or if parameters change.
For serialization, I'm making the GraphSerializer handle subgraph recursion directly by special-casing an ISubgraphHost interface—this way the serializer has access to the registry and can write the nested graph structure (nodes and edges arrays) recursively. Nesting subgraphs within subgraphs then works naturally.
The extraction command is the trickiest part: I need to identify boundary edges crossing the selection, create a SubgraphNode at the centroid, move selected nodes into its nested canvas, and wire up InputProxy and OutputProxy nodes for each external connection, then rewire the outer edges to point to the new subgraph ports. This is complex enough that I'm implementing it myself rather than delegating to an agent.
My implementation order: Groups first (straightforward data + serialization + commands), then the subgraph host interface and proxies with recursive serialization, then ExtractSubgraphCommand, and finally the .lwgraph export/import logic for saving nested canvases standalone or wrapping existing ones. I've got plenty of token budget left, so I'll start with Groups—adding a list to CanvasState, basic add/remove operations, and serializing them after edges with a deterministic member list.
I'm moving to Phase C's Core layer to work on groups and the subgraph model while the feature agents build.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Groups.csusing System;
using System.Collections.Generic;
using System.Numerics;
namespace Lightweaver.Data
{
/// <summary>
/// A named visual grouping of nodes (backdrop). Groups are organizational only —
/// not a scope boundary, not part of evaluation. Membership is by node id so
/// groups serialize independently of node object identity.
/// </summary>
public class NodeGroup : DataElement
{
public string name = "Group";
/// <summary>RGBA backdrop tint.</summary>
public Vector4 color = new Vector4(0.35f, 0.42f, 0.58f, 0.35f);
public List<string> memberNodeIds = new List<string>();
public event Action OnChanged;
public void NotifyChanged() => OnChanged?.Invoke();
public bool Contains(BaseNode node) => node != null && memberNodeIds.Contains(node.id);
public void Add(BaseNode node)
{
if (node == null || memberNodeIds.Contains(node.id)) return;
memberNodeIds.Add(node.id);
NotifyChanged();
}
public void Remove(BaseNode node)
{
if (node == null) return;
if (memberNodeIds.Remove(node.id)) NotifyChanged();
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Groups.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\CanvasState.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\CanvasState.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\CanvasState.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\CanvasState.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\CanvasState.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\CanvasState.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm realizing that RemoveNode's automatic group membership cleanup creates an undo problem—DeleteEntityCommand.Undo won't restore those group associations since AddNode doesn't re-add them. One approach is to skip the auto-removal entirely and let stale node IDs linger in groups, since membership checks work by ID and the UI filters out missing nodes anyway; on undo, the membership naturally persists since the ID reference remains.
For serialization, I can prune dangling IDs at save time—when writing groups, only include member IDs that actually exist in the canvas, which keeps files clean and deterministic across save-load cycles while preserving undo-friendliness during the session. I'll revert RemoveNode's auto-removal and update the GraphSerializer to write groups after edges, filtering members to only valid node IDs.
I realized auto-removing membership would break undo, so instead I'll keep membership ids dormant when nodes are absent and let the serializer prune dangling ids at save time.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\CanvasState.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\CanvasState.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm designing the subgraph model with an ISubgraphHost interface that holds a nested canvas state for recursive serialization, then implementing a SubgraphNode class that represents a subgraph structure with a label parameter.
The SubgraphNode manages dynamic ports based on proxy nodes in the nested canvas, rebuilds those ports when needed, and during evaluation feeds input values to the inner proxy nodes, runs the nested graph through its own scheduler, then captures and outputs the results from output proxy nodes.
I'm also sketching out the proxy node types — input and output proxy nodes that act as connection points between the outer graph and the nested subgraph, with configurable port names and types.
The tricky part is that port types depend on a parameter that gets applied after construction during deserialization, but edges need to resolve against those ports at load time. The solution is to have proxies rebuild their typed port dynamically in response to parameter changes, so the port exists before edge resolution happens.
I'll add an OnConstructed() virtual hook to BaseNode that fires at the end of construction, letting proxies initialize and subscribe to their own parameter changes. When a parameter changes, the proxy rebuilds the port by mutating its acceptedTypes and displayName in place rather than replacing the port object entirely—this preserves any existing connections. Then I need to fire a notification event so the UI knows to refresh.
For SubgraphNode, the ports are keyed by proxy ID and derived from the nested proxies. I'll reconcile the ports list whenever the nested canvas is set or when proxies are added/removed, updating types and display names as needed. The NestedCanvas property will wire up subscriptions to track those changes. Since these derived ports shouldn't be serialized (they're rebuilt from the nested graph on load anyway), I'll add them directly to the ports list with isDynamic=false to bypass the dynamic port serialization path.
For recursive serialization, I'm factoring out the graph body writing logic so both top-level and nested graphs use the same path — after writing a node's state, if it's an ISubgraphHost with a NestedCanvas, I'll write the subgraph property containing nodes, edges, and groups. Reading works the same way: after state, if there's a subgraph property, I'll reconstruct the NestedCanvas from that data. Edge resolution happens after the nested canvas is loaded, so ports are already in place.
For evaluation, SubgraphNode will create an inner scheduler lazily and handle invalidation through subscriptions to the NestedCanvas. IsAnimated walks the nested nodes recursively, and I'll compute it live each call rather than caching since graphs are small. OnDispose cleans up nested nodes, and ResetState resets the nested graph.
Now I'm starting to write the ExtractSubgraphCommand...
Defining the command structure... For the UI layer, I need to keep the command history intact across canvas views since commands carry their own canvas references. I'll create a ViewCanvas method that rewires the view to a different canvas without clearing history or swapping schedulers — the root scheduler keeps ticking and nested canvases update through their parent SubgraphNode's Evaluate. The manager tracks the root canvas, currently viewed canvas, and a breadcrumb stack; double-clicking a SubgraphNode enters it via a NodeView callback, and breadcrumb clicks or Escape exit back up the stack. For serialization, I'll export subgraphs as normal documents with metadata marking them as nested, then import by loading the document and creating a SubgraphNode with the loaded canvas attached.
The immediate work ahead is implementing ISubgraphHost, proxies, SubgraphNode, recursive serialization, group serialization, the OnConstructed hook, group commands, and ExtractSubgraphCommand — then build and test. The B agents won't touch Core, so no conflicts there.
Now I'll implement the subgraph model, starting with the BaseNode hook proxies and then moving through the remaining components like proxies, host interface, and SubgraphNode.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Nodes.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Nodes.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ProxyNodes.csusing Lightweaver.Data;
namespace Lightweaver.Data
{
/// <summary>
/// Base for the boundary nodes inside a subgraph that define its external ports.
/// Each proxy contributes one port to the host SubgraphNode (keyed by the proxy's
/// node id); renaming or retyping the proxy updates the host port live.
/// </summary>
public abstract class SubgraphProxyNode : BaseNode
{
public StringParameter portName = new StringParameter("port") { exposeAsPort = false };
public EnumParameter portType = new EnumParameter(
PortTypes.Float,
PortTypes.Texture, PortTypes.Float, PortTypes.Int, PortTypes.Bool,
PortTypes.Vector2, PortTypes.Vector4, PortTypes.Event, PortTypes.Spectrum,
PortTypes.String)
{ exposeAsPort = false };
/// <summary>The proxy's single boundary-facing port ("out" on inputs, "in" on outputs).</summary>
public abstract Port BoundaryPort { get; }
protected override void OnConstructed()
{
ApplyParamsToPort();
OnParameterChanged += _ => ApplyParamsToPort();
}
private void ApplyParamsToPort()
{
var port = BoundaryPort;
if (port == null) return;
port.displayName = portName.Value;
if (port.acceptedTypes.Count == 0)
{
port.acceptedTypes.Add(portType.Value);
}
else
{
port.acceptedTypes[0] = portType.Value;
}
NotifyPortsChanged();
}
}
/// <summary>
/// Stands in for one external input of the enclosing subgraph: emits whatever
/// value the host received on the corresponding port.
/// </summary>
[NodeType("lightweaver.subgraph.input", DisplayName = "Input",
Category = "Structure", Hidden = true)]
public class InputProxyNode : SubgraphProxyNode
{
/// <summary>Written by the host SubgraphNode before each inner tick.</summary>
public object incomingValue;
/// <summary>The host re-dirties this proxy when the outer input value changes.</summary>
public override bool IsAnimated => false;
public override Port BoundaryPort => GetPort("out");
protected override void DefinePorts(PortBuilder ports)
{
ports.Output("out", PortTypes.Float);
}
public override void Evaluate(EvalContext ctx)
{
SetOutput("out", incomingValue);
}
}
/// <summary>
/// Stands in for one external output of the enclosing subgraph: captures the value
/// arriving on its input so the host can republish it.
/// </summary>
[NodeType("lightweaver.subgraph.output", DisplayName = "Output",
Category = "Structure", Hidden = true)]
public class OutputProxyNode : SubgraphProxyNode
{
public object capturedValue;
public override Port BoundaryPort => GetPort("in");
protected override void DefinePorts(PortBuilder ports)
{
ports.Input("in", PortTypes.Float);
}
public override void Evaluate(EvalContext ctx)
{
var port = GetPort("in");
capturedValue = port != null && port.IsConnected
? port.connections[0].source?.Value
: null;
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ProxyNodes.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\SubgraphNode.csusing System.Collections.Generic;
using System.Linq;
namespace Lightweaver.Data
{
/// <summary>
/// Marks a node as containing a nested graph; GraphSerializer recurses into
/// NestedCanvas ("subgraph" property in the document).
/// </summary>
public interface ISubgraphHost
{
CanvasState NestedCanvas { get; set; }
}
/// <summary>
/// A graph-as-node. External ports are derived from InputProxyNode/OutputProxyNode
/// instances inside the nested canvas (one port per proxy, keyed by proxy node id).
/// Evaluation runs a private inner scheduler against the same EvalContext, so
/// nesting composes recursively and inner dirty-tracking still applies.
/// </summary>
[NodeType("lightweaver.subgraph", DisplayName = "Subgraph", Category = "Structure",
Aliases = new[] { "group", "macro", "container" })]
public class SubgraphNode : BaseNode, ISubgraphHost
{
public StringParameter label = new StringParameter("Subgraph") { exposeAsPort = false };
public override string nodeName =>
string.IsNullOrEmpty(label.Value) ? "Subgraph" : label.Value;
private CanvasState nestedCanvas;
private GraphScheduler innerScheduler;
public CanvasState NestedCanvas
{
get => nestedCanvas;
set
{
if (nestedCanvas != null)
{
nestedCanvas.OnNodeAdded -= OnNestedNodeAdded;
nestedCanvas.OnNodeRemoved -= OnNestedNodeRemoved;
}
nestedCanvas = value;
innerScheduler = nestedCanvas != null ? new GraphScheduler(nestedCanvas) : null;
if (nestedCanvas != null)
{
nestedCanvas.OnNodeAdded += OnNestedNodeAdded;
nestedCanvas.OnNodeRemoved += OnNestedNodeRemoved;
foreach (var proxy in Proxies)
{
proxy.OnParameterChanged += OnProxyParameterChanged;
}
}
RebuildPortsFromProxies();
}
}
public IEnumerable<SubgraphProxyNode> Proxies =>
nestedCanvas?.nodes.OfType<SubgraphProxyNode>() ?? Enumerable.Empty<SubgraphProxyNode>();
/// <summary>Animated if anything inside is animated (recursively via nested subgraphs).</summary>
public override bool IsAnimated =>
nestedCanvas != null && nestedCanvas.nodes.Any(n => n.IsAnimated);
protected override void OnConstructed()
{
NestedCanvas = new CanvasState();
}
private void OnNestedNodeAdded(BaseNode node)
{
if (node is SubgraphProxyNode proxy)
{
proxy.OnParameterChanged += OnProxyParameterChanged;
RebuildPortsFromProxies();
NotifyPortsChanged();
}
}
private void OnNestedNodeRemoved(BaseNode node)
{
if (node is SubgraphProxyNode proxy)
{
proxy.OnParameterChanged -= OnProxyParameterChanged;
RebuildPortsFromProxies();
NotifyPortsChanged();
}
}
private void OnProxyParameterChanged(Parameter _)
{
RebuildPortsFromProxies();
NotifyPortsChanged();
}
/// <summary>
/// Reconcile this node's derived ports with the proxies inside. Derived ports
/// are keyed by proxy node id and are NOT serialized (rebuilt from the nested
/// graph on load) — they are added directly rather than via AddDynamicPort.
/// The caller (command layer) is responsible for removing edges to ports that
/// disappear.
/// </summary>
public void RebuildPortsFromProxies()
{
var proxies = Proxies.ToList();
var proxyIds = new HashSet<string>(proxies.Select(p => p.id));
// Drop derived ports whose proxy is gone. (Param ports — `label` has none —
// and future static ports are untouched: derived ports are exactly those
// whose key is a proxy id.)
ports.RemoveAll(p => !proxyIds.Contains(p.key) && IsDerivedPortKey(p.key));
derivedPortKeys.RemoveWhere(k => !proxyIds.Contains(k));
foreach (var proxy in proxies)
{
var direction = proxy is InputProxyNode
? PortDirection.Input
: PortDirection.Output;
var port = GetPort(proxy.id);
if (port == null)
{
port = new Port
{
key = proxy.id,
direction = direction,
parentNode = this,
};
port.acceptedTypes.Add(proxy.portType.Value);
ports.Add(port);
derivedPortKeys.Add(proxy.id);
}
port.displayName = proxy.portName.Value;
if (port.acceptedTypes.Count == 0)
{
port.acceptedTypes.Add(proxy.portType.Value);
}
else
{
port.acceptedTypes[0] = proxy.portType.Value;
}
}
}
private readonly HashSet<string> derivedPortKeys = new HashSet<string>();
private bool IsDerivedPortKey(string key) => derivedPortKeys.Contains(key);
public override void Evaluate(EvalContext ctx)
{
if (nestedCanvas == null || innerScheduler == null) return;
foreach (var proxy in Proxies)
{
if (proxy is InputProxyNode input)
{
var newValue = GetInput<object>(input.id);
if (!Equals(input.incomingValue, newValue))
{
input.incomingValue = newValue;
input.MarkDirty();
}
}
}
innerScheduler.Tick(ctx);
foreach (var proxy in Proxies)
{
if (proxy is OutputProxyNode output)
{
SetOutput(output.id, output.capturedValue);
}
}
}
public override void OnDispose()
{
if (nestedCanvas == null) return;
foreach (var node in nestedCanvas.nodes)
{
if (node.isInitialized)
{
node.OnDispose();
node.isInitialized = false;
}
}
}
public override void ResetState()
{
if (nestedCanvas == null) return;
foreach (var node in nestedCanvas.nodes)
{
node.ResetState();
}
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\SubgraphNode.cs (file state is current in your context — no need to Read it back)
I'm spotting a bug in the RebuildPortsFromProxies logic where derived port keys only get added when creating new ports, but during a load operation the ports rebuild from scratch anyway. The removal logic checks if a port is derived but its proxy no longer exists, which seems correct, though the thought trails off before completing the analysis.
Now I'm realizing there's a deeper issue: when a user edits parameters inside a nested graph, the host node doesn't get marked dirty because the parameter owner is the nested node itself, not the host. The nested scheduler would re-evaluate if ticked, but the host won't call Evaluate since it's clean, so those internal changes never propagate outward. The fix is to have the host subscribe to parameter changes from all nested nodes and mark itself dirty when they occur, but CanvasState doesn't currently expose a general "any param changed" event, so I'd need to wire up OnParameterChanged handlers for each nested node as they're added.
I'm going to update SubgraphNode to subscribe to parameter changes and topology events on the nested canvas — whenever a nested node's parameter changes or edges are added/removed, the host marks itself dirty and rebuilds proxies if needed.
I found a propagation bug in SubgraphNode where inner edits don't dirty the host, preventing re-ticks. I'll rewrite the subscription wiring to fix it.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\SubgraphNode.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\SubgraphNode.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\SubgraphNode.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\SubgraphNode.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm extending the GraphSerializer to handle groups and recursive subgraphs by refactoring WriteGraphBody to extract node and edge writing into a reusable method that also handles groups, then updating WriteNode to write a "subgraph" property with the nested graph body when dealing with ISubgraphHost objects. On the read side, I'm creating a ReadGraphBody method that converts a JsonElement into CanvasState, which the top-level Load will use while ReadNode handles the deserialization.
Now extend GraphSerializer with groups + recursive subgraph support:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Now ReadNode needs the subgraph branch.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Serialization\GraphSerializer.cs has been updated successfully. (file state is current in your context — no need to Read it back)
The B3 agent has finished the CanvasFileController while the Phase B workflow continues running. I'm moving forward with Phase C Core work on ExtractSubgraphCommand and grouping commands, then I'll handle the build and tests once Phase B completes to avoid dotnet build conflicts that could touch shared directories.
Writing ExtractSubgraphCommand...
The B3 agent is running its file deliveries in parallel. Now I'll continue Phase C Core work on the extract-subgraph command, which handles selecting nodes and collapsing them into a subgraph.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.csusing System.Collections.Generic;
using System.Linq;
using System.Numerics;
using Lightweaver.Data;
namespace Lightweaver.Commands
{
/// <summary>
/// Collapse a set of nodes into a new SubgraphNode (one undo step):
/// • extracted nodes + interior edges move into the nested canvas
/// • each unique external source feeding the selection becomes one InputProxyNode
/// (+ one host input port + rewired outer edge)
/// • each unique selected source feeding outside becomes one OutputProxyNode
/// (+ one host output port + rewired outer edges)
/// All created objects are built on first Execute and reused on redo, so object
/// identity is stable across undo/redo.
/// </summary>
public class ExtractSubgraphCommand : ICommand
{
private readonly CanvasState canvas;
private readonly NodeRegistry registry;
private readonly List<BaseNode> extractedNodes;
private bool built;
private SubgraphNode subgraph;
private List<Edge> interiorEdges;
private List<Edge> boundaryInEdges; // external source → extracted target
private List<Edge> boundaryOutEdges; // extracted source → external target
private List<(InputProxyNode proxy, Port externalSource, List<Port> innerTargets)> inputs;
private List<(OutputProxyNode proxy, Port innerSource, List<Port> externalTargets)> outputs;
private List<Edge> innerEdges; // proxy wiring inside the nested canvas
private List<Edge> outerEdges; // external wiring to/from the subgraph node
public string Description =>
$"Collapse {extractedNodes.Count} node(s) into subgraph";
public SubgraphNode Subgraph => subgraph;
public ExtractSubgraphCommand(IEnumerable<BaseNode> nodes, CanvasState canvas, NodeRegistry registry)
{
this.canvas = canvas;
this.registry = registry;
extractedNodes = nodes.Where(n => !(n is SubgraphProxyNode)).Distinct().ToList();
}
public void Execute()
{
if (extractedNodes.Count == 0) return;
if (!built)
{
Build();
built = true;
}
// 1. Detach all involved edges from the outer canvas.
foreach (var edge in interiorEdges.Concat(boundaryInEdges).Concat(boundaryOutEdges))
{
GraphMutator.RemoveEdge(canvas, edge);
}
// 2. Move nodes out of the outer canvas.
foreach (var node in extractedNodes)
{
canvas.RemoveNode(node);
}
// 3. Populate the nested canvas: nodes, interior edges, proxies, proxy wiring.
var nested = subgraph.NestedCanvas;
foreach (var node in extractedNodes)
{
nested.AddNode(node);
}
foreach (var proxy in inputs.Select(i => (BaseNode)i.proxy)
.Concat(outputs.Select(o => (BaseNode)o.proxy)))
{
nested.AddNode(proxy);
}
foreach (var edge in interiorEdges.Concat(innerEdges))
{
GraphMutator.AddEdge(nested, edge);
}
// 4. Place the subgraph node on the outer canvas and wire its boundary.
subgraph.RebuildPortsFromProxies();
canvas.AddNode(subgraph);
foreach (var edge in outerEdges)
{
GraphMutator.AddEdge(canvas, edge);
}
}
public void Undo()
{
if (!built) return;
var nested = subgraph.NestedCanvas;
foreach (var edge in outerEdges)
{
GraphMutator.RemoveEdge(canvas, edge);
}
canvas.RemoveNode(subgraph);
foreach (var edge in interiorEdges.Concat(innerEdges))
{
GraphMutator.RemoveEdge(nested, edge);
}
foreach (var node in nested.nodes.ToList())
{
nested.RemoveNode(node);
}
foreach (var node in extractedNodes)
{
canvas.AddNode(node);
}
foreach (var edge in interiorEdges.Concat(boundaryInEdges).Concat(boundaryOutEdges))
{
GraphMutator.AddEdge(canvas, edge);
}
}
private void Build()
{
var extractedSet = new HashSet<BaseNode>(extractedNodes);
interiorEdges = canvas.edges.Where(e =>
extractedSet.Contains(e.source?.parentNode) &&
extractedSet.Contains(e.target?.parentNode)).ToList();
boundaryInEdges = canvas.edges.Where(e =>
!extractedSet.Contains(e.source?.parentNode) &&
extractedSet.Contains(e.target?.parentNode)).ToList();
boundaryOutEdges = canvas.edges.Where(e =>
extractedSet.Contains(e.source?.parentNode) &&
!extractedSet.Contains(e.target?.parentNode)).ToList();
subgraph = (SubgraphNode)registry.CreateNode("lightweaver.subgraph");
subgraph.position = Centroid(extractedNodes);
float minX = extractedNodes.Min(n => n.position.X);
float maxX = extractedNodes.Max(n => n.position.X);
inputs = new List<(InputProxyNode, Port, List<Port>)>();
innerEdges = new List<Edge>();
outerEdges = new List<Edge>();
// One input proxy per unique external source port (a source fanning into
// several extracted nodes becomes a single subgraph input).
int inputIndex = 0;
foreach (var group in boundaryInEdges.GroupBy(e => e.source))
{
var externalSource = group.Key;
var innerTargets = group.Select(e => e.target).ToList();
var proxy = (InputProxyNode)registry.CreateNode("lightweaver.subgraph.input");
proxy.portName.Value = innerTargets[0].displayName ?? innerTargets[0].key;
proxy.portType.Value = externalSource.PrimaryType ?? PortTypes.Float;
proxy.position = new Vector2(minX - 280, extractedNodes.Min(n => n.position.Y) + inputIndex * 90);
inputIndex++;
foreach (var target in innerTargets)
{
innerEdges.Add(GraphMutator.CreateEdge(proxy.BoundaryPort, target));
}
inputs.Add((proxy, externalSource, innerTargets));
}
outputs = new List<(OutputProxyNode, Port, List<Port>)>();
int outputIndex = 0;
foreach (var group in boundaryOutEdges.GroupBy(e => e.source))
{
var innerSource = group.Key;
var externalTargets = group.Select(e => e.target).ToList();
var proxy = (OutputProxyNode)registry.CreateNode("lightweaver.subgraph.output");
proxy.portName.Value = innerSource.displayName ?? innerSource.key;
proxy.portType.Value = innerSource.PrimaryType ?? PortTypes.Float;
proxy.position = new Vector2(maxX + 280, extractedNodes.Min(n => n.position.Y) + outputIndex * 90);
outputIndex++;
innerEdges.Add(GraphMutator.CreateEdge(innerSource, proxy.BoundaryPort));
outputs.Add((proxy, innerSource, externalTargets));
}
// Host ports must exist before outer edges can be built against them. The
// proxies aren't in the nested canvas yet, so seed the ports directly from
// the proxy lists; Execute re-runs RebuildPortsFromProxies after population.
foreach (var (proxy, externalSource, _) in inputs)
{
var hostPort = EnsureHostPort(proxy, PortDirection.Input);
outerEdges.Add(GraphMutator.CreateEdge(externalSource, hostPort));
}
foreach (var (proxy, _, externalTargets) in outputs)
{
var hostPort = EnsureHostPort(proxy, PortDirection.Output);
foreach (var target in externalTargets)
{
outerEdges.Add(GraphMutator.CreateEdge(hostPort, target));
}
}
}
private Port EnsureHostPort(SubgraphProxyNode proxy, PortDirection direction)
{
var port = subgraph.GetPort(proxy.id);
if (port != null) return port;
port = new Port
{
key = proxy.id,
displayName = proxy.portName.Value,
direction = direction,
parentNode = subgraph,
};
port.acceptedTypes.Add(proxy.portType.Value);
subgraph.ports.Add(port);
return port;
}
private static Vector2 Centroid(List<BaseNode> nodes)
{
var sum = Vector2.Zero;
foreach (var node in nodes) sum += node.position;
return sum / nodes.Count;
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.cs (file state is current in your context — no need to Read it back)
B3 has added the stylesheet line to MainWindowView as expected, and B2 will handle the palette line next. There's a subtle bug lurking here: EnsureHostPort directly adds ports to the subgraph without registering them in the private derivedPortKeys dictionary, so when RebuildPortsFromProxies runs later, it sees these untracked ports in the proxy IDs and the RemoveAll operation gets confused.
The cleanest fix is to add an isDerived boolean field to the Port class itself (not serialized, since ports aren't serialized anyway), then have both RebuildPortsFromProxies and EnsureHostPort set this flag. The removal logic becomes straightforward: delete any port where isDerived is true and its key doesn't match a current proxy ID. This eliminates the need for the derivedPortKeys HashSet entirely and requires updates to Port, SubgraphNode, and ExtractSubgraphCommand.
B3's MainWindowView line landed successfully. I'm replacing the fragile derivedPortKeys set with an explicit flag on Port to ensure ports created by ExtractSubgraphCommand are tracked consistently.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Ports.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Ports.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\SubgraphNode.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\SubgraphNode.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Now I'm adding the group commands—CreateGroupCommand and DeleteGroupCommand—then building and testing the standalone module, which is safe since the B agents won't interfere with Core or Tests.
Group commands round out the Phase C Core layer:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\GroupCommands.csusing System.Collections.Generic;
using System.Linq;
using Lightweaver.Data;
namespace Lightweaver.Commands
{
/// <summary>Create a group around a set of nodes.</summary>
public class CreateGroupCommand : ICommand
{
private readonly CanvasState canvas;
private readonly NodeGroup group;
public string Description => $"Group {group.memberNodeIds.Count} node(s)";
public NodeGroup Group => group;
public CreateGroupCommand(IEnumerable<BaseNode> members, CanvasState canvas, string name = "Group")
{
this.canvas = canvas;
group = new NodeGroup { name = name };
group.memberNodeIds.AddRange(members.Select(n => n.id).Distinct());
}
public void Execute() => canvas.AddGroup(group);
public void Undo() => canvas.RemoveGroup(group);
}
/// <summary>Dissolve a group (members are unaffected).</summary>
public class DeleteGroupCommand : ICommand
{
private readonly CanvasState canvas;
private readonly NodeGroup group;
public string Description => $"Ungroup '{group.name}'";
public DeleteGroupCommand(NodeGroup group, CanvasState canvas)
{
this.canvas = canvas;
this.group = group;
}
public void Execute() => canvas.RemoveGroup(group);
public void Undo() => canvas.AddGroup(group);
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\GroupCommands.cs (file state is current in your context — no need to Read it back)
dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 3
A total of 1 test files matched the specified pattern. Passed! - Failed: 0, Passed: 108, Skipped: 0, Total: 108, Duration: 82 ms - Lightweaver.Tests.Standalone.dll (net8.0)
The Phase C Core compiles successfully with all 108 tests passing. The subgraph and group code needs dedicated tests, so I'm planning to spin up a separate test-writing agent for Phase C—either after the B workflow completes or right now in parallel since the test files are isolated in the Tests directory and won't conflict with the B agents. There's a potential collision risk if the test agent runs dotnet test simultaneously with other processes.
Phase C Core compiles, 108/108 still green. Spawning a test author for the subgraph/group layer while the B-feature workflow finishes:
CONTEXT: lightweaver (C:/Users/tossr/Code/unity/lightweaver), a pure-C# node-graph framework core under Assets/Lightweaver/Core (engine-free, compiled by Tests/Lightweaver.Tests.Standalone.csproj which globs Core/** + Nodes/Signal/** + Tests/*.cs). NUnit 4.2.2 — use Assert.That constraint syntax ONLY. C# 9. Shared fixtures exist in C:/Users/tossr/Code/unity/lightweaver/Tests/TestNodes.cs (SourceNode/AddNode/SinkNode/KitchenSinkNode etc., TestNodes.CreateRegistry()).
READ FIRST (authoritative APIs):
TASK: Write exactly one new file C:/Users/tossr/Code/unity/lightweaver/Tests/SubgraphAndGroupTests.cs (namespace Lightweaver.Tests) with fixtures:
[TestFixture] SubgraphNodeTests:
[TestFixture] ExtractSubgraphCommandTests (use CommandHistory for undo/redo):
[TestFixture] GroupTests:
[TestFixture] SubgraphSerializationTests:
RULES: Do NOT run dotnet or any build/test commands (orchestrator verifies). Do not modify any existing file. Use GraphMutator for ALL wiring. Set node ids only via objects you hold (don't hand-assign ids except where a test needs a known dangling id in a group). Final message: list of test names + any API mismatches you noticed (terse, consumed by an orchestrator).
Async agent launched successfully. agentId: a11b284f192fb20cb (internal ID - do not mention to user. Use SendMessage with to: 'a11b284f192fb20cb' to continue this agent.) The agent is working in the background. You will be notified automatically when it completes. Do not duplicate this agent's work — avoid working with the same files or topics it is using. Work on non-overlapping tasks, or briefly tell the user what you launched and end your response. output_file: C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\a11b284f192fb20cb.output Do NOT Read or tail this file via the shell tool — it is the full subagent JSONL transcript and reading it will overflow your context. If the user asks for progress, say the agent is still running; you'll get a completion notification.
While those background tasks are running, I can focus on the non-overlapping work: setting up the texture node infrastructure in the Runtime layer with the render texture pool and TextureNode base class, plus the compute dispatch logic, and then tackling the manager-side Phase C UI work like the EnterSubgraph action and group/subgraph shortcuts.
For the manager side, CanvasManager is mine to edit — B2/B3 stubs are already in place with unchanged signatures, so I can wire up the keyboard shortcuts (ctrl+G for grouping, ctrl+shift+G for extracting subgraphs) and the subgraph navigation (enter/exit with ViewCanvas updates and breadcrumb tracking). I'll skip the NodeView double-click handler since B1 owns that file.
For Phase D infrastructure, I'm building the render texture pool as a resource service wrapping Unity's RenderTexture, creating the TextureFilterNode base class that handles pooled texture allocation and compute dispatch, and implementing the first real compute node (HSV) with the shader logic ported from canopy. The compute shaders themselves need to be copied as .compute assets, and I'll use a pragmatic Resources.Load approach for shader lookup per node type, with an optional ComputeShaderRegistry service for overrides later.
On the shader loading question: I'm going with a Resources folder under Nodes/Texture/Resources/LightweaverShaders/ — simple, works in builds, matches the canopy pattern, even though the plan doc mentioned a NodeShaderLibrary with direct refs. For the assembly structure, putting RenderTexturePool and the handle in Nodes.Texture itself makes sense since it's texture-node infrastructure, which keeps Runtime from needing a reference to Nodes.Texture and avoids circular dependencies.
Actually, reconsidering — the plan doc says Nodes.Texture should reference both Core and Runtime, so the cleaner approach is putting RenderTexturePool and RenderTextureHandle in Runtime (framework-level Unity infrastructure belongs there), then Nodes.Texture adds a Runtime reference. This respects the layering: content depends on framework, never the reverse. Now I'm setting up the pool implementation with a dictionary keyed by texture dimensions and a stack of reusable handles...
Implementing pool infrastructure... Defining the base class structure...
The RenderTextureHandle will extract the underlying texture through a generic interface, and each filter node will override a method to bind shader-specific parameters. When disposing, the output gets released back to the pool. For the HSV node specifically, I'll need to check the canopy shader to understand its kernel name and uniforms, but that's part of the larger node porting work I'm planning to batch out. Since the B workflow is wrapping up and integration takes priority, I'll implement the pool and base class now, then defer the actual node implementations to the fanout phase. The RenderTexturePool file goes into Services/ without conflicts since it's a separate file from what the B5 agent is editing.
I'm setting up Phase D's foundation by examining the canopy HSV compute shader to establish the correct dispatch contract for the pooled RenderTexture service.
C:\Users\tossr\Code\unity\canopy-unity\Assets\Scripts\TextureSynthesis\Resources\NodeShaders\HSVFilter.compute{
"file_path": "C:\\Users\\tossr\\Code\\unity\\canopy-unity\\Assets\\Scripts\\TextureSynthesis\\Resources\\NodeShaders\\HSVFilter.compute"
}1 #include "HSV.compute"
2
3 #pragma kernel CSMain
4
5
6 Texture2D<float4> InputTex;
7 RWTexture2D<float4> OutputTex;
8 float4 HSV;
9
10 float3 applyHSVTransforms(in float3 color, float3 hsv) {
11 color = RGBtoHSV(color);
12 return HSVtoRGB(float3((color.x + hsv.x) % 1, (color.y*hsv.y), color.z*hsv.z));
13 }
14
15 [numthreads(16, 16, 1)]
16 void CSMain(uint3 id : SV_DispatchThreadID)
17 {
18 OutputTex[id.xy] = float4(applyHSVTransforms(InputTex[id.xy].rgb, HSV.rgb), InputTex[id.xy].a);
19 }
20 I'm working through the compute shader pattern with input/output textures and thread groups, noting how the HSV node passes color data through the canopy system. Next I need to build out the render texture pooling infrastructure with a handle-based system and the texture interface, then move on to the manager implementation.
For the wiring, I'll set the eval context's resource pool and handle cleanup on disable, then add the Lightweaver.Runtime reference to the texture assembly definition and stub out the base TextureFilterNode class. Once the other agents land with their implementations and tests, I can integrate everything, compile, and work through the fanout and UI layers.
I've confirmed the contract specs and now I'm building out the pool and texture-node base classes.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Services\RenderTexturePool.csusing System;
using System.Collections.Generic;
using Lightweaver.Data;
using UnityEngine;
namespace Lightweaver
{
/// <summary>
/// A texture handle whose backing store is a Unity object. Texture-processing
/// nodes cast ITextureHandle to this to reach the GPU resource.
/// </summary>
public interface IUnityTextureHandle : ITextureHandle
{
Texture Texture { get; }
}
public class RenderTextureHandle : IUnityTextureHandle
{
public RenderTexture RT;
public Texture Texture => RT;
public int Width => RT != null ? RT.width : 0;
public int Height => RT != null ? RT.height : 0;
public bool IsValid => RT != null && RT.IsCreated();
}
/// <summary>
/// Pooled RenderTexture management for graph evaluation (EvalContext.resources).
/// All textures are ARGBHalf with random-write enabled and no depth buffer —
/// one shared format policy instead of canopy's per-node ad-hoc settings.
/// </summary>
public class RenderTexturePool : IResourcePool, IDisposable
{
private readonly Dictionary<(int w, int h), Stack<RenderTextureHandle>> pools =
new Dictionary<(int, int), Stack<RenderTextureHandle>>();
private readonly List<RenderTextureHandle> allHandles = new List<RenderTextureHandle>();
public ITextureHandle AcquireTexture(int width, int height)
{
var key = (width, height);
if (pools.TryGetValue(key, out var stack) && stack.Count > 0)
{
return stack.Pop();
}
var rt = new RenderTexture(width, height, 0, RenderTextureFormat.ARGBHalf)
{
enableRandomWrite = true,
};
rt.Create();
var handle = new RenderTextureHandle { RT = rt };
allHandles.Add(handle);
return handle;
}
public void ReleaseTexture(ITextureHandle handle)
{
if (handle is not RenderTextureHandle rtHandle || rtHandle.RT == null) return;
var key = (rtHandle.Width, rtHandle.Height);
if (!pools.TryGetValue(key, out var stack))
{
stack = new Stack<RenderTextureHandle>();
pools[key] = stack;
}
stack.Push(rtHandle);
}
public void Dispose()
{
foreach (var handle in allHandles)
{
if (handle.RT != null)
{
handle.RT.Release();
UnityEngine.Object.Destroy(handle.RT);
handle.RT = null;
}
}
allHandles.Clear();
pools.Clear();
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Services\RenderTexturePool.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\TextureNodeBase.csusing Lightweaver.Data;
using UnityEngine;
namespace Lightweaver.Nodes
{
/// <summary>
/// Shared infrastructure for compute-shader texture nodes: pooled output target,
/// kernel loading, and thread-group dispatch. Replaces canopy's ~25 copies of
/// InitializeRenderTexture + hardcoded /16 dispatch.
///
/// Subclasses declare ports/params as usual and implement Bind() to set uniforms.
/// Compute shaders live in a Resources folder under "LightweaverShaders/" so they
/// load by name in built players.
/// </summary>
public abstract class ComputeTextureNode : BaseNode
{
/// <summary>Shader name under Resources/LightweaverShaders/, e.g. "HSVFilter".</summary>
protected abstract string ShaderName { get; }
/// <summary>Kernel entry point; canopy convention is CSMain.</summary>
protected virtual string KernelName => "CSMain";
protected ComputeShader shader;
protected int kernel = -1;
private uint threadsX = 16, threadsY = 16;
protected RenderTextureHandle output;
public override void OnInitialize(EvalContext ctx)
{
shader = Resources.Load<ComputeShader>($"LightweaverShaders/{ShaderName}");
if (shader == null)
{
ctx.log($"[{nodeName}] Compute shader 'LightweaverShaders/{ShaderName}' not found.");
return;
}
kernel = shader.FindKernel(KernelName);
shader.GetKernelThreadGroupSizes(kernel, out threadsX, out threadsY, out _);
}
/// <summary>Acquire (or re-acquire on size change) the pooled output target.</summary>
protected RenderTextureHandle EnsureOutput(EvalContext ctx, int width, int height)
{
if (output != null && (output.Width != width || output.Height != height))
{
ctx.resources?.ReleaseTexture(output);
output = null;
}
output ??= (RenderTextureHandle)ctx.resources.AcquireTexture(width, height);
return output;
}
protected void Dispatch(int width, int height)
{
shader.Dispatch(kernel,
Mathf.CeilToInt(width / (float)threadsX),
Mathf.CeilToInt(height / (float)threadsY),
1);
}
public override void OnDispose()
{
// The pool owns the RT; dropping the handle reference is enough here —
// releasing back requires a pool reference we don't retain. The manager
// disposes the whole pool with the canvas.
output = null;
}
}
/// <summary>
/// Canonical 1-in/1-out texture filter: input texture, pooled same-size output,
/// one dispatch. Subclasses set uniforms in Bind().
/// </summary>
public abstract class TextureFilterNode : ComputeTextureNode
{
protected override void DefinePorts(PortBuilder ports)
{
ports.Input("in", PortTypes.Texture, "Input texture");
ports.Output("out", PortTypes.Texture, "Output texture");
}
/// <summary>Set shader uniforms for this evaluation. Input/output already bound.</summary>
protected abstract void Bind(EvalContext ctx);
public override void Evaluate(EvalContext ctx)
{
var input = GetInput<ITextureHandle>("in");
if (input is not IUnityTextureHandle unityInput || !input.IsValid ||
shader == null || kernel < 0 || ctx.resources == null)
{
SetOutput("out", null);
return;
}
var target = EnsureOutput(ctx, input.Width, input.Height);
shader.SetTexture(kernel, "InputTex", unityInput.Texture);
shader.SetTexture(kernel, "OutputTex", target.RT);
Bind(ctx);
Dispatch(input.Width, input.Height);
SetOutput("out", target);
}
}
/// <summary>
/// Canonical generator: no texture input, fixed-size pooled output, one dispatch
/// per evaluation. Generators are animated by default (they usually move).
/// </summary>
public abstract class TextureGeneratorNode : ComputeTextureNode
{
public IntParameter width = new IntParameter(512, 16, 4096) { exposeAsPort = false };
public IntParameter height = new IntParameter(512, 16, 4096) { exposeAsPort = false };
public override bool IsAnimated => true;
protected override void DefinePorts(PortBuilder ports)
{
ports.Output("out", PortTypes.Texture, "Output texture");
}
protected abstract void Bind(EvalContext ctx);
public override void Evaluate(EvalContext ctx)
{
if (shader == null || kernel < 0 || ctx.resources == null)
{
SetOutput("out", null);
return;
}
var target = EnsureOutput(ctx, width.Value, height.Value);
shader.SetTexture(kernel, "OutputTex", target.RT);
Bind(ctx);
Dispatch(width.Value, height.Value);
SetOutput("out", target);
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\TextureNodeBase.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\Lightweaver.Nodes.Texture.asmdefThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\Lightweaver.Nodes.Texture.asmdef has been updated successfully. (file state is current in your context — no need to Read it back)
I need to extend HSVNode to use TextureFilterNode with the actual shader implementation, starting with porting it as a validated template before handling the rest through agents. First, I'll need to copy the compute shader files—HSVFilter.compute and HSV.compute—from canopy into the lightweaver Resources/LightweaverShaders directory, then review the parameter semantics in canopy's HSVNode to ensure compatibility.
Now the template node — real HSV with its compute shader ported from canopy. Checking canopy's uniform semantics first:
C:\Users\tossr\Code\unity\canopy-unity\Assets\Scripts\TextureSynthesis\Nodes\Filter\HSVNode.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\canopy-unity\\Assets\\Scripts\\TextureSynthesis\\Nodes\\Filter\\HSVNode.cs",
"limit": 120,
"offset": 60
}60 public override void NodeGUI()
61 {
62 GUILayout.BeginVertical();
63 FloatKnobOrSlider(ref hue, 0, 1, hueKnob);
64 FloatKnobOrSlider(ref saturation, 0, 1, satKnob);
65 FloatKnobOrSlider(ref value, 0, 1, valKnob);
66 GUILayout.EndVertical();
67
68 if (GUI.changed)
69 NodeEditor.curNodeCanvas.OnNodeChange(this);
70 }
71
72 public override bool DoCalc()
73 {
74 Texture tex = textureInputKnob.GetValue<Texture>();
75 if (!textureInputKnob.connected() || tex == null)
76 { // Reset outputs if no texture is available
77 if (outputTex != null)
78 outputTex.Release();
79 textureOutputKnob.ResetValue();
80 outputSize = Vector2Int.zero;
81 return true;
82 }
83
84 inputSize.x = tex.width;
85 inputSize.y = tex.height;
86 if (inputSize != outputSize)
87 {
88 outputSize = inputSize;
89 InitializeRenderTexture();
90 }
91 if (hueKnob.connected())
92 {
93 hue = hueKnob.GetValue<float>();
94 }
95 if (satKnob.connected())
96 {
97 saturation = satKnob.GetValue<float>();
98 }
99 if (valKnob.connected())
100 {
101 value = valKnob.GetValue<float>();
102 }
103 HSV.x = hue;
104 HSV.y = saturation;
105 HSV.z = value;
106 //Execute HSV compute shader here
107 HSVShader.SetVector("HSV", HSV);
108 HSVShader.SetTexture(kernelId, "OutputTex", outputTex);
109 HSVShader.SetTexture(kernelId, "InputTex", tex);
110 var threadGroupX = Mathf.CeilToInt(tex.width / 16.0f);
111 var threadGroupY = Mathf.CeilToInt(tex.height / 16.0f);
112 HSVShader.Dispatch(kernelId, threadGroupX, threadGroupY, 1);
113
114 // Assign output channels
115 textureOutputKnob.SetValue(outputTex);
116
117 return true;
118 }
119 }The Canopy HSV shader applies hue, saturation, and value adjustments using modulo arithmetic for hue rotation and multiplication for saturation and value scaling, so the default identity values should be hue=0, sat=1, val=1, with all parameters normalized to the 0-1 range (though saturation and value as multipliers could theoretically go up to 2 for more flexibility).
For Lightweaver, I'm updating the HSVNode to extend TextureFilterNode with proper defaults of hue=0, saturation=1, value=1 and ranges of 0-1 for hue and 0-2 for saturation and value, which is a deliberate improvement over the Phase A shell that used -1..1 ranges. I need to copy the HSVFilter compute logic and the HSV shader include file into the Lightweaver shader resources directory.
I found that Canopy's shader uses additive hue shifts and multiplicative saturation/value, which causes a black screen at default settings—I'll fix this by updating the HSV node and copying the shaders to the new base.
$dest = "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\Resources\LightweaverShaders" New-Item -ItemType Directory -Force $dest | Out-Null $src = "C:\Users\tossr\Code\unity\canopy-unity\Assets\Scripts\TextureSynthesis\Resources\NodeShaders" Copy-Item "$src\HSVFilter.compute" $dest Copy-Item "$src\HSV.compute" $dest Copy-Item "$src\DomainWarpPattern.compute" $dest Get-ChildItem $dest | Select-Object Name, Length
Name Length ---- ------ DomainWarpPattern.compute 865 HSV.compute 992 HSVFilter.compute 459
Get-Content "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\Resources\LightweaverShaders\DomainWarpPattern.compute"
#include "GraphicsUtils.compute"
#include "HSV.compute"
#pragma kernel PatternKernel
float timeScale;
float h;
float time;
int octaves;
int width;
int height;
RWTexture2D<float4> outputTex;
float fbm(float2 pos) {
return fbm_grad(pos, h, octaves);
}
[numthreads(16, 16, 1)]
void PatternKernel(uint3 id : SV_DispatchThreadID)
{
float2 p = (id.xy / float2(width,height));
float2 q = float2(fbm(p + time/timeScale),
fbm(p - time/timeScale));
float2 r = float2(fbm(p + q-time/timeScale),
fbm(p + q+time/timeScale));
float level = .5+fbm(p + r);
float x = lerp(q.x, r.y, sin(time / timeScale));
float y = lerp(q.y, r.x, cos(time / timeScale));
float3 hsv = float3(level, 2*length(q), 2*length(r));
float3 rgb = HSVtoRGB(hsv);
outputTex[id.xy] = float4(rgb.r, rgb.g, rgb.b, 1);
}DomainWarp's shader uses different binding conventions than my TextureGeneratorNode — it expects outputTex and PatternKernel instead of my OutputTex naming. I could either normalize the shader files to match my convention or make the binding names configurable, though since these are now copied shaders I'm leaning toward editing them for consistency.
I found that DomainWarp needs the fbm helpers from GraphicsUtils.compute and uses a lowercase binding that doesn't match our convention, so I'll add the include and rename it to OutputTex.
$dest = "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\Resources\LightweaverShaders"
Copy-Item "C:\Users\tossr\Code\unity\canopy-unity\Assets\Scripts\TextureSynthesis\Resources\NodeShaders\GraphicsUtils.compute" $dest
$f = "$dest\DomainWarpPattern.compute"
$c = [System.IO.File]::ReadAllText($f)
$c = $c.Replace("RWTexture2D<float4> outputTex;", "RWTexture2D<float4> OutputTex;").Replace("outputTex[id.xy]", "OutputTex[id.xy]")
[System.IO.File]::WriteAllText($f, $c)
Select-String -Path $f -Pattern "OutputTex" | ForEach-Object { $_.Line.Trim() }RWTexture2D<float4> OutputTex; OutputTex[id.xy] = float4(rgb.r, rgb.g, rgb.b, 1);
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\HSVNode.csusing Lightweaver.Data;
namespace Lightweaver.Nodes
{
/// <summary>
/// HSV adjust: hue is an additive shift (wrapping), saturation and value are
/// multipliers — defaults are identity (unlike canopy's, which defaulted to
/// zeroed multipliers and rendered black until touched).
/// </summary>
[NodeType("lightweaver.builtin.hsv", DisplayName = "HSV",
Category = "Filter", Aliases = new[] { "hue", "saturation", "color" })]
public class HSVNode : TextureFilterNode
{
public FloatParameter hue = new FloatParameter(0f, 0f, 1f);
public FloatParameter saturation = new FloatParameter(1f, 0f, 2f);
public FloatParameter value = new FloatParameter(1f, 0f, 2f);
protected override string ShaderName => "HSVFilter";
protected override void Bind(EvalContext ctx)
{
shader.SetVector("HSV", new UnityEngine.Vector4(
GetInput("hue", hue.Value),
GetInput("saturation", saturation.Value),
GetInput("value", value.Value),
0f));
}
}
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\HSVNode.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\DomainWarpNode.csusing Lightweaver.Data;
namespace Lightweaver.Nodes
{
/// <summary>
/// fBm domain-warped noise generator — the corpus's best-looking self-contained
/// source. Ported from canopy's DomainWarpNode.
/// </summary>
[NodeType("lightweaver.builtin.domainwarp", DisplayName = "Domain Warp",
Category = "Pattern", Aliases = new[] { "noise", "fbm", "warp" })]
public class DomainWarpNode : TextureGeneratorNode
{
public FloatParameter timeScale = new FloatParameter(8f, 0.5f, 60f);
public FloatParameter roughness = new FloatParameter(0.75f, 0f, 1f);
public IntParameter octaves = new IntParameter(4, 1, 8);
protected override string ShaderName => "DomainWarpPattern";
protected override string KernelName => "PatternKernel";
protected override void Bind(EvalContext ctx)
{
shader.SetFloat("timeScale", GetInput("timeScale", timeScale.Value));
shader.SetFloat("h", GetInput("roughness", roughness.Value));
shader.SetInt("octaves", GetInput("octaves", octaves.Value));
shader.SetFloat("time", (float)ctx.time);
shader.SetInt("width", width.Value);
shader.SetInt("height", height.Value);
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\DomainWarpNode.cs (file state is current in your context — no need to Read it back)
I need to integrate the render texture pool into the manager by adding a pool field that gets initialized in OnEnable, wiring it into the evaluation context's resources, and disposing it in OnDisable. Then I'm adding Phase C UI commands including groupSelected with Ctrl+G that triggers a CreateGroupCommand for the selected nodes.
For subgraph navigation, I'm implementing EnterSubgraph and ExitSubgraph methods that maintain a viewedCanvas stack separate from the root canvas, allowing users to navigate into nested subgraphs while keeping the scheduler and history on the root. The breadcrumb will display in the status bar with Escape to exit, and I'll refactor SetCanvas to distinguish between rootCanvas and viewedCanvas with helper methods like WireView and UnwireView that handle the event rewiring without clearing history.
The tricky part is that all UI commands currently target canvasState, but they should target viewedCanvas instead — so I'm exposing canvasState as a property that returns viewedCanvas for UI operations, while RootCanvas stays separate for save/load. I need to patch CanvasFileController after integration since it currently saves the viewed subgraph instead of the root. For undo/redo safety, if the viewed canvas becomes unreachable during history navigation, I'll exit back to root to avoid dangling references.
Updating the manager now.
I'm wiring the pool and subgraph navigation into the manager, making sure UI commands target the viewed canvas while save and scheduler operations stay on the root.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to fix the manager's command implementations where they're referencing canvasState directly instead of using the CanvasState property — this affects the delete, select all, copy, and paste commands that check conditions and execute their logic.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
The boot scaffold's use of canvasState.AddNode is safe since SetCanvas runs first and establishes the root as the viewed node. The scaffold itself only executes once at startup during OnEnable, not repeatedly after loading. I also need to verify that using System.Linq is already imported for the .ToList() call in ExecuteCollapseToSubgraph, and confirm that SubgraphNode, ExtractSubgraphCommand, and CreateGroupCommand are all accessible from the Lightweaver.Data namespace.
The usings for Lightweaver.Commands are already in place. I'm waiting on the B workflow and test agent to finish before I can run the Runtime compile gate, since they might still be writing UI files. While I wait for notifications, there's some non-conflicting work I can tackle: pure signal nodes in the Nodes/Signal territory that no agent is touching. I could port a few lightweight ones like SignalToEventNode and TriggeredTransitionNode from the canopy reference now — that's Phase D content and a good use of the wait time.
Manager wiring is complete. Now I'm porting the pure-C# signal nodes from canopy while the agents finish up.
C:\Users\tossr\Code\unity\canopy-unity\Assets\Scripts\TextureSynthesis\Nodes\Signal\SignalToEventNode.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\canopy-unity\\Assets\\Scripts\\TextureSynthesis\\Nodes\\Signal\\SignalToEventNode.cs"
}1
2 using NodeEditorFramework;
3 using NodeEditorFramework.Utilities;
4 using SecretFire.TextureSynth;
5 using System;
6 using System.Collections.Generic;
7 using UnityEngine;
8
9 [Node(false, "Signal/SignalToEvent")]
10 public class SignalToEventNode : TickingNode
11 {
12 public override string GetID => "SignalToEventNode";
13 public override string Title { get { return "SignalToEvent"; } }
14
15 private Vector2 _DefaultSize = new Vector2(150, 150);
16
17 public override Vector2 DefaultSize => _DefaultSize;
18 [ValueConnectionKnob("inputSignal", Direction.In, typeof(float), NodeSide.Left)]
19 public ValueConnectionKnob inputSignalKnob;
20
21 [ValueConnectionKnob("threshold", Direction.In, typeof(float), NodeSide.Left)]
22 public ValueConnectionKnob thresholdKnob;
23
24 [ValueConnectionKnob("outputEvent", Direction.Out, typeof(bool), NodeSide.Right)]
25 public ValueConnectionKnob outputEventKnob;
26 public bool output;
27
28 public RadioButtonSet triggerMode;
29
30 public float threshold = .5f;
31
32 bool wasOverThreshold;
33 float signalValue;
34
35 public override void DoInit()
36 {
37 if (triggerMode == null)
38 {
39 triggerMode = new RadioButtonSet(0, "leadingEdge", "trailingEdge", "high", "low");
40 }
41 }
42
43 public override void NodeGUI()
44 {
45 GUILayout.BeginVertical();
46 RadioButtons(triggerMode);
47 GUILayout.EndVertical();
48
49 GUILayout.BeginHorizontal();
50 GUILayout.BeginVertical();
51 inputSignalKnob.DisplayLayout();
52 FloatKnobOrSlider(ref threshold, 0, 1, thresholdKnob);
53 GUILayout.EndVertical();
54
55 GUILayout.BeginVertical();
56 GUILayout.Label(string.Format("Trigger: {0}", output.ToString()));
57 outputEventKnob.DisplayLayout();
58 GUILayout.EndVertical();
59
60 GUILayout.EndHorizontal();
61 if (GUI.changed)
62 NodeEditor.curNodeCanvas.OnNodeChange(this);
63 }
64
65 public override bool DoCalc()
66 {
67 if (thresholdKnob.connected())
68 {
69 threshold = thresholdKnob.GetValue<float>();
70 }
71 signalValue = inputSignalKnob.GetValue<float>();
72 switch (triggerMode.SelectedOption())
73 {
74 case "leadingEdge":
75 output = (signalValue > threshold) && !wasOverThreshold;
76 break;
77 case "trailingEdge":
78 output = (signalValue < threshold) && wasOverThreshold;
79 break;
80 case "high":
81 output = signalValue > threshold;
82 break;
83 case "low":
84 output = signalValue < threshold;
85 break;
86 default:
87 output = false;
88 break;
89 }
90 wasOverThreshold = signalValue > threshold;
91 outputEventKnob.SetValue(output);
92 return true;
93 }
94 }
95 C:\Users\tossr\Code\unity\canopy-unity\Assets\Scripts\TextureSynthesis\Nodes\Signal\TriggeredTransitionNode.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\canopy-unity\\Assets\\Scripts\\TextureSynthesis\\Nodes\\Signal\\TriggeredTransitionNode.cs"
}1
2 using NodeEditorFramework;
3 using NodeEditorFramework.Utilities;
4 using SecretFire.TextureSynth;
5 using System;
6 using System.Collections.Generic;
7 using UnityEngine;
8
9 [Node(false, "Signal/TriggeredTransition")]
10 public class TriggeredTransitionNode : SignalNode
11 {
12 public override string GetID => "TriggeredTransitionNode";
13 public override string Title { get { return "TriggeredTransition"; } }
14
15
16 public override bool AutoLayout => true;
17
18 private Vector2 _DefaultSize = new Vector2(220, 150);
19
20 protected override Vector2 BaseDefaultSize => _DefaultSize;
21
22
23 [ValueConnectionKnob("triggerEvent", Direction.In, typeof(bool), NodeSide.Left)]
24 public ValueConnectionKnob triggerEventKnob;
25
26 [ValueConnectionKnob("startValue", Direction.In, typeof(float), NodeSide.Left)]
27 public ValueConnectionKnob startValueKnob;
28
29 [ValueConnectionKnob("endValue", Direction.In, typeof(float), NodeSide.Left)]
30 public ValueConnectionKnob endValueKnob;
31
32 [ValueConnectionKnob("outputSignal", Direction.Out, typeof(float), NodeSide.Right)]
33 public ValueConnectionKnob outputSignalKnob;
34 public float startValue = 0;
35 public float endValue = 1;
36
37 public float outValue = 0;
38
39 protected override IEnumerable<SignalChannel> GetSignalChannels()
40 {
41 yield return new SignalChannel
42 {
43 outputKnob = outputSignalKnob,
44 getValue = () => outputSignalKnob.GetValue<float>(),
45 label = "Output",
46 };
47 }
48
49 public override void NodeGUI()
50 {
51 GUILayout.BeginVertical();
52 GUILayout.BeginHorizontal();
53
54 GUILayout.BeginVertical();
55 triggerEventKnob.DisplayLayout();
56 FloatKnobOrField("Start value", ref startValue, startValueKnob);
57 FloatKnobOrField("End value", ref endValue, endValueKnob);
58
59 GUILayout.EndVertical();
60
61 GUILayout.FlexibleSpace();
62 GUILayout.Label(string.Format("Value: {0:0.0000}", outValue));
63 GUILayout.EndHorizontal();
64
65 DrawSparkline();
66 GUILayout.EndVertical();
67
68 if (GUI.changed)
69 NodeEditor.curNodeCanvas.OnNodeChange(this);
70 }
71
72
73 public override bool DoCalc()
74 {
75 if (startValueKnob.connected())
76 {
77 startValue = startValueKnob.GetValue<float>();
78 }
79 if (endValueKnob.connected())
80 {
81 endValue = endValueKnob.GetValue<float>();
82 }
83 if (!triggerEventKnob.connected())
84 {
85 outputSignalKnob.SetValue(startValue);
86 return true;
87 }
88 var triggered = triggerEventKnob.GetValue<bool>();
89 if (triggered) {
90 outValue = endValue;
91 }
92 outputSignalKnob.SetValue(outValue);
93 return true;
94 }
95 }
96 The palette controller from B2 is solid, so now I'm moving on to porting the signal nodes—specifically SignalToEvent and TriggeredTransition—into the Nodes/Signal directory.
B2's palette controller just landed cleanly. Porting the two event-plumbing signal nodes:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\SignalToEventNode.csusing Lightweaver.Data;
namespace Lightweaver.Nodes
{
/// <summary>
/// Threshold-crossing detector: turns a float signal into an event/level bool.
/// Modes: leadingEdge (one pulse when crossing up), trailingEdge (pulse crossing
/// down), high (level while above), low (level while below).
/// </summary>
[NodeType("lightweaver.builtin.signaltoevent", DisplayName = "Signal To Event",
Category = "Signal", Aliases = new[] { "threshold", "trigger", "edge", "gate" })]
public class SignalToEventNode : BaseNode
{
public const string LeadingEdge = "leadingEdge";
public const string TrailingEdge = "trailingEdge";
public const string High = "high";
public const string Low = "low";
public FloatParameter threshold = new FloatParameter(0.5f, 0f, 1f);
public EnumParameter triggerMode = new EnumParameter(
LeadingEdge, LeadingEdge, TrailingEdge, High, Low);
private bool wasOverThreshold;
public override bool IsAnimated => true;
protected override void DefinePorts(PortBuilder ports)
{
ports.Input("signal", PortTypes.Float, "Signal");
ports.Output("out", PortTypes.Event, "Trigger");
}
public override void Evaluate(EvalContext ctx)
{
float t = GetInput("threshold", threshold.Value);
float signal = GetInput<float>("signal");
bool output = triggerMode.Value switch
{
LeadingEdge => signal > t && !wasOverThreshold,
TrailingEdge => signal < t && wasOverThreshold,
High => signal > t,
Low => signal < t,
_ => false,
};
wasOverThreshold = signal > t;
SetOutput("out", output);
}
public override void ResetState()
{
wasOverThreshold = false;
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\SignalToEventNode.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\TriggeredTransitionNode.csusing Lightweaver.Data;
namespace Lightweaver.Nodes
{
/// <summary>
/// Animates between two values when triggered: output eases from start toward end
/// over <see cref="transitionTime"/> seconds on a trigger, and falls back toward
/// start when the trigger releases (when latch is off).
/// Canopy's version snapped instantly; the envelope time is the generalization
/// (set transitionTime to 0 for the old behavior).
/// </summary>
[NodeType("lightweaver.builtin.triggeredtransition", DisplayName = "Triggered Transition",
Category = "Signal", Aliases = new[] { "envelope", "adsr", "fade", "ramp" })]
public class TriggeredTransitionNode : BaseNode
{
public FloatParameter startValue = new FloatParameter(0f);
public FloatParameter endValue = new FloatParameter(1f);
public FloatParameter transitionTime = new FloatParameter(0.25f, 0f, 30f);
public BoolParameter latch = new BoolParameter(false) { exposeAsPort = false };
private float progress; // 0 = at start, 1 = at end
public override bool IsAnimated => true;
protected override void DefinePorts(PortBuilder ports)
{
ports.Input("trigger", PortTypes.Event, "Trigger");
ports.Output("out", PortTypes.Float, "Output");
}
public override void Evaluate(EvalContext ctx)
{
bool triggered = GetInput<bool>("trigger");
float start = GetInput("startValue", startValue.Value);
float end = GetInput("endValue", endValue.Value);
float time = GetInput("transitionTime", transitionTime.Value);
float step = time <= 0f ? 1f : ctx.deltaTime / time;
if (triggered)
{
progress = System.Math.Min(1f, progress + step);
}
else if (!latch.Value)
{
progress = System.Math.Max(0f, progress - step);
}
SetOutput("out", start + (end - start) * progress);
}
public override void ResetState()
{
progress = 0f;
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\TriggeredTransitionNode.cs (file state is current in your context — no need to Read it back)
I've finished two more signal nodes and I'm checking type compatibility between ports—SignalToEvent outputs Event type while TriggeredTransition expects Event input, so that works. The tricky part is Event versus Bool: KeySignal-style outputs are Bool type, which doesn't match Event inputs. I'm leaning toward making event inputs accept both Event and Bool types for better usability, though I need to be careful not to overthink this design decision.
Quick type-compatibility policy fix — Event and Bool ports should interconnect freely:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\SignalToEventNode.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\SignalToEventNode.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\TriggeredTransitionNode.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\TriggeredTransitionNode.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to hold off on running the standalone tests since the test agent is still writing the test file — if it's only partially written, the build will fail. I'm waiting for both the Phase B workflow with its four agents and the subgraph test agent to complete their work.
I've finished all the non-blocking work I can do right now: Phase C is complete, and Phase D has the foundation plus four texture and signal nodes done. I'll give Kevin a status update and wrap up this turn so notifications can trigger the next phase of integration work.
Progress update — three workstreams running in parallel, with substantial work landed while they execute:
Done since last update (by me, in the main line):
PanelToCanvas pair is now real, via UIToolkit's live matrices), authoritative interaction state with undo-gating during gestures, canvas-swap plumbing for load, root-level stylesheet consolidation, shift-marquee extend, cursor tracking for spawn-at-pointer, status bar API, working clipboard controller (copy/paste/duplicate as single-undo composites, via the serializer + id-regeneration).NodeGroup + group commands; the full subgraph system — SubgraphNode with nested canvas, Input/OutputProxyNodes that define its external ports live, recursive serialization (subgraph property in the document), inner-scheduler evaluation that composes recursively, and ExtractSubgraphCommand (collapse selection → subgraph with boundary rewiring through proxies, fan-in dedupe, full undo). Manager-side navigation: enter/exit subgraph with breadcrumb, orphan detection on undo, and the subtle fix that interactive commands target the viewed canvas while save/scheduler stay on the root. Shortcuts: Ctrl+G group, Ctrl+Shift+G collapse, Ctrl+U exit.RenderTexturePool (one shared ARGBHalf format policy replacing canopy's ad-hoc per-node RT settings), ComputeTextureNode/TextureFilterNode/TextureGeneratorNode bases (killing canopy's ~25 copies of RT-allocation boilerplate), and the first real GPU nodes: HSV (with identity defaults — canopy's rendered black until touched) and DomainWarp, shaders ported and normalized. Plus SignalToEvent and TriggeredTransition (generalized with an envelope time), and an Event↔Bool port compatibility policy.In flight (will integrate when they land): the 4-agent Phase B feature workflow — param widgets on nodes, spacebar palette (its controller already landed and looks good), save/load with runtime file dialogs, Draggable capture-loss/Escape/ctrl-toggle fixes — and a test agent writing the subgraph/group suite.
Next: integration pass (compile, fix, full test run), then Unity batch validation and the remaining node ports.
Moving into the integration phase now. I need to quickly review the debt agent report from phase B, then register the new view files in the project, compile to catch any errors, and patch the CanvasFileController to use RootCanvas instead of the current implementation.
I should also verify whether the PortView stylesheet issue got resolved in phase B, and be cautious about running tests since the subgraph test agent might still be active.
Phase B features complete. Pulling the B5 report tail, then integrating — csproj registration, compile gate, and my known RootCanvas patch for save-while-in-subgraph:
$raw = Get-Content "C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\wkz3k636r.output" -Raw
$json = $raw | ConvertFrom-Json
"### files (rest)"; $json.result.files.concerns | ForEach-Object { "- $_" }
"### debt"; $json.result.debt.summary; "CONCERNS:"; $json.result.debt.concerns | ForEach-Object { "- $_" }; "NEW FILES:"; $json.result.debt.newFiles### files (rest) - LightweaverDialogs.uss (and its Unity-generated .meta) must be imported by Unity before Resources.Load finds it; until then the Add line loads null (UIToolkit ignores a null stylesheet add at worst with a warning). - If keyboard focus is lost while the dialog is open (e.g. clicking a non-focusable element inside the panel), KeyDown events route to the panel root and Escape/Enter won't reach the dialog until something inside is refocused; mouse paths (buttons, row click, overlay click) always work. - Open mode keeps Cancel as the only button; Enter/click are the load affordances per spec — no explicit Open button. - SaveAs over an existing file overwrites silently by design (per task); no dirty-state prompt on OpenDialog either — loading discards unsaved changes without confirmation (not in scope). - FileDialogView falls back to a Debug.LogWarning no-op if MainWindowView.instance is null (cannot happen in normal boot order since NodeCanvasManager.OnEnable queries the instantiated UIDocument). ### debt Draggable.cs: drag start gated on NodeCanvasView.instance.BeginNodeDrag() (null-instance allows drag); EndNodeDrag() called via shared ResetDragState() on all termination paths (pointer up, capture-out cancel, Escape cancel). PointerCaptureOutEvent handler cancels: restores originalPositions, no command, m_Active=false (normal paths clear m_Active before ReleasePointer so the release-triggered capture-out no-ops). Escape: KeyDownEvent hook registered on target.panel.visualTree with TrickleDown at drag start, unregistered on every termination; cancels identically and releases pointer. hasMoved is now a cumulative latch: panel-space distance from original grab position > 2px (DragThresholdSq=4f sqrMagnitude). HandleSelection: ctrl+click (no shift) on an already-selected node sets pendingCtrlDeselect, resolved on pointer-up only when !hasMoved via CanvasState.DeselectNode (so ctrl+drag still moves the selection); shift remains pure-additive. Droppable.cs + .meta deleted after grep confirmed zero code usages (only doc/Notes mentions remain). PortView/EdgeView/PseudoEdgeView: removed all per-instance Resources.Load<StyleSheet>/styleSheets.Add (EdgeView's CreateExitOverlay no longer takes/applies stylesheets). EdgeView null guards: OnGenerateVisualContent returns early and EdgePathPoints/EdgePathPointsWorld return new Vector2[0] when sourcePortView or targetPortView is null; verified callers (ContainsPoint, NodeCanvasView box-selection at line 466) iterate safely over empty arrays; both exit-overlay generators already had guards. LightweaverServices: added 'using Lightweaver.UI;' and ResetStaticState now nulls MainWindowView.instance and NodeCanvasView.instance (Services and UI are both in Lightweaver.Runtime asmdef, so the reference compiles). CONCERNS: - Escape relies on runtime panel keyboard dispatch: KeyDownEvent reaches the panel-root TrickleDown hook only if something in the panel has focus; NodeCanvasView is focusable and normally focused after canvas interaction, but Escape may be inert if focus sits outside the panel entirely. - When NodeCanvasView.instance is null, Draggable allows the drag ungated (chose permissive over dead-input); if the orchestrator prefers hard-fail, flip the null branch. - pendingCtrlDeselect uses the 2px hasMoved latch: a ctrl+click with >2px wobble counts as a drag and will NOT deselect — matches the '(no drag)' spec but worth a manual feel-check. - EdgePathPoints/EdgePathPointsWorld now may return empty arrays; current callers are safe but future callers must not index [0..3] unconditionally. - NodeView.cs still does per-instance Resources.Load stylesheet adds; it was explicitly off-limits for this task (assumed assigned elsewhere). NEW FILES:
All four B agents finished successfully and the NodeView stylesheet is properly handled. Now I need to integrate these changes by registering the new view files in the Runtime project, removing the old Droppable entry, and then compiling to verify everything works before patching the Can method.
I also need to fix CanvasFileController to save the root canvas instead of the viewed one, since manager.CanvasState was redefined to mean the viewed canvas — the clipboard operations are already correct since they should work on what the user sees. Finally, I should add the double-click handler to NodeView for entering subgraphs, which wasn't implemented yet.
All four agents completed their tasks. Now I'll integrate the csproj registration, save-targets-root patch, and subgraph double-click hook.
$rt = "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Runtime.csproj"
$rtc = [System.IO.File]::ReadAllText($rt)
$anchor = '<Compile Include="Assets\Lightweaver\UI\Controllers\ClipboardController.cs" />'
$add = $anchor + "`r`n <Compile Include=""Assets\Lightweaver\UI\Views\ParameterRowView.cs"" />`r`n <Compile Include=""Assets\Lightweaver\UI\Views\SearchPaletteView.cs"" />`r`n <Compile Include=""Assets\Lightweaver\UI\Views\FileDialogView.cs"" />`r`n <Compile Include=""Assets\Lightweaver\Services\RenderTexturePool.cs"" />"
$rtc = $rtc.Replace($anchor, $add)
$lines = $rtc -split "`r`n" | Where-Object { $_ -notmatch 'Manipulators\\Droppable\.cs' }
[System.IO.File]::WriteAllText($rt, ($lines -join "`r`n"))
(Select-String -Path $rt -Pattern "ParameterRowView|SearchPaletteView|FileDialogView|RenderTexturePool|Droppable").Count
$core = "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Core.csproj"
$cc = [System.IO.File]::ReadAllText($core)
$anchor2 = '<Compile Include="Assets\Lightweaver\Core\Data\GraphCloner.cs" />'
$add2 = $anchor2 + "`r`n <Compile Include=""Assets\Lightweaver\Core\Data\Groups.cs"" />`r`n <Compile Include=""Assets\Lightweaver\Core\Subgraph\SubgraphNode.cs"" />`r`n <Compile Include=""Assets\Lightweaver\Core\Subgraph\ProxyNodes.cs"" />`r`n <Compile Include=""Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.cs"" />`r`n <Compile Include=""Assets\Lightweaver\Core\Commands\GroupCommands.cs"" />"
$cc = $cc.Replace($anchor2, $add2)
[System.IO.File]::WriteAllText($core, $cc)
(Select-String -Path $core -Pattern "Groups|Subgraph|GroupCommands").Count4 5
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\CanvasFileController.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\CanvasFileController.cs has been updated successfully. (file state is current in your context — no need to Read it back)
dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal 2>$null | Select-Object -Last 15
Determining projects to restore...
All projects are up-to-date for restore.
Lightweaver.Core -> C:\Users\tossr\Code\unity\lightweaver\Temp\bin\Debug\Lightweaver.Core.dll
Lightweaver.Nodes.Signal -> C:\Users\tossr\Code\unity\lightweaver\Temp\bin\Debug\Lightweaver.Nodes.Signal.dll
Lightweaver.Runtime -> C:\Users\tossr\Code\unity\lightweaver\Temp\bin\Debug\Lightweaver.Runtime.dll
Lightweaver.Tests -> C:\Users\tossr\Code\unity\lightweaver\Temp\bin\Debug\Lightweaver.Tests.dll
Build succeeded.
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:02.02Everything's compiling cleanly across the core, signal, runtime with all four agents, and tests—no warnings at all. Now I'm looking at the double-click-to-enter-subgraph hook in NodeView to see what B1 changed.
Everything compiles with zero warnings — all four agents' code integrates cleanly. Adding the double-click → enter-subgraph hook to NodeView:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\NodeView.cs"
}1 using Lightweaver.Data;
2
3 using UnityEngine.UIElements;
4
5
6 namespace Lightweaver.UI
7 {
8 [UxmlElement]
9 public partial class NodeView : VisualElement
10 {
11 private const string SelectedClass = "selected";
12 private const string PseudoSelectedClass = "pseudo-selected";
13 private const string HasParamsClass = "node-has-params";
14
15 public BaseNode NodeData => nodeData;
16 private BaseNode nodeData;
17 private Label titleLabel;
18 private VisualElement topBar;
19 private VisualElement leftBar;
20 private VisualElement rightBar;
21 private VisualElement bottomBar;
22 private VisualElement paramContainer;
23
24 public NodeView()
25 {
26 // Stylesheets come from the window root (MainWindowView); views don't
27 // load their own.
28 name = "node-container";
29 var mainContainer = new VisualElement { name = "node-main-container" };
30 topBar = new VisualElement { name = "node-top-bar" };
31 titleLabel = new Label
32 {
33 name = "node-title",
34 text = "Node Name"
35 };
36 topBar.Add(titleLabel);
37 topBar.AddToClassList("node-horizontal-io-bar");
38 mainContainer.Add(topBar);
39
40 var contentContainer = new VisualElement { name = "node-content-container" };
41
42 leftBar = new VisualElement { name = "node-left-bar" };
43 leftBar.AddToClassList("node-vertical-io-bar");
44 contentContainer.Add(leftBar);
45
46 var mainContent = new VisualElement { name = "node-main-content" };
47 paramContainer = new VisualElement { name = "node-param-container" };
48 mainContent.Add(paramContainer);
49 contentContainer.Add(mainContent);
50
51 rightBar = new VisualElement { name = "node-right-bar" };
52 rightBar.AddToClassList("node-vertical-io-bar");
53 contentContainer.Add(rightBar);
54
55 mainContainer.Add(contentContainer);
56
57 bottomBar = new VisualElement { name = "node-bottom-bar" };
58 bottomBar.AddToClassList("node-horizontal-io-bar");
59 mainContainer.Add(bottomBar);
60 Add(mainContainer);
61
62 this.AddManipulator(new Draggable());
63
64 var selectionBorder = new VisualElement
65 {
66 name = "node-selection-border",
67 pickingMode = PickingMode.Ignore
68 };
69 Add(selectionBorder);
70 }
71
72 public void SetPosition(System.Numerics.Vector2 newPosition)
73 {
74 style.left = newPosition.X;
75 style.top = newPosition.Y;
76 }
77
78 public void AddPorts()
79 {
80 foreach (Port port in nodeData.topPorts)
81 {
82 var portView = new PortView();
83 portView.Bind(port);
84 topBar.Add(portView);
85 }
86 foreach (Port port in nodeData.leftPorts)
87 {
88 var portView = new PortView();
89 portView.Bind(port);
90 leftBar.Add(portView);
91 }
92 foreach (Port port in nodeData.rightPorts)
93 {
94 var portView = new PortView();
95 portView.Bind(port);
96 rightBar.Add(portView);
97 }
98 foreach (Port port in nodeData.bottomPorts)
99 {
100 var portView = new PortView();
101 portView.Bind(port);
102 bottomBar.Add(portView);
103 }
104 }
105
106 public void Bind(BaseNode boundNode)
107 {
108 nodeData = boundNode;
109 titleLabel.text = nodeData.nodeName;
110 AddPorts();
111 BuildParameterRows();
112 SetSelected(nodeData.isSelected);
113 SetPosition(nodeData.position);
114
115 nodeData.OnPositionChanged += SetPosition;
116 nodeData.OnSelectionChanged += SetSelected;
117 nodeData.OnPortsChanged += BuildParameterRows;
118
119 NodeCanvasView.instance?.RegisterNodeView(nodeData, this);
120
121 RegisterCallback<DetachFromPanelEvent>(_ =>
122 {
123 nodeData.OnPositionChanged -= SetPosition;
124 nodeData.OnSelectionChanged -= SetSelected;
125 nodeData.OnPortsChanged -= BuildParameterRows;
126 NodeCanvasView.instance?.UnregisterNodeView(nodeData);
127 });
128 }
129
130 /// <summary>
131 /// (Re)build one ParameterRowView per descriptor parameter, in descriptor
132 /// order. MissingNode has no descriptor and gets no rows. Re-run when
133 /// ports change so dynamic ports can shadow parameters later.
134 /// </summary>
135 private void BuildParameterRows()
136 {
137 paramContainer.Clear();
138
139 if (nodeData?.descriptor != null)
140 {
141 foreach (var paramDescriptor in nodeData.descriptor.Parameters)
142 {
143 var parameter = nodeData.GetParameter(paramDescriptor.Key);
144 if (parameter == null) continue;
145 paramContainer.Add(new ParameterRowView(nodeData, parameter));
146 }
147 }
148
149 if (paramContainer.childCount > 0)
150 AddToClassList(HasParamsClass);
151 else
152 RemoveFromClassList(HasParamsClass);
153 }
154
155 public void SetSelected(bool selected)
156 {
157 if (selected)
158 AddToClassList(SelectedClass);
159 else
160 RemoveFromClassList(SelectedClass);
161 }
162
163 public void SetPseudoSelected(bool pseudoSelected)
164 {
165 if (pseudoSelected)
166 AddToClassList(PseudoSelectedClass);
167 else
168 RemoveFromClassList(PseudoSelectedClass);
169 }
170 }
171 }
172 There's a bug where port changes trigger a rebuild of parameter rows but not the actual port views themselves, so when a SubgraphNode adds proxy ports at runtime, the NodeView doesn't display them. I need to fix the OnPortsChanged handler to also rebuild the port bars, clearing out the old PortView children and regenerating them.
For the UI interaction, I'm adding double-click detection on the NodeView — when a user double-clicks a SubgraphNode, it should call EnterSubgraph through the NodeCanvasManager. The Draggable component might consume pointer events, but ClickEvent still fires after the pointer releases, and even small movements won't prevent the click from registering, so this should work fine.
I found that OnPortsChanged rebuilds param rows but skips the port bars, so a SubgraphNode with newly added ports won't render them. I'll fix that along with the double-click entry issue.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal 2>$null | Select-Object -Last 4
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:01.14The subgraph test agent is complete, so I'm moving on to run the full standalone test suite now that everything's been merged in.
All agents complete. Running the full expanded test suite:
dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 25
Exit code 1
fan-out preserved as 2 edges from one host port
Assert.That(fanOut, Has.Count.EqualTo(2))
Expected: property Count equal to 2
But was: 0
Stack Trace:
at Lightweaver.Tests.ExtractSubgraphCommandTests.Execute_RewiresBoundary_PreservingFanOutFromOneHostPort() in C:\Users\tossr\Code\unity\lightweaver\Tests\SubgraphAndGroupTests.cs:line 274
1) at Lightweaver.Tests.ExtractSubgraphCommandTests.Execute_RewiresBoundary_PreservingFanOutFromOneHostPort() in C:\Users\tossr\Code\unity\lightweaver\Tests\SubgraphAndGroupTests.cs:line 274
Failed Redo_ReappliesExtraction_WithSameSubgraphObjectIdentity [< 1 ms]
Error Message:
Assert.That(sink.lastValue, Is.EqualTo(5f))
Expected: 5.0f
But was: 0.0f
Stack Trace:
at Lightweaver.Tests.ExtractSubgraphCommandTests.Redo_ReappliesExtraction_WithSameSubgraphObjectIdentity() in C:\Users\tossr\Code\unity\lightweaver\Tests\SubgraphAndGroupTests.cs:line 327
1) at Lightweaver.Tests.ExtractSubgraphCommandTests.Redo_ReappliesExtraction_WithSameSubgraphObjectIdentity() in C:\Users\tossr\Code\unity\lightweaver\Tests\SubgraphAndGroupTests.cs:line 327
Failed! - Failed: 3, Passed: 125, Skipped: 0, Total: 128, Duration: 113 ms - Lightweaver.Tests.Standalone.dll (net8.0)Most of the ExtractSubgraphCommandTests are passing, but I'm seeing three failures related to fan-out scenarios where edges aren't being created properly. Looking at the first failure, it seems like there's an issue in how I'm building outer edges for outputs — specifically when CreateEdge is called with the host port and target, something's going wrong with how the displaced target port is being handled.
Let me trace through the execution flow: in Build(), I create derived ports with EnsureHostPort, then in Execute() I populate the nested canvas and call RebuildPortsFromProxies. The derived ports should already exist from Build, so RebuildPortsFromProxies should find them via GetPort(proxy.id) and update them rather than creating new ones. The outer edges built in Build reference those same port objects, so they should be valid. But I'm getting zero fan-out edges, which suggests either the outer edges aren't being added at all or they're being added to the wrong port objects. I need to look at the actual test assertion to understand what "fan-out" means in this context and see the complete failure list.
125/128 — three failures in the extract-subgraph tests, likely a real bug in my command. Examining the failures and the test expectations:
dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo --filter "FullyQualifiedName~ExtractSubgraph" 2>$null | Select-String -Pattern "Failed |Passed " | Select-Object -First 12
Exit code 1 Failed Execute_EvaluationMatchesPreExtractTopology [22 ms] Failed Execute_RewiresBoundary_PreservingFanOutFromOneHostPort [1 ms] Failed Redo_ReappliesExtraction_WithSameSubgraphObjectIdentity [1 ms]
Execute_RewiresBoundary_PreservingFanOutFromOneHostPort path C:\Users\tossr\Code\unity\lightweaver\Tests\SubgraphAndGroupTests.cs output_mode content260: public void Execute_RewiresBoundary_PreservingFanOutFromOneHostPort()
261- {
262- var command = Extract();
263- var subgraph = command.Subgraph;
264- var inProxy = subgraph.Proxies.OfType<InputProxyNode>().Single();
265- var outProxy = subgraph.Proxies.OfType<OutputProxyNode>().Single();
266-
267- Assert.That(canvas.edges, Has.Count.EqualTo(3));
268-
269- var inEdge = canvas.edges.Single(e => e.target == subgraph.GetPort(inProxy.id));
270- Assert.That(inEdge.source, Is.SameAs(src.GetPort("out")));
271-
272- var hostOut = subgraph.GetPort(outProxy.id);
273- var fanOut = canvas.edges.Where(e => e.source == hostOut).ToList();
274- Assert.That(fanOut, Has.Count.EqualTo(2), "fan-out preserved as 2 edges from one host port");
275- Assert.That(fanOut.Select(e => e.target),
276- Is.EquivalentTo(new[] { sink.GetPort("in"), sink2.GetPort("in") }));
277- }
278-
279- [Test]
280- public void Execute_EvaluationMatchesPreExtractTopology()
281- {
282- Extract();
283-
284- var scheduler = new GraphScheduler(canvas);
285- scheduler.Tick(Ctx(0));
286-
287- \ Expected by hand: src.level (3) + add.b (2) = 5 at both sinks.
288- Assert.That(sink.lastValue, Is.EqualTo(5f));
289- Assert.That(sink2.lastValue, Is.EqualTo(5f));
290- }
291-
292- [Test]
293- public void Undo_RestoresOriginalTopology_AndEmptiesNestedCanvas()
294- {
295- var command = Extract();
296- var subgraph = command.Subgraph;
297-
298- history.Undo();
299-
300- Assert.That(canvas.nodes, Is.EquivalentTo(new BaseNode[] { src, add, sink, sink2 }));I'm noticing a syntax error on line 287 — there's a backslash instead of a comment marker before "Expected by hand:" — but the test suite compiled successfully, which shouldn't be possible if that were the actual file content. Either the grep output is displaying it incorrectly, or I need to examine the raw bytes to see what's really there.
The actual test failure is more interesting: after Extract(), the canvas has 3 edges as expected, and the inEdge check passes, but none of those edges have their source pointing to the host output port that GetPort returns. This suggests either GetPort is returning a different port object than what the edges reference, or the port identity got lost somewhere. I suspect the issue is in RebuildPortsFromProxies — when the input proxy is added first, the proxies list only contains that one proxy, so the cleanup logic removes the output proxy's host port before it gets added, breaking the edge references.
When the output proxy is finally added, RebuildPortsFromProxies creates a brand new port object for it, but the outer edges still point to the old orphaned port that was removed. That's why fanOut returns 0 — the edge sources don't match GetPort's result. The input edge survives because its proxy was added first and its port wasn't removed.
I'm considering three fixes: either add all proxies before wiring to avoid the transient state, re-resolve outer edge endpoints after population by reassigning their source to the current host port, or make RebuildPortsFromProxies preserve existing derived ports instead of destroying them.
The cleanest approach is to re-anchor the outer edges to the current host port objects after population completes — storing which proxy each edge maps to, then updating the edge source references in Execute after RebuildPortsFromProxies runs. Refactoring the data structure...
I found the bug: adding proxies one at a time triggers RebuildPortsFromProxies for each add, and the first rebuild removes the output host port before it's justified, creating orphaned outer edges. I'll fix it by having the command re-anchor outer edges to the current host port objects on every Execute.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.cs has been updated successfully. (file state is current in your context — no need to Read it back)
dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 3
A total of 1 test files matched the specified pattern. Passed! - Failed: 0, Passed: 128, Skipped: 0, Total: 128, Duration: 96 ms - Lightweaver.Tests.Standalone.dll (net8.0)
All tests are passing now, and the fix caught a real bug in the ExtractSubgraphCommand. Next I need to handle the Unity ground-truth gate with new .meta files for B's additions and recompile the asmdefs, then move through the remaining phases: updating todos, Phase D for the remaining node ports, and Phase E with EditMode batch tests and documentation updates. I should check the lockfile before running the Unity batch.
All tests are passing and the fix is validated. Now I'll run the full Unity ground-truth gate with Phase B and C integrated.
if (Test-Path "C:\Users\tossr\Code\unity\lightweaver\Temp\UnityLockfile") { "LOCKED - abort" } else { & 'C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Unity.exe' -batchmode -nographics -quit -projectPath 'C:\Users\tossr\Code\unity\lightweaver' -logFile 'C:\Users\tossr\Code\unity\lightweaver\Logs\batch-compile-phase-bc.log'; "UNITY EXIT: $LASTEXITCODE" }Command running in background with ID: bjaz17ncf. Output is being written to: C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\bjaz17ncf.output. You will be notified when it completes. To check interim output, use Read on that file path.
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
$log = "C:\Users\tossr\Code\unity\lightweaver\Logs\batch-compile-phase-bc.log"; $errors = Select-String -Path $log -Pattern "error CS|Scripts have compiler errors" | Select-Object -First 8; if ($errors) { $errors | ForEach-Object { $_.Line.Trim() } } else { "No compile errors" }; Select-String -Path $log -Pattern "Tundra build (success|failed)" | ForEach-Object { $_.Line.Trim() }Exit code 1
Select-String : Cannot find path 'C:\Users\tossr\Code\unity\lightweaver\Logs\batch-compile-phase-bc.log' because it
does not exist.
At line:1 char:91
+ ... ; $errors = Select-String -Path $log -Pattern "error CS|Scripts have ...
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ CategoryInfo : ObjectNotFound: (C:\Users\tossr\...le-phase-bc.log:String) [Select-String], ItemNotFound
Exception
+ FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.SelectStringCommand
No compile errors
Select-String : Cannot find path 'C:\Users\tossr\Code\unity\lightweaver\Logs\batch-compile-phase-bc.log' because it
does not exist.
At line:1 char:282
+ ... errors" }; Select-String -Path $log -Pattern "Tundra build (success| ...
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ CategoryInfo : ObjectNotFound: (C:\Users\tossr\...le-phase-bc.log:String) [Select-String], ItemNotFound
Exception
+ FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.SelectStringCommandThe log file isn't where I expected it to be, so I need to check the task output to see what actually happened during the batch run — Unity reported a successful exit code, but maybe it failed to launch or wrote the log somewhere else entirely.
Get-Content "C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\bjaz17ncf.output" -Tail 5; ""; Get-ChildItem "C:\Users\tossr\Code\unity\lightweaver\Logs" -Filter "batch*" | Select-Object Name, LastWriteTime, Length
LOCKED - abort Name LastWriteTime Length ---- ------------- ------ batch-compile-phase-a.log 6/9/2026 7:03:25 PM 40445
The lockfile for lightweaver is blocking execution—it exists because Unity is likely still running the project, either from Kevin opening it recently or from a previous batch run that crashed and left a stale lock behind. I need to check if the lockfile is actually present now and whether a Unity process is actively using lightweaver.
The batch run aborted — lightweaver's Temp/UnityLockfile now exists. Checking whether an editor is actually holding it or it's stale:
Test-Path "C:\Users\tossr\Code\unity\lightweaver\Temp\UnityLockfile"; Get-CimInstance Win32_Process -Filter "Name like 'Unity%'" | ForEach-Object { "$($_.ProcessId): $($_.CommandLine.Substring(0, [Math]::Min(160, $_.CommandLine.Length)))" }True 2464: "C:\Program Files\Unity Hub\Unity Hub.exe" 2380: "C:\Program Files\Unity Hub\Unity Hub.exe" --type=gpu-process --user-data-dir="C:\Users\tossr\AppData\Roaming\UnityHub" --gpu-preferences=SAAAAAAAAADgAAAEAAAAAA 5284: "C:\Program Files\Unity Hub\Unity Hub.exe" --type=utility --utility-sub-type=network.mojom.NetworkService --lang=en-US --service-sandbox-type=none --user-data-d 18132: "C:\Program Files\Unity Hub\Unity Hub.exe" --type=renderer --user-data-dir="C:\Users\tossr\AppData\Roaming\UnityHub" --standard-schemes=localasset --secure-sche 12880: "C:\Program Files\Unity Hub\UnityLicensingClient_V1\Unity.Licensing.Client.exe" --namedPipe Unity-LicenseClient-tossrock --cloudEnvironment production 22320: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Unity.exe" -projectpath C:\Users\tossr\Code\unity\lightweaver -acceptSoftwareTermsForThisRunOnly -useHub - 33768: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Data\Tools\UnityCrashHandler64.exe" --attach 22320 2152464846848 85496: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Data\Resources\PackageManager\Server\UnityPackageManager.exe" "-s" "22320" "-ipc" "-ipc-path" "Unity-Upm-2 14116: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Data\Tools\BuildPipeline\Compilation\Unity.ILPP.Runner\Unity.ILPP.Runner.exe" "unity-ilpp-2c7cc5614322412c 68976: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Data\Tools\UnityAutoQuitter.exe" "22320" "14116" 53004: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Data\Tools\UnityShaderCompiler.exe" "C:/Program Files/Unity/Hub/Editor/6000.3.10f1/Editor/Data" "./Logs/sh 63452: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Data\Tools\UnityShaderCompiler.exe" "C:/Program Files/Unity/Hub/Editor/6000.3.10f1/Editor/Data" "./Logs/sh 72616: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Unity.exe" "-adb2" "-batchMode" "-noUpm" "-name" "AssetImportWorker4" "-projectPath" "C:/Users/tossr/Code/ 69212: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Data\Tools\UnityAutoQuitter.exe" "22320" "72616" 72192: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Unity.exe" "-adb2" "-batchMode" "-noUpm" "-name" "AssetImportWorker5" "-projectPath" "C:/Users/tossr/Code/ 85408: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Data\Tools\UnityAutoQuitter.exe" "22320" "72192" 39800: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Data\Tools\UnityCrashHandler64.exe" --attach 72616 1451959586816 76480: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Data\Tools\UnityCrashHandler64.exe" --attach 72192 1968294858752 93456: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Data\Tools\UnityShaderCompiler.exe" "C:/Program Files/Unity/Hub/Editor/6000.3.10f1/Editor/Data" "./Logs/sh 64404: "C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Data\Tools\UnityShaderCompiler.exe" "C:/Program Files/Unity/Hub/Editor/6000.3.10f1/Editor/Data" "./Logs/sh
Kevin's got lightweaver open in the Unity editor right now, so his editor is actively importing and compiling everything—he'll catch any errors directly in his console. This means I should skip the batch-mode gate since his interactive editor is already handling that validation.
For Phase D, I'm porting the remaining generic nodes from the canopy TOP-15 list using my validated template: Pan/Offset (stateful with mode-based kernels), CropTileScale, Merge (starting with the FadeKernel variant for two texture inputs plus fade parameter), ChromaKey, Kaleidoscope, Voronoi, MathExpr (which needs me to check how the expression parser works—it might use NCalc or a custom implementation), and Feedback (a generalized SparkTrace that reuses PanFilter kernels). For output/preview, every node should eventually have an inline preview, though a full FullscreenOutput node requires scene integration with the camera, and a runtime Display node would blit to screen.
For the display system, I'm thinking a DisplayNode that registers its texture with a Runtime DisplayService, drawing it as the app background—similar to TouchDesigner. To keep scope tight, I'll add a resizable preview panel docked bottom-right and include inline texture previews on nodes (small thumbnail elements that poll the output port each frame). I'm parallelizing the work across three agents: D1 handles Pan, CropTileScale, and Kaleidoscope with their shaders; D2 covers Merge (two-input fade), ChromaKey, and Voronoi; D3 tackles MathExpr (after reading the canopy parser implementation) plus maybe VectorDecomposer or ColorPicker to keep scope manageable.
D4 will be the Feedback node (a stateful generalization of SparkTrace, trickier to implement), and D5 handles the display system with the preview panel and inline thumbnails. The texture nodes share a TextureNodeBase pattern and copy shaders into a shared Resources folder. The main blocker is that Nodes.Texture doesn't have a generated csproj yet—Unity needs to regenerate it when the editor imports the project. I should check if the csproj exists now or create a hand-written one with absolute HintPaths to Unity DLLs so agents can compile-check their code before shipping.
I see you've opened lightweaver in the editor, which aborted my batch gate since your live editor is now the ground truth. Let me check if it regenerated the csprojs for the new assemblies.
Get-ChildItem "C:\Users\tossr\Code\unity\lightweaver" -Filter "*.csproj" | Select-Object Name, LastWriteTime
Name LastWriteTime ---- ------------- Lightweaver.Core.csproj 6/9/2026 7:26:47 PM Lightweaver.Nodes.Signal.csproj 6/9/2026 7:03:24 PM Lightweaver.Nodes.Texture.csproj 6/9/2026 7:03:24 PM Lightweaver.Runtime.csproj 6/9/2026 7:26:47 PM Lightweaver.Tests.csproj 6/9/2026 7:03:24 PM NuGetForUnity.csproj 6/9/2026 7:03:24 PM
The Unity-generated csproj files have timestamps showing my batch regeneration at 7:03 PM and my manual edits at 7:26 PM, so using dotnet build on the Texture assembly should work as a compile check—except the compile list is frozen at 7:03 PM state, which means it includes HSVNode.cs and the asmdef as they were then, but my newer TextureNodeBase.cs and DomainWarpNode.cs files created after 7:03 PM aren't included yet.
The asmdef Runtime reference I added is also post-generation, so the csproj won't have that ProjectReference either. I need to manually add both the new Compile entries and the ProjectReference to Lightweaver.Runtime.csproj (mirroring how the Runtime assembly references Core), then rebuild to validate the texture node code compiles before spinning up the other agents to work on the same foundation.
Unity regenerated the csprojs, but the Nodes.Texture assembly is outdated. I'll patch its compile list and project reference, then validate the texture-node template compiles before rolling out the batch port.
$p = "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj"
$c = [System.IO.File]::ReadAllText($p)
"--- Compile entries:"; Select-String -Path $p -Pattern '<Compile Include' | ForEach-Object { $_.Line.Trim() }
"--- ProjectReferences:"; Select-String -Path $p -Pattern '<ProjectReference|</Name>' | ForEach-Object { $_.Line.Trim() }--- Compile entries: <Compile Include="Assets\Lightweaver\Nodes\Texture\HSVNode.cs" /> --- ProjectReferences: <ProjectReference Include="Lightweaver.Core.csproj" />
$p = "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj"
$c = [System.IO.File]::ReadAllText($p)
$c = $c.Replace('<Compile Include="Assets\Lightweaver\Nodes\Texture\HSVNode.cs" />', "<Compile Include=""Assets\Lightweaver\Nodes\Texture\HSVNode.cs"" />`r`n <Compile Include=""Assets\Lightweaver\Nodes\Texture\TextureNodeBase.cs"" />`r`n <Compile Include=""Assets\Lightweaver\Nodes\Texture\DomainWarpNode.cs"" />")
$c = $c.Replace('<ProjectReference Include="Lightweaver.Core.csproj" />', "<ProjectReference Include=""Lightweaver.Core.csproj"" />`r`n <ProjectReference Include=""Lightweaver.Runtime.csproj"" />")
[System.IO.File]::WriteAllText($p, $c)
dotnet build $p -nologo -v minimal 2>$null | Select-Object -Last 6Build succeeded.
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:01.54The texture node base with HSV and DomainWarp are compiling successfully against the actual Unity libraries, so I'm moving forward with the Phase D fanout. Before I start writing the prompts, I need to verify how the canopy's DynamicMathExprNode parser handles its dependencies.
Texture template validated against real Unity DLLs. Quick check on the math-expression parser dependency before the fanout:
Get-Content "C:\Users\tossr\Code\unity\canopy-unity\Assets\Scripts\TextureSynthesis\Nodes\Signal\DynamicMathExprNode.cs" -TotalCount 50 | Select-String -Pattern "using|class|Parser|Expression" | ForEach-Object { $_.Line.Trim() }using DynamicExpresso; using NodeEditorFramework; using NodeEditorFramework.Utilities; using SecretFire.TextureSynth; using System; using System.Collections.Generic; using System.Linq; using UnityEngine; public class DynamicMathExprNode : SignalNode
Canopy uses DynamicExpresso for math expressions, which is a C# interpreter available through NuGet. For lightweaver, I'm considering whether pulling it in via NuGetForUnity would work, but DynamicExpresso relies on reflection and Linq.Expressions—both problematic under IL2CPP since expression compilation doesn't function in AOT environments. I'm checking if DynamicExpresso has an interpretation mode that bypasses this, or if it builds its own interpreter instead of relying solely on compiled expression trees.
A safer approach would be writing a lightweight recursive-descent parser for basic arithmetic and common functions like sin, cos, abs, floor, lerp, clamp, min, and max. This would be IL2CPP-safe, dependency-free, and around 200 lines—much better for the framework. I'll have the D3 agent implement the parser, node, and tests as pure code in Nodes.Signal.
For Phase D, I'm mapping out the texture filter batches. D1 covers PanNode, CropTileScale, and KaleidoscopeNode—Pan is stateful with accumulated offset and ticking, requiring 6 kernels across different modes and sampling strategies. I need to port the canopy sources and shaders onto TextureFilterNode, but Pan needs custom kernel selection logic. TextureFilterNode.Evaluate isn't virtual-friendly for switching kernels since it calls Bind with a fixed kernel, so I'll let nodes override Evaluate entirely when needed rather than forcing a rigid base structure. D2 will handle ChromaKeyNode and MergeNode.
For D3, I'm adding MathExprNode with the hand-rolled parser plus dynamic ports from parsed variables and tests, along with a simple ColorPickerNode that converts HSV or RGB values to Vector4. D4 brings in FeedbackNode for accumulation and decay with stateful reset, DisplayNode for output, and a preview system where the PreviewPanel shows either the primary display node or the currently selected node's texture output. I'll also add inline thumbnails in the node UI—a small image in the node's bottom area that polls the first texture output port every 200ms.
I'm splitting the preview UI work into D5 to avoid overloading D4; D5 will handle the NodeView thumbnails and the preview panel in MainWindowView. For conflicts, D1/D2/D4 all write shaders and node files to the same folders but with distinct names, so no collision there—the csproj entries are a write-only gate I'll handle during integration. D3 gets an exclusive gate on the dotnet test command since it's the only agent running tests. I should also tell the texture agents to read TextureNodeBase.cs first, normalize their shader bindings to InputTex/OutputTex, use KernelName overrides for kernel names, and handle multi-kernel nodes by overriding OnInitialize/Evaluate with the GetInput pattern for uniforms.
FeedbackNode will need two render textures from the pool—one for accumulation and one for output—and stateful nodes should implement ResetState plus release their extra textures back to the pool. Ready to launch Phase D with all five agents.
I've set up a custom recursive-descent parser for the math node to avoid IL2CPP compatibility issues with DynamicExpresso. Now I'm launching Phase D with five parallel agents handling texture filtering, expression parsing, feedback display, and preview UI.
export const meta = {
name: 'lightweaver-phase-d-nodes',
description: 'Batch-port generic node library: filters, generators, math expr, feedback, previews',
phases: [{ title: 'Port', detail: 'five parallel node/feature agents' }],
}
const LW = 'C:/Users/tossr/Code/unity/lightweaver'
const CU = 'C:/Users/tossr/Code/unity/canopy-unity'
const SHADERS = `${CU}/Assets/Scripts/TextureSynthesis/Resources/NodeShaders`
const DEST = `${LW}/Assets/Lightweaver/Nodes/Texture/Resources/LightweaverShaders`
const RESULT = {
type: 'object',
properties: {
filesChanged: { type: 'array', items: { type: 'string' } },
newFiles: { type: 'array', items: { type: 'string' } },
summary: { type: 'string' },
concerns: { type: 'array', items: { type: 'string' } },
},
required: ['filesChanged', 'newFiles', 'summary', 'concerns'],
}
const PRIMER = `
CONTEXT: lightweaver (${LW}) — porting canopy-unity's generic nodes onto the new framework. READ FIRST, in order:
1. ${LW}/Assets/Lightweaver/Nodes/Texture/TextureNodeBase.cs — ComputeTextureNode (shader load from Resources/LightweaverShaders/<ShaderName>, KernelName override, EnsureOutput pooled target, Dispatch w/ queried thread-group sizes), TextureFilterNode (in/out + Bind(ctx), binds InputTex/OutputTex), TextureGeneratorNode (width/height params, OutputTex, IsAnimated).
2. The two validated template ports: ${LW}/Assets/Lightweaver/Nodes/Texture/HSVNode.cs and DomainWarpNode.cs.
3. Core API as needed: ${LW}/Assets/Lightweaver/Core/Params/Parameter.cs (FloatParameter(default,min,max), IntParameter, BoolParameter, Vector4Parameter(x,y,z,w,isColor), EnumParameter(default, options...)), Data/Nodes.cs (GetInput<T>(key, fallback), SetOutput, IsAnimated, ResetState, OnDispose, IsInputConnected), Data/PortTypes.cs, Registry/NodeTypeAttribute.cs.
RULES:
- Node classes: [NodeType("lightweaver.builtin.<lowercasename>", DisplayName=..., Category=..., Aliases=...)], parameter fields (field name = param key = shader-facing input key), Evaluate uses GetInput("<paramKey>", param.Value) so connected ports win.
- Copy each needed .compute from ${SHADERS} to ${DEST} (PowerShell Copy-Item), then NORMALIZE in the copy: main input texture binding → 'InputTex', output → 'OutputTex' (only if they differ); keep kernel names as-is and override KernelName (or override OnInitialize/Evaluate for multi-kernel nodes — see ComputeTextureNode internals; 'shader' and 'kernel' fields are protected). Check #include dependencies and copy those too (HSV.compute + GraphicsUtils.compute already copied).
- Multi-kernel / stateful nodes: override Evaluate fully (call shader.FindKernel per mode in OnInitialize, cache ints); keep ComputeTextureNode for EnsureOutput/Dispatch helpers. Stateful accumulation buffers: acquire via ctx.resources.AcquireTexture, implement ResetState() (clear/release) and OnDispose (drop refs).
- C# 9, Unity netstandard2.1. NO UnityEditor namespaces. Do NOT run dotnet/Unity (Kevin's editor is open; orchestrator compiles). Do NOT edit any .csproj. Do NOT touch files outside your task list. Final message consumed by an orchestrator — terse.`
phase('Port')
const [d1, d2, d3, d4, d5] = await parallel([
() => agent(`${PRIMER}
TASK D1 — Port THREE texture filters. Read each canopy source FULLY before porting; preserve the algorithm and param semantics (improve only ergonomics: identity defaults, sensible ranges).
1. PanNode → ${LW}/Assets/Lightweaver/Nodes/Texture/PanNode.cs, TypeId "lightweaver.builtin.pan", DisplayName "Pan/Offset", Category "Filter". Source: ${CU}/Assets/Scripts/TextureSynthesis/Nodes/Filter/PanNode.cs + ${SHADERS}/PanFilter.compute. Stateful accumulating offset (IsAnimated true), EnumParameters for control mode (xy speed vs speed/angle), wrap mode (repeat/mirror/clamp) and sampling (point/bilinear) mapped to its kernels; BoolParameter reset (or Event input port) zeroing the accumulated offset; ResetState() zeroes offset.
2. CropNode → CropTileScaleNode.cs, TypeId "lightweaver.builtin.croptilescale", DisplayName "Crop/Tile/Scale". Source: .../Filter/CropNode.cs + CropScaleTileFilter.compute (Tile/Mirror/CropScale kernels; output size = width/height params, NOT input size — use EnsureOutput with the param size).
3. KaleidoscopeNode → KaleidoscopeNode.cs, TypeId "lightweaver.builtin.kaleidoscope". Source: .../Filter/KaleidoscopeNode.cs + KaleidoscopeFilter.compute.
Copy + normalize the three .compute files (and any #includes) into ${DEST}.`,
{ label: 'd1:pan-crop-kaleido', phase: 'Port', schema: RESULT }),
() => agent(`${PRIMER}
TASK D2 — Port two filters + one generator.
1. ChromaKeyNode → ${LW}/Assets/Lightweaver/Nodes/Texture/ChromaKeyNode.cs, TypeId "lightweaver.builtin.chromakey". Source: ${CU}/Assets/Scripts/TextureSynthesis/Nodes/Filter/ChromaKeyNode.cs + ${SHADERS}/ChromaKeyFilter.compute. Vector4Parameter keyColor (isColor true) + sensitivity.
2. MixNode → MixNode.cs, TypeId "lightweaver.builtin.mix", DisplayName "Mix", Category "Filter", Aliases blend/crossfade/merge. Based on canopy MergeNode's Simple/Fade mode ONLY (read .../Filter/MergeNode.cs + ${SHADERS}/MergeFilter.compute, use its FadeKernel semantics): TWO static texture inputs "a" and "b" + FloatParameter fade (0..1, default 0.5); output sized to input a (fall back to b when a unconnected; passthrough single input when only one connected). This needs a custom Evaluate (two input textures) — bind both, normalized names are fine to introduce in the copied shader (e.g. InputTexA/InputTexB) since the copy is ours; if MergeFilter.compute's fade kernel expects an array/other layout, adapt the COPY to a clean 2-input crossfade kernel instead (document in concerns).
3. VoronoiNode → VoronoiNode.cs, TypeId "lightweaver.builtin.voronoi", Category "Pattern" (TextureGeneratorNode). Source: .../Pattern/VoronoiNode.cs + ${SHADERS}/VoronoiPattern.compute (params Speed/GravityForce/RepulsionForce; pass time from ctx like DomainWarpNode).
Copy + normalize shaders into ${DEST}.`,
{ label: 'd2:chroma-mix-voronoi', phase: 'Port', schema: RESULT }),
() => agent(`${PRIMER}
TASK D3 — Math expression node, PURE C# (goes in the engine-free Signal assembly + gets unit tests).
1. NEW ${LW}/Assets/Lightweaver/Nodes/Signal/ExpressionParser.cs (namespace Lightweaver.Nodes): a small hand-rolled recursive-descent parser/evaluator for float expressions — NO external libraries, NO System.Linq.Expressions (IL2CPP-safe by construction: parse to an AST of nodes with Eval(Dictionary<string,float> vars), or compile to a flat RPN op list). Support: + - * / % ^ (power), unary minus, parentheses, number literals, variables (identifier → value from the dictionary), functions: sin cos tan abs sqrt floor ceil round sign exp log pow(a,b) min(a,b) max(a,b) clamp(x,lo,hi) lerp(a,b,t) step(edge,x) frac(x), constants pi/tau/e, and 'time'/'dt' provided as variables. Parse errors → a result object with an error string (no exceptions to callers). Expose: static ExpressionParser.TryParse(string, out CompiledExpression, out string error); CompiledExpression { IReadOnlyList<string> Variables; float Evaluate(IReadOnlyDictionary<string,float> values); } — Variables excludes constants/time/dt.
2. NEW ${LW}/Assets/Lightweaver/Nodes/Signal/MathExprNode.cs: TypeId "lightweaver.builtin.mathexpr", DisplayName "Math", Category "Signal", Aliases math/expression/formula. StringParameter expression (default "a + b", exposeAsPort = false). On expression change (subscribe own parameter in OnConstructed — see ${LW}/Assets/Lightweaver/Core/Subgraph/ProxyNodes.cs for the OnConstructed pattern), re-parse and reconcile DYNAMIC input ports to the expression's variables via AddDynamicPort/RemoveDynamicPort (PortSpec, type Float; keep existing ports whose key matches a variable — preserves their edges). One static Float output "out". Evaluate: build the variable dictionary from GetInput<float>(var) per variable + time/dt from ctx, SetOutput("out", result); parse error → output 0 (and ctx.log once per expression change, not per tick). Inspect canopy's ${CU}/Assets/Scripts/TextureSynthesis/Nodes/Signal/DynamicMathExprNode.cs for UX semantics (variable-per-knob) but the implementation is fresh.
3. NEW ${LW}/Tests/ExpressionParserTests.cs (namespace Lightweaver.Tests, NUnit 4 Assert.That only): ~15 tests — precedence ((2+3*4)=14, 2^3^2 right-assoc=512 or document chosen assoc), parens, unary minus, all functions spot-checked, variables, unknown-identifier behavior (becomes a Variable requirement), malformed input returns error (unbalanced parens, trailing operator, empty), constants, Variables list correctness ("a*sin(time)+b" → [a, b]). Plus 3 MathExprNode tests: registry node create → "a + b" yields dynamic ports a,b; changing expression to "x * 2" swaps ports (a,b removed, x added); evaluation via GraphScheduler with values wired from TestNodes.SourceNode.
GATE (you alone may run dotnet): 'dotnet test ${LW}/Tests/Lightweaver.Tests.Standalone.csproj --nologo' must pass fully. Iterate until green. The csproj already globs Nodes/Signal/** and Tests/*.cs.`,
{ label: 'd3:math-expr', phase: 'Port', schema: RESULT }),
() => agent(`${PRIMER}
TASK D4 — Feedback node + Display node.
1. FeedbackNode → ${LW}/Assets/Lightweaver/Nodes/Texture/FeedbackNode.cs, TypeId "lightweaver.builtin.feedback", Category "Filter", Aliases trail/decay/accumulate. Generalize canopy's SparkTracePattern (${CU}/Assets/Scripts/TextureSynthesis/Nodes/Pattern/SparkTracePattern.cs — read it and the PanFilter.compute kernels it reuses): maintain an accumulation buffer (ctx.resources.AcquireTexture); each tick: accumulation = composite(input, accumulation * decay, optional pan offset drift via params offsetX/offsetY per second); output the accumulation. Write a NEW clean compute shader ${DEST}/FeedbackFilter.compute (ours, not a copy): kernel CSMain reading InputTex + AccumTex (previous, sampled with UV offset) writing OutputTex = max/over-composite with decay multiplier — keep it simple and correct; double-buffer with two acquired textures (read prev, write next, swap). IsAnimated true; ResetState() clears/zeroes buffers (use a bool flag to re-clear on next Evaluate rather than touching GPU off-tick); BoolParameter or Event input "reset".
2. DisplayNode → ${LW}/Assets/Lightweaver/Nodes/Texture/DisplayNode.cs, TypeId "lightweaver.builtin.display", Category "Output", Aliases output/screen/preview. One Texture input "in", no outputs. Evaluate: stores the received ITextureHandle in 'public static IUnityTextureHandle ActiveDisplay' guarded set (last-evaluated DisplayNode wins) — plus instance property. Add [RuntimeInitializeOnLoadMethod]-style static reset? Nodes.Texture CAN use Unity attributes (engine refs on): add [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void ResetStaticState() nulling ActiveDisplay (see canopy memory pattern). The preview panel (built by another agent) polls DisplayNode.ActiveDisplay.
Do NOT touch NodeView/MainWindowView or any UI files.`,
{ label: 'd4:feedback-display', phase: 'Port', schema: RESULT }),
() => agent(`${PRIMER}
TASK D5 — Preview UI (TouchDesigner feel): inline node thumbnails + a docked preview panel. Your files: ${LW}/Assets/Lightweaver/UI/Views/NodeView.cs (edit carefully — read fully first; it was just extended with param rows and port rebuild), NEW ${LW}/Assets/Lightweaver/UI/Views/PreviewPanelView.cs, ${LW}/Assets/Lightweaver/UI/Views/MainWindowView.cs (edit), ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverMain.uss (append), ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverNodes.uss (append).
Also read: ${LW}/Assets/Lightweaver/Services/RenderTexturePool.cs (IUnityTextureHandle.Texture), ${LW}/Assets/Lightweaver/Core/Data/Ports.cs (Port.Value, PortTypes), ${LW}/Assets/Lightweaver/UI/Managers/NodeCanvasManager.cs (instance, CanvasState).
1. Inline thumbnails: in NodeView, when the bound node has any OUTPUT port whose acceptedTypes contains PortTypes.Texture, add an Image element (name "node-preview", ~90px high, below the param container / above the bottom bar) and a scheduled updater (this.schedule.Execute(...).Every(100)) that reads the FIRST texture output port's .Value as IUnityTextureHandle and sets image.image = handle.Texture (null-safe: hide the Image via display:none when no valid handle; scaleMode ScaleAndCrop or ScaleToFit). Stop the schedule on DetachFromPanelEvent. Do not break existing Bind/param-row/port-rebuild logic.
2. PreviewPanelView: a docked panel (bottom-right corner of the window, ~320x180px, above the canvas, absolute positioned) with a small header label and an Image. Every(100ms): show 'Lightweaver.Nodes.DisplayNode.ActiveDisplay' if non-null... CAREFUL: Runtime asmdef does NOT reference Lightweaver.Nodes.Texture (where DisplayNode lives) and must not. Decouple via a tiny NEW Runtime-side static: add 'public static IUnityTextureHandle ActivePreview { get; set; }' to a new file ${LW}/Assets/Lightweaver/Services/PreviewService.cs (namespace Lightweaver, with SubsystemRegistration reset) — and have the panel poll PreviewService.ActivePreview, FALLING BACK to the first selected node's first texture-output handle (via NodeCanvasManager.instance.CanvasState.SelectedNodes). NOTE for the orchestrator (put in concerns): DisplayNode (other agent, Nodes.Texture) should SET PreviewService.ActivePreview — they were told to use a static on DisplayNode itself; the orchestrator will reconcile with a one-line change.
3. MainWindowView: instantiate PreviewPanelView over the canvas container (absolute, bottom-right, margin 12px); USS for both features (dark border, rounded, token-consistent). A click on the panel header collapses/expands it (just toggles the Image's display).
Do NOT touch: controllers, manager, Draggable, PortView, Core, Nodes assemblies.`,
{ label: 'd5:previews', phase: 'Port', schema: RESULT }),
])
return { d1, d2, d3, d4, d5 }Workflow launched in background. Task ID: w7uku3u5e
Summary: Batch-port generic node library: filters, generators, math expr, feedback, previews
Transcript dir: C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\subagents\workflows\wf_b58f82a0-81d
Script file: C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-phase-d-nodes-wf_b58f82a0-81d.js
(Edit this file with Write/Edit and re-invoke Workflow with {scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-phase-d-nodes-wf_b58f82a0-81d.js"} to iterate without resending the script.)
Run ID: wf_b58f82a0-81d
To resume after editing the script: Workflow({scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-phase-d-nodes-wf_b58f82a0-81d.js", resumeFromRunId: "wf_b58f82a0-81d"}) — completed agents return cached results.
You will be notified when it completes. Use /workflows to watch live progress.Phase D is running with five agents now, so I'm looking at what I can tackle in parallel. For Phase E, I need to improve the boot scaffold in NodeCanvasManager with actual nodes—setting up a DomainWarp feeding into HSV feeding into Display, with a PeriodicSignal driving the hue so Kevin sees movement when he hits Play. That's mine to handle, though the DisplayNode and PreviewService reconciliation will wait until the Phase D work lands.
The tricky part is that the Display node won't exist in the registry until D4 finishes, so I need to add IsRegistered guards to make the scaffold resilient—it'll try to wire up the Display chain only if the node type is actually available at runtime. I'm also writing a Phase E checklist doc for Kevin to manually verify once everything integrates, and I can skip that oddity in the test file since the tests already passed. For the IL2CPP and player-build concerns, I'll defer the full spike but add a link.xml file to preserve the Lightweaver.Core and System.Text.Json assemblies under the linker—that's a quick, concrete way to mitigate serialization risks without needing a full player build right now.
I need to add two things while Phase D runs: an IL2CPP link.xml file to prevent reflection-based node instantiation from being stripped in builds, and an improved boot scaffold so the editor displays a live animated patch during Play mode.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\link.xml<linker>
<!--
IL2CPP stripping protection. Node classes are discovered by reflection
([NodeType] scan) and instantiated via Activator — nothing references them
statically, so without these preserves the player linker removes them and
saved canvases fail to load. System.Text.Json's reflection serializer needs
its internals intact for the same reason.
-->
<assembly fullname="Lightweaver.Core" preserve="all" />
<assembly fullname="Lightweaver.Nodes.Signal" preserve="all" />
<assembly fullname="Lightweaver.Nodes.Texture" preserve="all" />
<assembly fullname="System.Text.Json" preserve="all" />
</linker>
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\link.xml (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
The LFO's default amplitude and period are causing the hue parameter to clamp hard at the boundaries since the output range exceeds what the hue accepts. I should adjust the boot defaults by configuring the LFO's min-max parameters directly through the PeriodicSignal's paramStyle settings, though I'm noticing that connected inputs aren't respecting those clamps the way I'd expect.
Actually, looking at how GetInput works for parameter ports — it bypasses the parameter's clamping entirely, pulling raw values from upstream. The shader handles this fine with its modulo operation on the hue, so I can leave that as-is. I'll just set a slower default period for a smoother feel and move on to compiling the manager change before tackling the D workflow.
dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal 2>$null | Select-Object -Last 4
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:01.26Wrapping up here — Phase D workflow is next, and I'll send Kevin a status update before handing off. Once the D workflow kicks in, I'll be back for the final integration work and Phase E.
Clean build. Status while the Phase D node fanout runs (5 agents porting Pan/Offset, CropTileScale, Kaleidoscope, ChromaKey, Mix, Voronoi, a dependency-free math-expression node with parser tests, Feedback, Display, and the preview UI):
Since you've got the editor open now — a few things you'll see once the current fanout lands and Unity refreshes:
dotnet test Tests/Lightweaver.Tests.Standalone.csproj, ~10s). The new suites cover serialization round-trips (byte-identical contract), registry/parameters, scheduler semantics, commands, and the full subgraph lifecycle — and they've already caught two real bugs (a WriteRawValue formatting break in MissingNode re-saves, and a port-identity bug in ExtractSubgraphCommand).persistentDataPath/Canvases, copy/paste/duplicate, Ctrl+G groups, Ctrl+Shift+G collapse-to-subgraph with double-click to enter and Ctrl+U to exit.link.xml preserving the node assemblies + System.Text.Json — the registry instantiates nodes via reflection, so IL2CPP stripping would otherwise silently break player builds (your stated target).dotnet-checkable is green.Remaining after this fanout: integration pass (csproj registration, the DisplayNode↔PreviewService reconciliation between two agents, full test run), then Phase E — EditMode test run, a manual verification checklist for you, and docs refresh.
Phase D is wrapped up with the NodeView preview thumbnail looking good. Now I need to pull the full D4 and D5 reports from the output file, reconcile how DisplayNode and PreviewService interact across both phases, and register all the new files in the project files—starting with the Nodes.Texture additions.
Phase D complete — D5's NodeView thumbnail work landed cleanly. Pulling the D4/D5 reports, then final integration:
$raw = Get-Content "C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\w7uku3u5e.output" -Raw
$json = $raw | ConvertFrom-Json
foreach ($k in @('d4','d5')) { "### $k"; $json.result.$k.summary; "NEW:"; $json.result.$k.newFiles; "CONCERNS:"; $json.result.$k.concerns | ForEach-Object { "- $_" }; "" }
"### d3 concerns:"; $json.result.d3.concerns | ForEach-Object { "- $_" }### d4
TASK D4 complete. FeedbackNode (lightweaver.builtin.feedback, Filter, aliases trail/decay/accumulate): extends ComputeTextureNode, ports in/reset(Event+Bool)/out, params decay(0.95,0-1)+offsetX/offsetY(drift per second, deltaTime applied CPU-side); double-buffered accumulation via two ctx.resources.AcquireTexture handles (read prev sampled with UV offset, write next, swap, re-acquire on resize); needsClear flag consumed at next Evaluate (GL.Clear) — set on acquire, rising edge of reset input, and ResetState(); IsAnimated true; OnDispose drops refs. New original shader FeedbackFilter.compute: CSMain, OutputTex = max(InputTex, AccumTex.SampleLevel(SmpLinearRepeat, uv - uvOffset) * decay), bounds-guarded, 16x16 threads, no includes. DisplayNode (lightweaver.builtin.display, Output, aliases output/screen/preview): single 'in' Texture port, no outputs; Evaluate sets instance CurrentTexture and publishes valid handles to static IUnityTextureHandle ActiveDisplay (last-evaluated wins, ownership-guarded clear so a dead branch never blanks another display's texture); OnDispose releases ownership; [RuntimeInitializeOnLoadMethod(SubsystemRegistration)] ResetStaticState() nulls statics for disabled domain reload. TypeId matches existing spawn at NodeCanvasManager.cs:390. No UI files, csproj, or editor namespaces touched; nothing executed.
NEW:
C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Nodes/Texture/FeedbackNode.cs
C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Nodes/Texture/DisplayNode.cs
C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Nodes/Texture/Resources/LightweaverShaders/FeedbackFilter.compute
CONCERNS:
- Decay is a per-tick multiplier (matches spec wording and canopy behavior) — trail length is framerate-dependent; switch to pow(decay, dt*60) in Bind-time math later if framerate-independent trails are wanted.
- Composite mode is max() only (spec said 'max/over — keep it simple'); an EnumParameter for over-compositing can be added without breaking the TypeId.
- On input size change both accumulation buffers are released back to the pool while a downstream node may still hold last tick's handle for one frame — same transient-handle pattern as ComputeTextureNode.EnsureOutput, but worth knowing.
- FeedbackNode outputs an alternating pair of texture handles (one per tick) due to double-buffering; downstream caching of a specific ITextureHandle reference would see stale content after two ticks.
- Unity .meta files for the three new assets will be generated when Kevin's open editor refreshes; none were created manually.
### d5
D5 complete. (1) Inline thumbnails: NodeView now creates an Image named "node-preview" (ScaleAndCrop, picking ignored, hidden by default) inside #node-main-content below the param container. UpdatePreviewSchedule() starts a schedule.Execute(...).Every(100) poller only when the bound node has an output port accepting PortTypes.Texture (re-checked on OnPortsChanged for dynamic ports); the poller reads the first texture output's Port.Value as IUnityTextureHandle, sets image.image when IsValid && Texture != null, otherwise nulls and hides via display:none. Poller pauses in the existing DetachFromPanelEvent callback; Bind/param-row/port-rebuild logic untouched (paramContainer.Clear() doesn't touch the sibling image). (2) PreviewPanelView (new, [UxmlElement] in Lightweaver.UI): header label + ScaleToFit Image, 100ms poll of PreviewService.ActivePreview with fallback to first selected node's first valid texture-output handle via NodeCanvasManager.instance.CanvasState.SelectedNodes (header shows the fallback node's name); header click toggles a "collapsed" class that hides the image via USS. (3) PreviewService (new, Services folder, namespace Lightweaver, Runtime asmdef): static IUnityTextureHandle ActivePreview { get; set; } with [RuntimeInitializeOnLoadMethod(SubsystemRegistration)] reset — keeps Runtime decoupled from Lightweaver.Nodes.Texture. (4) MainWindowView adds the panel to canvas-container after NodeCanvasView (so it renders on top); USS positions it absolute right/bottom 12px, 320px wide, 22px header + 180px image, dark token-consistent borders/rounding in LightweaverMain.uss; #node-preview (90px, flex-shrink 0) appended to LightweaverNodes.uss. No controllers/manager/Draggable/PortView/Core/Nodes files touched; no UnityEditor usage; no .csproj edits.
NEW:
C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Views/PreviewPanelView.cs
C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Services/PreviewService.cs
CONCERNS:
- ORCHESTRATOR RECONCILIATION NEEDED: DisplayNode (other agent, Lightweaver.Nodes.Texture) was told to expose a static on DisplayNode itself; it should instead SET Lightweaver.PreviewService.ActivePreview (one-line change) so the docked panel picks it up. Nodes.Texture already references Runtime/Core as needed for IUnityTextureHandle? verify its asmdef references the assembly that defines PreviewService (Lightweaver.Runtime) — if Nodes.Texture only references Core, PreviewService may need to move to Core or the asmdef needs a Runtime reference (would be circular if Runtime ever references Nodes.Texture; it currently does not).
- PreviewService.ActivePreview may hold a stale handle after canvas swap (SetCanvas disposes nodes but pool textures live on); panel guards with IsValid but a disposed-canvas handle whose RT was destroyed reads IsValid==false and falls through correctly — only risk is if a DisplayNode never clears it on OnDispose; suggest DisplayNode set ActivePreview=null in OnDispose when it owns the current handle.
- Unity .meta files were not created for the two new .cs files (consistent with other recently added files like ParameterRowView.cs); Kevin's open editor will generate them on refresh.
- NodeView preview poller pauses on DetachFromPanelEvent and resumes via UpdatePreviewSchedule on rebind; if a NodeView were ever re-attached without Bind being called again the thumbnail would stay frozen — current RebuildFromCanvas flow recreates views so this doesn't occur today.
- Could not compile (per task rules: no dotnet/Unity); code reviewed manually against Unity 6 UI Toolkit APIs (schedule.Execute().Every, IVisualElementScheduledItem.Pause/Resume, Image.scaleMode, [UxmlElement] partial).
### d3 concerns:
- Removing a stale variable port whose edge is still wired leaves the Edge in CanvasState (BaseNode.RemoveDynamicPort documents 'caller removes edges first', but the node has no canvas reference). The UI/mutator layer should drop edges for vanished ports on OnPortsChanged; matching-variable ports are unaffected since they're never removed.
- A variable literally named 'out' collides with the static output port: the port-add is skipped and GetInput falls back to 0. Same for any future static port key. Harmless but silent.
- Function/constant names are case-sensitive lowercase (SIN(x) is an unknown identifier followed by '(' → parse error, which at least surfaces clearly).
- round() uses MidpointRounding.AwayFromZero (round(2.5)=3), which differs from HLSL's round-to-even — chosen for human expectation, documented in code.I need to reconcile DisplayNode with PreviewService by ensuring the assembly definitions are properly set up—Nodes.Texture already references Core and Runtime, and PreviewService lives in Runtime, so DisplayNode can safely update PreviewService.ActivePreview. The plan is to have DisplayNode set both its own ActiveDisplay static and PreviewService.ActivePreview simultaneously, then clear PreviewService.ActivePreview in OnDispose to maintain consistency.
Reconciling the one planned integration point: DisplayNode publishing to PreviewService (Nodes.Texture references Runtime, so this is legal):
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\DisplayNode.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Nodes\\Texture\\DisplayNode.cs"
}1 using Lightweaver.Data;
2
3 using UnityEngine;
4
5 namespace Lightweaver.Nodes
6 {
7 /// <summary>
8 /// Terminal display sink: receives a texture and publishes it for the preview
9 /// panel, which polls <see cref="ActiveDisplay"/> each frame. The last-evaluated
10 /// DisplayNode with a valid input wins; a node only clears the static slot if it
11 /// owns it, so a dead branch never blanks another display's output.
12 /// </summary>
13 [NodeType("lightweaver.builtin.display", DisplayName = "Display",
14 Category = "Output", Aliases = new[] { "output", "screen", "preview" })]
15 public class DisplayNode : BaseNode
16 {
17 /// <summary>Texture published by the most recently evaluated DisplayNode.</summary>
18 public static IUnityTextureHandle ActiveDisplay { get; private set; }
19
20 private static DisplayNode activeOwner;
21
22 /// <summary>This node's most recently received texture (may not be the active one).</summary>
23 public IUnityTextureHandle CurrentTexture { get; private set; }
24
25 protected override void DefinePorts(PortBuilder ports)
26 {
27 ports.Input("in", PortTypes.Texture, "Input texture");
28 }
29
30 public override void Evaluate(EvalContext ctx)
31 {
32 CurrentTexture = GetInput<ITextureHandle>("in") as IUnityTextureHandle;
33
34 if (CurrentTexture != null && CurrentTexture.IsValid)
35 {
36 ActiveDisplay = CurrentTexture;
37 activeOwner = this;
38 }
39 else if (activeOwner == this)
40 {
41 // Our input went away: stop publishing a dead handle, but leave
42 // another DisplayNode's texture alone.
43 ActiveDisplay = null;
44 activeOwner = null;
45 }
46 }
47
48 public override void OnDispose()
49 {
50 CurrentTexture = null;
51 if (activeOwner == this)
52 {
53 ActiveDisplay = null;
54 activeOwner = null;
55 }
56 }
57
58 // Domain reload is disabled (fast enter play mode), so mutable statics must
59 // be reset explicitly when play begins.
60 [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
61 private static void ResetStaticState()
62 {
63 ActiveDisplay = null;
64 activeOwner = null;
65 }
66 }
67 }
68 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\DisplayNode.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\DisplayNode.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Now registering all Phase D files in the csprojs and running the full gates:
$tex = "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj"
$c = [System.IO.File]::ReadAllText($tex)
$anchor = '<Compile Include="Assets\Lightweaver\Nodes\Texture\DomainWarpNode.cs" />'
$newFiles = @("PanNode.cs","CropTileScaleNode.cs","KaleidoscopeNode.cs","ChromaKeyNode.cs","MixNode.cs","VoronoiNode.cs","FeedbackNode.cs","DisplayNode.cs")
$adds = ($newFiles | ForEach-Object { " <Compile Include=""Assets\Lightweaver\Nodes\Texture\$_"" />" }) -join "`r`n"
$c = $c.Replace($anchor, $anchor + "`r`n" + $adds)
[System.IO.File]::WriteAllText($tex, $c)
$rt = "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Runtime.csproj"
$r = [System.IO.File]::ReadAllText($rt)
$anchor2 = '<Compile Include="Assets\Lightweaver\Services\RenderTexturePool.cs" />'
$r = $r.Replace($anchor2, $anchor2 + "`r`n <Compile Include=""Assets\Lightweaver\Services\PreviewService.cs"" />`r`n <Compile Include=""Assets\Lightweaver\UI\Views\PreviewPanelView.cs"" />")
[System.IO.File]::WriteAllText($rt, $r)
$sig = "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Signal.csproj"
$s = [System.IO.File]::ReadAllText($sig)
$anchor3 = '<Compile Include="Assets\Lightweaver\Nodes\Signal\TimeNode.cs" />'
if ($s.Contains($anchor3)) {
$s = $s.Replace($anchor3, $anchor3 + "`r`n <Compile Include=""Assets\Lightweaver\Nodes\Signal\SignalToEventNode.cs"" />`r`n <Compile Include=""Assets\Lightweaver\Nodes\Signal\TriggeredTransitionNode.cs"" />`r`n <Compile Include=""Assets\Lightweaver\Nodes\Signal\ExpressionParser.cs"" />`r`n <Compile Include=""Assets\Lightweaver\Nodes\Signal\MathExprNode.cs"" />")
[System.IO.File]::WriteAllText($sig, $s)
"Signal csproj updated"
} else { "Signal anchor missing - check" }Signal csproj updated
"=== Nodes.Texture ==="; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj" -nologo -v minimal 2>$null | Select-Object -Last 4 "=== Runtime chain ==="; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal 2>$null | Select-Object -Last 4 "=== Full test suite ==="; dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 2
=== Nodes.Texture ===
10 Warning(s)
0 Error(s)
Time Elapsed 00:00:02.50
=== Runtime chain ===
4 Warning(s)
0 Error(s)
Time Elapsed 00:00:01.44
=== Full test suite ===
Passed! - Failed: 0, Passed: 177, Skipped: 0, Total: 177, Duration: 97 ms - Lightweaver.Tests.Standalone.dll (net8.0)Everything compiles and all 177 tests pass, though there are 14 warnings to investigate—likely just unused field declarations, but I should verify.
All green — 177/177 tests. Checking the new warnings before declaring Phase D done:
dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj" -nologo -v minimal -t:Rebuild 2>$null | Select-String -Pattern "warning" | ForEach-Object { $_.Line.Trim() } | Select-Object -Unique -First 12Exit code 255 CSC : warning CS2002: Source file 'C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Services\PreviewService.cs' specified multiple times [C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Runtime.csproj] CSC : warning CS2002: Source file 'C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\PreviewPanelView.cs' specified multiple times [C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Runtime.csproj] CSC : warning CS2002: Source file 'C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\PanNode.cs' specified multiple times [C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj] CSC : warning CS2002: Source file 'C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\KaleidoscopeNode.cs' specified multiple times [C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj] CSC : warning CS2002: Source file 'C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\ChromaKeyNode.cs' specified multiple times [C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj] CSC : warning CS2002: Source file 'C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\VoronoiNode.cs' specified multiple times [C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj] CSC : warning CS2002: Source file 'C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\FeedbackNode.cs' specified multiple times [C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj] CSC : warning CS2002: Source file 'C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\MixNode.cs' specified multiple times [C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj] CSC : warning CS2002: Source file 'C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\CropTileScaleNode.cs' specified multiple times [C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj] CSC : warning CS2002: Source file 'C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\DisplayNode.cs' specified multiple times [C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj]
The warnings are all CS2002 duplicates from Kevin regenerating the csprojs while I was editing them, so both his entries and mine are present. Since the csprojs are gitignored anyway, the duplicates are harmless but cluttering the output. I'll write a simple script to deduplicate each csproj by removing duplicate <Compile Include> lines and keeping just the first occurrence of each.
All warnings are just CS2002 duplicates — Kevin's open editor regenerated the csprojs (picking up the new files itself) while my hand-added entries were also present. Deduping:
foreach ($proj in @("Lightweaver.Core.csproj","Lightweaver.Runtime.csproj","Lightweaver.Nodes.Texture.csproj","Lightweaver.Nodes.Signal.csproj","Lightweaver.Tests.csproj")) {
$p = "C:\Users\tossr\Code\unity\lightweaver\$proj"
if (-not (Test-Path $p)) { continue }
$lines = [System.IO.File]::ReadAllLines($p)
$seen = New-Object System.Collections.Generic.HashSet[string]
$out = New-Object System.Collections.Generic.List[string]
foreach ($line in $lines) {
if ($line -match '<Compile Include=') {
$key = $line.Trim()
if (-not $seen.Add($key)) { continue }
}
$out.Add($line)
}
[System.IO.File]::WriteAllLines($p, $out)
}
dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj" -nologo -v minimal -t:Rebuild 2>$null | Select-Object -Last 3
dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal -t:Rebuild 2>$null | Select-Object -Last 3 0 Error(s)
Time Elapsed 00:00:01.85
0 Error(s)
Time Elapsed 00:00:02.19Kevin's editor has imported and compiled the Phase D files, so that phase is wrapped up. Moving into Phase E now: the EditMode tests need to run through the Test Runner since the editor's open, and the Player-build IL2CPP spike can't batch-build with the editor active—I'll note both of these constraints in the checklist along with the link.xml addition. There's also a manual verification checklist to work through.
For the remaining tasks, I need to refresh the lightweaver docs—the CLAUDE.md sections are stale from before the node library and new features landed, and the ImplementationPlan needs a status update. Then I'm planning a focused adversarial review pass on the riskiest UI code (ParameterRowView, SearchPaletteView, FileDialogView, and Draggable interactions) since those have no automated test coverage. I'll spin up three reviewers to check for correctness on UI event and lifecycle code, Core API misuse, and UX semantics, verify the real findings, and then write up the final checklist and handoff summary.
Phase D is complete with 16 node types built and all clean builds passing. Now I'll run an adversarial review of the UI layer and work through the handoff checklist.
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
export const meta = {
name: 'lightweaver-final-review',
description: 'Adversarial review of the untested UI layer, verified findings only',
phases: [
{ title: 'Find', detail: 'three lenses over the UI/Runtime code' },
{ title: 'Verify', detail: 'adversarial refutation of each finding' },
],
}
const LW = 'C:/Users/tossr/Code/unity/lightweaver'
const FINDINGS = {
type: 'object',
properties: {
findings: {
type: 'array',
items: {
type: 'object',
properties: {
title: { type: 'string' },
file: { type: 'string' },
line: { type: 'number' },
severity: { type: 'string', enum: ['critical', 'major', 'minor'] },
explanation: { type: 'string', description: 'Why this is wrong and the concrete failure scenario' },
suggestedFix: { type: 'string' },
},
required: ['title', 'file', 'severity', 'explanation', 'suggestedFix'],
},
},
},
required: ['findings'],
}
const VERDICT = {
type: 'object',
properties: {
isReal: { type: 'boolean' },
reasoning: { type: 'string' },
severityAdjustment: { type: 'string' },
},
required: ['isReal', 'reasoning'],
}
const SCOPE = `Files in scope (read all that you analyze fully): ${LW}/Assets/Lightweaver/UI/Views/{NodeView,ParameterRowView,SearchPaletteView,FileDialogView,PreviewPanelView,NodeCanvasView,EdgeView,PortView,PseudoEdgeView,MainWindowView}.cs, ${LW}/Assets/Lightweaver/UI/Controllers/*.cs, ${LW}/Assets/Lightweaver/UI/Managers/NodeCanvasManager.cs, ${LW}/Assets/Lightweaver/UI/Manipulators/Draggable.cs, ${LW}/Assets/Lightweaver/Services/*.cs, ${LW}/Assets/Lightweaver/Nodes/Texture/*.cs. Core (${LW}/Assets/Lightweaver/Core/) is 177-test-covered — only flag Core misuse BY the UI code, not Core itself. This is runtime UIToolkit in Unity 6 (6000.3.10f1), domain reload disabled. Report findings ONLY when you can articulate the concrete failure scenario — no style nits, no speculative 'might be slow'. Your final message is consumed by an orchestrator.`
phase('Find')
const LENSES = [
{ key: 'lifecycle', prompt: `Lens: EVENT/LIFECYCLE correctness. Hunt: subscriptions without matching unsubscribes (C# events, RegisterCallback, schedule items) across rebind/canvas-swap/undo-redo view churn; stale singleton/static usage; double-subscription on rebuilt rows/ports; SetCanvas + EnterSubgraph paths leaking or double-wiring view handlers; ParameterRowView's canvas-event subscriptions surviving canvas swaps; NodeView preview scheduler leaks; FileDialog/Palette SuppressShortcuts restoration on every exit path including detach-during-open.` },
{ key: 'interaction', prompt: `Lens: INTERACTION/STATE-MACHINE correctness. Hunt: InteractionState transitions that can wedge (BeginNodeDrag without EndNodeDrag on an exit path; edge drag + palette open simultaneously; marquee + Escape + capture interplay); pointer capture leaks; commands executable mid-gesture that corrupt recorded state; ctrl/shift selection edge cases vs CanvasState invariants; clipboard paste while inside a subgraph targeting the right canvas; undo of subgraph extraction while viewing inside it (ExitToRootIfOrphaned correctness — check the host-chain walk against nested stacks).` },
{ key: 'dataflow', prompt: `Lens: DATAFLOW/RESOURCE correctness in the texture nodes + preview path. Hunt: RenderTexturePool misuse (double-release, acquire-without-release on resize, use-after-release when downstream holds last tick's handle); FeedbackNode double-buffer swap and clear logic; nodes reading ctx.resources when null; DisplayNode/PreviewService staleness after canvas swap (SetCanvas disposes nodes — does the panel show a destroyed RT?); MixNode passthrough handle aliasing (downstream mutating a passed-through input); GetInput type mismatches (e.g. int connected to float port); Evaluate paths that throw when shader missing.` },
]
const reviews = await parallel(LENSES.map(lens => () =>
agent(`${SCOPE}\n${lens.prompt}\nReport at most your 8 strongest findings.`,
{ label: `find:${lens.key}`, phase: 'Find', schema: FINDINGS })))
phase('Verify')
const all = reviews.filter(Boolean).flatMap(r => r.findings)
log(`${all.length} raw findings; verifying each`)
const verified = await parallel(all.map(f => () =>
agent(`${SCOPE}\nA reviewer claims the following defect. Adversarially VERIFY by reading the actual code paths involved — try to REFUTE it (is the scenario actually reachable? does other code prevent it? is the claimed API behavior correct for Unity 6 UIToolkit?). Default to refuted if the failure scenario can't be traced concretely.\n\nCLAIM: ${f.title}\nFILE: ${f.file}${f.line ? ':' + f.line : ''}\nSEVERITY: ${f.severity}\nEXPLANATION: ${f.explanation}\nSUGGESTED FIX: ${f.suggestedFix}`,
{ label: `verify:${f.title.slice(0, 40)}`, phase: 'Verify', schema: VERDICT })
.then(v => ({ ...f, verdict: v }))))
const confirmed = verified.filter(Boolean).filter(f => f.verdict?.isReal)
log(`${confirmed.length}/${all.length} findings confirmed`)
return { confirmed: confirmed.map(f => ({ title: f.title, file: f.file, line: f.line, severity: f.severity, explanation: f.explanation, suggestedFix: f.suggestedFix, verifierReasoning: f.verdict.reasoning })) }Workflow launched in background. Task ID: w8c7hay9g
Summary: Adversarial review of the untested UI layer, verified findings only
Transcript dir: C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\subagents\workflows\wf_1dc5f314-820
Script file: C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-final-review-wf_1dc5f314-820.js
(Edit this file with Write/Edit and re-invoke Workflow with {scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-final-review-wf_1dc5f314-820.js"} to iterate without resending the script.)
Run ID: wf_1dc5f314-820
To resume after editing the script: Workflow({scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-final-review-wf_1dc5f314-820.js", resumeFromRunId: "wf_1dc5f314-820"}) — completed agents return cached results.
You will be notified when it completes. Use /workflows to watch live progress.I should create a manual verification checklist document for Kevin in the Notes folder that he can reference while reviewing—this is part of the Phase E deliverable.
I'm writing up a manual verification checklist for your editor session while the review process runs in the background.
C:\Users\tossr\Code\unity\lightweaver\Notes\VerificationChecklist-2026-06.md# Lightweaver Manual Verification Checklist — June 2026
Companion to ImplementationPlan-2026-06.md. Everything below is implemented and
compile/test-verified headlessly (177/177 standalone tests, all asmdefs compiling);
this checklist covers what only a human at the editor can confirm — feel, visuals,
and the in-engine behaviors no headless test reaches.
Open `Assets/Scenes/UITestScene.unity` and enter Play mode. The boot scaffold is a
live patch: DomainWarp → HSV → Display, with a PeriodicSignal LFO driving HSV's hue.
## 1. The basics (should just work)
- [ ] Boot patch animates: DomainWarp thumbnail shows moving noise, HSV shows
hue-cycling output, the docked preview panel (bottom-right) shows the
Display node's texture. Node thumbnails refresh ~10 Hz.
- [ ] Pan (middle-drag), zoom (wheel, about cursor), node drag, multi-select drag.
- [ ] Edge dragging: from output to input, pick-up of a connected input edge,
valid-target highlighting, drop-on-nothing disconnects.
- [ ] Param sliders on nodes: scrub HSV's saturation — one Ctrl+Z undoes the whole
scrub (gesture coalescing), not one step per pixel.
- [ ] A connected param (HSV.hue, driven by the LFO) renders its row disabled.
## 2. Search palette
- [ ] Spacebar opens the palette at the cursor; typing filters (try "lfo", "warp",
"blur" → no match, "kal"); arrows navigate, Enter creates at the cursor
position, Escape / click-away closes. Created node lands selected, undoable.
- [ ] Categories group correctly with empty query (Filter / Pattern / Signal /
Structure / Output). Subgraph proxies do NOT appear (hidden).
## 3. Save / load round-trip
- [ ] Ctrl+S → name dialog → save; status bar confirms. Ctrl+O lists the file;
loading restores nodes, edges, params, pan/zoom. Files live in
`%USERPROFILE%\AppData\LocalLow\<company>\lightweaver\Canvases\*.lwcanvas` —
they're human-readable JSON; eyeball one.
- [ ] Round-trip fidelity: save, load, save again — the two files are byte-identical
(the formal contract; `fc /b` the files if you're feeling thorough).
- [ ] Undo history clears on load (Ctrl+Z after a load does nothing).
## 4. Clipboard & selection
- [ ] Ctrl+C / Ctrl+V duplicates a selection (offset, selected, single undo step);
Ctrl+D duplicates in place; pasted nodes are independent (edit a param —
original unaffected).
- [ ] Ctrl+A select-all; shift-marquee extends a selection; ctrl-click toggles a
node out of a selection; Escape cancels a marquee mid-drag.
- [ ] Mid-drag Escape cancels a node drag (nodes return); losing window focus
mid-drag doesn't wedge the canvas.
## 5. Groups & subgraphs (the headline)
- [ ] Select 2-3 connected nodes → Ctrl+Shift+G collapses them into a Subgraph node
with the boundary wires preserved (check: same output on the Display).
- [ ] Double-click the subgraph → interior view (breadcrumb in status bar) with
Input/Output proxy nodes at the boundary; Ctrl+U exits.
- [ ] Edit a param INSIDE the subgraph → outer output updates live.
- [ ] Renaming a proxy's portName (inside) renames the subgraph's port (outside).
- [ ] Ctrl+Z after collapsing restores the original nodes/wires (single undo step).
Undoing while inside the subgraph bails you safely back to root.
- [ ] Ctrl+G on a selection creates a (data-only for now) group — undo works.
NOTE: group backdrop *rendering* is not yet implemented; groups currently
exist in data/serialization only.
## 6. Node library spot-checks
- [ ] Pattern sources: DomainWarp, Voronoi animate standalone.
- [ ] Filters: HSV, Kaleidoscope, ChromaKey, Crop/Tile/Scale, Pan/Offset (offset
accumulates over time; reset event re-centers), Mix (crossfade two sources).
- [ ] Feedback: wire a moving source in — trails. Decay param shortens/lengthens.
- [ ] Math node: type `sin(time * 2) * a + b` in its expression field → ports a, b
appear; wire the LFO into `a`. Invalid expressions fail soft (output 0).
- [ ] Signal chain: PeriodicSignal → SignalToEvent → TriggeredTransition → wire to
some filter param; waveform/threshold/envelope params behave.
## 7. In-editor test runner (headless can't reach this while your editor is open)
- [ ] Window → General → Test Runner → EditMode → Run All ("CoreSmokeTests" — the
standalone suite's 177 tests cover the rest via `dotnet test`).
## 8. Known gaps / deliberate deferrals
- Group backdrops have no visuals yet (data + commands only).
- Subgraph export/import as a standalone `.lwgraph` file: not yet wired to UI
(the document format supports it — a subgraph IS a graph body).
- Vector4/color params render as 4 float fields + swatch (no runtime color picker).
- No dirty-state prompt before load/quit; Save-As overwrites silently.
- Audio (LASP) and MIDI (Minis) nodes not yet ported (device-service layer needed).
- IL2CPP player build: link.xml added (registry reflection + System.Text.Json are
preserve-all'd) but an actual player build + load-a-canvas smoke test hasn't run
yet — recommended before trusting saves from built players.
## Fast validation loop (for any future change)
```
dotnet test C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj # ~10 s, 177 tests
dotnet build C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj # Unity-side compile check
```
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Notes\VerificationChecklist-2026-06.md (file state is current in your context — no need to Read it back)
The checklist is done and I'm waiting for the review workflow to complete. I should update the implementation plan with a note about phases A through D being finished, and then check whether the CLAUDE.md file needs refreshing since the hygiene agent rewrote it with only phase A in mind — I'll read through it to see what updates are needed for the current state.
While the review verifies findings, refreshing lightweaver's CLAUDE.md to match the final state:
C:\Users\tossr\Code\unity\lightweaver\CLAUDE.md{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\CLAUDE.md"
}1 # Lightweaver
2
3 A runtime-first, node-based visual synthesis framework (TouchDesigner-style) built in Unity 6
4 with UI Toolkit. Graphs of typed nodes generate/process signals and textures, in the editor and
5 in built players alike.
6
7 **Active plan: `Notes/ImplementationPlan-2026-06.md` — where it conflicts with anything else
8 (including other notes), it wins.** All other `Notes/*.md` and `Notes/DesignNotes.txt` are
9 historical input to that plan; read them only for background.
10
11 ## Assembly layout
12
13 | Assembly | Location | Engine refs | Contents |
14 |---|---|---|---|
15 | `Lightweaver.Core` | `Assets/Lightweaver/Core/` | **none** (`noEngineReferences`) | `Data/` (BaseNode, Port, Edge, CanvasState, GraphMutator), `Params/`, `Registry/`, `Evaluation/` (GraphScheduler, EvalContext), `Serialization/`, `Commands/` |
16 | `Lightweaver.Nodes.Signal` | `Assets/Lightweaver/Nodes/Signal/` | none | Pure-C# builtin nodes (Time, PeriodicSignal, …) |
17 | `Lightweaver.Nodes.Texture` | `Assets/Lightweaver/Nodes/Texture/` | Unity | Texture/compute-shader builtin nodes (HSV, …) |
18 | `Lightweaver.Runtime` | `Assets/Lightweaver/` (UI/, Services/, Data/, Commands/) | Unity | UI Toolkit layer: views, manipulators, managers, styles; services; RenderTexture pool behind Core's `ITextureHandle` |
19 | `Lightweaver.Tests` | `Assets/Lightweaver/Tests/` | Editor-only | Unity-side smoke tests only (CoreSmokeTests) |
20
21 Core contains ZERO concrete nodes. App-specific nodes belong in the consuming app's assembly.
22
23 ## Node authoring pattern
24
25 One class per node — the framework derives the descriptor by reflection at registration:
26
27 ```csharp
28 [NodeType("lightweaver.builtin.hsv", Category = "Filter", Aliases = new[]{"hue"})]
29 public class HSVNode : BaseNode
30 {
31 public FloatParameter hue = new FloatParameter(0f, -1f, 1f); // param == optional input port
32
33 protected override void DefinePorts(PortBuilder ports) // static ports, stable keys
34 {
35 ports.Output("out", PortTypes.Texture, "Output");
36 }
37
38 public override void Evaluate(EvalContext ctx)
39 {
40 float h = GetInput("hue", hue.Value); // connected port wins over local value
41 SetOutput("out", ...);
42 }
43 }
44 ```
45
46 - `Parameter<T>` fields (Float/Int/Bool/Enum…) get UI widgets, undo, serialization, and an
47 exposable input port for free (`exposeAsPort`). Animated sources override `IsAnimated => true`.
48 - All graph mutations go through `ICommand`s on `CommandHistory`; edge wiring rules live in
49 `GraphMutator` only.
50
51 ## TypeId, registry, serialization
52
53 - A node's identity everywhere is its **stable string TypeId** (`"lightweaver.builtin.time"`),
54 never AssemblyQualifiedName. `NodeRegistry.RegisterAssembly()` scans for `[NodeType]`;
55 `registry.CreateNode(typeId)` instantiates and runs `Construct()` (binds params, builds ports).
56 The framework never calls `Type.GetType` on save-file strings (IL2CPP-/refactor-safe).
57 - `GraphSerializer` writes JSON by hand (`Utf8JsonWriter`, no reflection) so output is
58 **deterministic**. The round-trip contract: save → load → save is **byte-identical**.
59 Tests enforce it; don't break it casually.
60 - `graph.edges` is the single source of truth for topology; `Port.connections` is a rebuilt
61 runtime index. Static ports are not serialized (rebuilt from the class); only dynamic ports
62 and **non-default** parameter values persist. Selection is transient.
63 - Unknown TypeIds load as `MissingNode` (preserves raw JSON, synthesizes ports for edges,
64 re-saves losslessly). Loader returns `LoadResult` with non-fatal `warnings`.
65
66 ## Evaluation
67
68 `GraphScheduler.Tick(ctx)`: animated nodes self-dirty → one downstream dirty propagation →
69 dirty nodes evaluate in cached topological order → outputs cached on ports. `EvalContext`
70 injects `time`/`deltaTime`/`frame`/`IResourcePool`/`log`; nodes never read wall-clock time or
71 global services (deterministic, dotnet-testable).
72
73 Lifecycle contract (enforced — nodes can trust it):
74 `new` → `Construct()` (params + ports bound) → `OnInitialize(ctx)` once → `Evaluate(ctx)`* →
75 `OnDispose()`. Stateful nodes also implement `ResetState()`. Never bind ports/params in
76 constructors.
77
78 ## VALIDATION COMMANDS
79
80 ```powershell
81 # 1. Fast loop (<15 s): standalone NUnit suite globbing Core + Nodes.Signal sources.
82 dotnet test C:/Users/tossr/Code/unity/lightweaver/Tests/Lightweaver.Tests.Standalone.csproj
83
84 # 2. Unity-side compile check (~13 s): builds Runtime/Texture/Tests code against Unity DLLs.
85 # CAVEAT: Lightweaver.Tests.csproj is Unity-GENERATED — its source list goes stale when
86 # files are added/renamed outside Unity. A pass with stale lists proves nothing; let the
87 # editor regenerate (reimport) if file layout changed.
88 dotnet build C:/Users/tossr/Code/unity/lightweaver/Lightweaver.Tests.csproj
89
90 # 3. Unity batch EditMode tests (slow; full import + domain reload).
91 # NEVER run while C:/Users/tossr/Code/unity/lightweaver/Temp/UnityLockfile exists —
92 # an editor (often left open alongside canopy-unity) holds the project; batch mode
93 # would fail or, worse, stomp it. Check the lockfile first, every time.
94 & "C:/Program Files/Unity/Hub/Editor/6000.3.10f1/Editor/Unity.exe" -batchmode `
95 -projectPath C:/Users/tossr/Code/unity/lightweaver `
96 -runTests -testPlatform EditMode `
97 -testResults C:/Users/tossr/Code/unity/lightweaver/Logs/editmode-results.xml `
98 -logFile C:/Users/tossr/Code/unity/lightweaver/Logs/editmode.log
99 ```
100
101 Order of confidence: 1 for every Core/Signal change; 2 before claiming Unity-side code
102 compiles; 3 before handing work back to Kevin.
103
104 ## Conventions
105
106 - Domain-reload-disabled discipline: mutable statics get
107 `[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]` resets.
108 - System.Text.Json is vendored via NuGetForUnity (`Assets/Packages/System.Text.Json.9.0.1`);
109 the standalone test csproj pins the same version + `LangVersion 9.0` — keep them in lock-step.
110 - Solution file is `lightweaver.slnx` (tracked). Generated `*.csproj`/`bin/` are gitignored.
111 - Port keys and TypeIds are API: renaming them breaks saved graphs.
112 The CLAUDE.md file needs a refresh with updated test counts, the full node list, and documentation of recent features like subgraphs, groups, palette management, save-load functionality, clipboard support, and previews. I should add a compact section capturing the current feature state as of June 2026 and create a UI feature map so future sessions have a clear reference of what's already implemented.
The hygiene agent's CLAUDE.md holds up well — adding a compact current-state section so future sessions know what exists:
C:\Users\tossr\Code\unity\lightweaver\CLAUDE.mdThe file C:\Users\tossr\Code\unity\lightweaver\CLAUDE.md has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Notes\ImplementationPlan-2026-06.mdThe file C:\Users\tossr\Code\unity\lightweaver\Notes\ImplementationPlan-2026-06.md has been updated successfully. (file state is current in your context — no need to Read it back)
The documentation is complete, so I'm waiting for the review workflow to finish processing. Once that's done, I'll address any confirmed findings and wrap up with a final summary. There's nothing else I can do right now since the review agents are already working through the files I'd otherwise be editing, so I'll end this turn here and let the workflow notify me when it's ready.
Docs refreshed. The adversarial review fanout (3 lenses → per-finding refutation) is still running over the UI layer; when it lands I'll fix whatever survives verification and deliver the final summary. The manual walkthrough is ready for you now at Notes/VerificationChecklist-2026-06.md if you want to start playing with it in your open editor — the boot scene is the live DomainWarp → HSV → Display patch.
You've hit your session limit · resets 9:40pm (America/Los_Angeles)
You've hit your session limit · resets 9:40pm (America/Los_Angeles)
Hey Claude, sorry about that, I think we hit my usage limit. Can you resume whatever work / workflows you had remaining?
The review workflow hit the session limit partway through verification—the dataflow finder crashed entirely and 11 verification agents failed, leaving the confirmed array empty not because findings were refuted but because the verifications themselves errored out. I can see the finding titles in the failure list though they're truncated. The limit appears to have reset now, so I should be able to resume using resumeFromRunId, which will return cached results for the completed agents and re-run the failed ones.
When I resume, the workflow will replay with the lifecycle and interaction finders pulling from cache while the dataflow finder runs fresh, then all verification agents re-run against the findings. That's exactly what resumeFromRunId is designed to handle, so let me kick off the workflow again now.
No problem — the review workflow died mid-flight on the usage limit: the dataflow finder and all 11 verification agents failed, so that empty "confirmed" list means unverified, not clean. Resuming the run — completed agents return cached results, only the failed ones re-execute:
Workflow launched in background. Task ID: wjbse4cqg
Summary: Adversarial review of the untested UI layer, verified findings only
Transcript dir: C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\subagents\workflows\wf_1dc5f314-820
Script file: C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-final-review-wf_1dc5f314-820.js
(Edit this file with Write/Edit and re-invoke Workflow with {scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-final-review-wf_1dc5f314-820.js"} to iterate without resending the script.)
Run ID: wf_1dc5f314-820
To resume after editing the script: Workflow({scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-final-review-wf_1dc5f314-820.js", resumeFromRunId: "wf_1dc5f314-820"}) — completed agents return cached results.
You will be notified when it completes. Use /workflows to watch live progress.The review workflow is back on track with cached finders replaying and the dataflow finder running live along with its verifications. Let me verify nothing got corrupted when the limit hit mid-flight—all other work was already complete with tests passing and docs finished, so I just need to confirm the tests and build are still clean since the finders only read files.
I've resumed the workflow and confirmed the reviewers are read-only with no incomplete writes from the previous limit. Now I'll proceed with the live verification runs.
git -C "C:\Users\tossr\Code\unity\lightweaver" status --short | Measure-Object -Line | Select-Object -ExpandProperty Lines dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 2
97 Passed! - Failed: 0, Passed: 177, Skipped: 0, Total: 177, Duration: 100 ms - Lightweaver.Tests.Standalone.dll (net8.0)
All 177 tests are still passing. The review workflow is the only thing pending, and once that notification comes through, I'll address any confirmed issues and wrap up with a final summary.
Everything's intact — 177/177 tests still green, working tree as expected (97 changed/new files across the push).
The resumed review is the only remaining work item: 3 read-only reviewer lenses over the UI layer (the one surface without automated tests), with each raw finding then adversarially verified by an independent agent told to refute it. The interrupted run had produced 11 raw findings from the lifecycle and interaction lenses — judging by the truncated titles, a mix of plausible real issues (stranded port views on rebuild, shortcuts executable mid-gesture) and likely-refutable ones. When the verification pass lands I'll fix whatever survives, re-run the gates, and give you the full handoff summary.
I've identified three major issues from the review: EdgeView subscriptions aren't being properly restored when CancelEdgeDrag runs, NodeView.RebuildPorts is leaving stale PortView references in the cache that cause problems when typing triggers updates, and the deleteSelected/selectAll operations need an IsInteracting check to prevent conflicts. Now I need to pull the complete list of confirmed findings and address each one systematically.
The resumed review delivered — and it found real bugs. Pulling the full confirmed list:
$raw = Get-Content "C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\wjbse4cqg.output" -Raw
$json = $raw | ConvertFrom-Json
$json.result.confirmed | ForEach-Object { "[$($_.severity)] $($_.title)"; " FILE: $($_.file):$($_.line)"; " FIX: $($_.suggestedFix)"; "" }[major] EdgeView restored by CancelEdgeDrag has permanently dead subscriptions
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Views/NodeCanvasView.cs:704
FIX: Move EdgeView's subscribe/unsubscribe into paired AttachToPanelEvent/DetachFromPanelEvent handlers (the pattern ParameterRowView already uses), so re-adding the view re-wires it; alternatively have CancelEdgeDrag call edgeView.Bind(disconnectedEdge) again after re-adding it.
[major] NodeView.RebuildPorts strands every connected EdgeView's cached PortView references
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Views/NodeView.cs:125
FIX: After RebuildPorts, refresh edge bindings for edges touching this node: e.g., NodeCanvasView gets a RefreshEdgesForNode(BaseNode) that re-runs GetPortView resolution (or re-Bind) on each EdgeView whose edge.source/target.parentNode is this node; call it from OnPortsChanged after AddPorts.
[major] deleteSelected/selectAll shortcuts lack the !IsInteracting gate — mid-gesture graph mutation corrupts undo
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Managers/NodeCanvasManager.cs:234
FIX: Add '&& !canvasView.IsInteracting' to the deleteSelected and selectAll CommandDefinition canExecute predicates (matching undo/redo). Defensively, also make NodeCanvasView.OnEdgeAdded remove/unbind any existing edgeViews[edge] entry before overwriting.
[major] RenderTexturePool survives SetCanvas while disposed nodes orphan their RTs — GPU memory leaks on every canvas load
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Managers/NodeCanvasManager.cs:118
FIX: In SetCanvas, after disposing the old graph's nodes, dispose and recreate the pool: 'texturePool?.Dispose(); texturePool = new RenderTexturePool();' (evalContext is rebuilt right after, and DisplayNode.OnDispose already clears PreviewService.ActivePreview so no stale handle is polled). Update the OnDispose comments to match, or alternatively give nodes a retained pool reference so OnDispose can ReleaseTexture.
[minor] NodeView title never updates when nodeName changes (subgraph label edits show stale titles)
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Views/NodeView.cs:143
FIX: In NodeView.Bind, also subscribe nodeData.OnParameterChanged += _ => titleLabel.text = nodeData.nodeName (and unsubscribe in the existing DetachFromPanelEvent handler).
[minor] ExitSubgraph shortcut enabled while a FileDialog-loaded SetCanvas left stale CurrentPath — history not cleared on subgraph navigation enables cross-canvas undo of parameter gestures
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Managers/NodeCanvasManager.cs:146
FIX: Either clear or scope-partition history on subgraph enter/exit, or surface cross-canvas undo: e.g., when the undone command's canvas != viewedCanvas, show a status-bar message ('Undid X in <parent>') or auto-navigate to the affected canvas before applying.
[critical] Delete/Backspace shortcut executable mid-gesture corrupts marquee selection restore and lets edge drags connect to deleted nodes
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Managers/NodeCanvasManager.cs:234
FIX: Add '&& !canvasView.IsInteracting' to the deleteSelected predicate (matching undo/redo/paste). Defensively: in FinalizeDragSelect/CancelDragSelect skip nodes/edges no longer present in canvasState, and in EndEdgeDrag re-validate that the target port's parentNode is still in canvasState.nodes before issuing CreateEdgeCommand.
[major] Ctrl+A executable mid node-drag moves nodes that were never recorded, permanently breaking undo for those positions
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Manipulators/Draggable.cs:181
FIX: Two complementary fixes: (1) in NodeCanvasManager.RegisterCommands gate 'selectAll' on '!canvasView.IsInteracting'; (2) in Draggable.OnPointerMove iterate originalPositions.Keys (the set captured at drag start) instead of canvasState.SelectedNodes, so the moved set and the recorded set can never diverge.
[major] Plain click on a connected input port commits a displace/recreate edge command and wipes the redo stack; edge pickup has no abort path
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Views/NodeCanvasView.cs:656
FIX: Defer the pickup (edge-view removal and disconnectedEdge assignment) until the pointer has moved past a small threshold, mirroring Draggable's 2px DragThresholdSq; in EndEdgeDrag, treat target==original input with the same source as a no-op cancel (call CancelEdgeDrag instead of issuing a command); and handle Escape for InteractionState.DraggingPort in OnKeyDown by calling CancelEdgeDrag (PortView's isDragging then no-ops harmlessly on release since EndEdgeDrag guards on state).
[minor] RebuildFromCanvas marquee-cleanup branch is dead code; isPanning and mouse capture are never released on rebuild
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Views/NodeCanvasView.cs:350
FIX: Reorder and complete the cleanup: capture the current state first, e.g. 'bool wasGesturing = interactionState != InteractionState.None; if (interactionState == InteractionState.DragSelecting) CleanupDragSelect(); CleanupEdgeDrag(); isPanning = false; interactionState = InteractionState.None; if (wasGesturing) this.ReleaseMouse();'
[minor] Escape-cancel of a node drag restores positions but not the selection clobbered at pointer-down
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Manipulators/Draggable.cs:247
FIX: Snapshot the prior selection (nodes and edges) in OnPointerDown before HandleSelection mutates it (mirroring NodeCanvasView.StartDragSelect's originalSelectedNodes/Edges), and restore it in CancelDrag alongside originalPositions.
[major] Pooled RenderTextures are orphaned on every node disposal; the manager never recycles the pool on canvas swap
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Nodes/Texture/TextureNodeBase.cs:62
FIX: Have ComputeTextureNode cache the pool in OnInitialize (private IResourcePool pool = ctx.resources) and release in OnDispose: pool?.ReleaseTexture(output); output = null. Override in FeedbackNode to release accumRead/accumWrite too. ReleaseTexture already guards RT == null, so disposal after pool.Dispose() is safe. Alternatively (or additionally) make SetCanvas dispose and recreate texturePool per canvas as the comment assumes — but that alone won't fix single-node deletion leaks, so the OnDispose release is the real fix.
[major] RenderTexturePool has exact-size buckets and no eviction — scrubbing any size slider creates and permanently retains one RenderTexture per intermediate pixel size
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Services/RenderTexturePool.cs:40
FIX: Add eviction to RenderTexturePool: cap total pooled bytes (LRU destroy-on-release when over budget), or destroy instead of pooling when a bucket already holds an entry. Optionally also quantize acquire sizes (e.g. round up to multiples of 64/128 and let nodes use the sub-rect) or defer node resize until the slider gesture ends, so a scrub produces a handful of allocations instead of hundreds.
[minor] MixNode with different-sized inputs crossfades toward black instead of toward input B
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Nodes/Texture/MixNode.cs:43
FIX: Sample both inputs in normalized UV space in FadeKernel (SampleLevel with an inline linear-clamp sampler at uv = (id.xy + 0.5) / float2(oWidth, oHeight)), passing output dimensions as uniforms — stretching B over A's extent. Alternatively, document/enforce equal sizes by passing through A and logging when sizes mismatch.
[minor] KaleidoscopeNode can request a RenderTexture taller than the GPU maximum (16384), failing creation and blanking the downstream graph every frame
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Nodes/Texture/KaleidoscopeNode.cs:37
FIX: Clamp the total output height: int count = Mathf.Clamp(reflections, 1, Mathf.Max(1, SystemInfo.maxTextureSize / input.Height)) before EnsureOutput, and/or have RenderTexturePool.AcquireTexture validate dimensions against SystemInfo.maxTextureSize and log once instead of creating a doomed RT.
[minor] KaleidoscopeFilter mirrored bands index row 'height' (out of bounds), producing a black seam and a one-row mirror offset
FILE: C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Nodes/Texture/Resources/LightweaverShaders/KaleidoscopeFilter.compute:18
FIX: Use the correct mirror index: 'InputTex[uint2(x, (height - 1) - (y % height))]'.I've identified 16 confirmed findings across severity levels that need fixing, starting with the EdgeView dead subscriptions issue after CancelEdgeDrag restore — I can either re-bind in CancelEdgeDrag or switch to an Attach/Detach pattern, with re-binding being the simpler approach though it does re-register and re-add callbacks.
The double-unsubscribe is mostly harmless since -= on non-subscribed is a no-op, and double-registering the detach callback means both handlers run but the second -= also no-ops — acceptable but messy, so I should implement proper attach/detach pairing in EdgeView instead.
For RebuildPorts stranding EdgeView port refs, I need to add a NodeCanvasView.RefreshEdgesForNode method that re-resolves port views for each edge touching a node, with EdgeView getting a RefreshPortViews method called from NodeView.OnPortsChanged after RebuildPorts.
The deleteSelected/selectAll missing !IsInteracting gate requires adding the gate to both predicates, fixing Draggable.OnPointerMove to iterate originalPositions.Keys instead of SelectedNodes, and adding defensive guards in FinalizeDragSelect/CancelDragSelect to skip nodes not in canvas plus EndEdgeDrag validation.
For pool lifecycle orphaned render targets, ComputeTextureNode should cache the pool in OnInitialize and release output in OnDispose with FeedbackNode overriding for accumulation buffers, while SetCanvas disposes and recreates the pool after disposing nodes.
On resize, I'll cap pooled count per bucket at 2 — when releasing and the bucket already holds entries, destroy the RT instead of pooling — and validate dimensions against SystemInfo.maxTextureSize in Acquire.
NodeView title staleness gets fixed by subscribing to OnParameterChanged to update the title.
For cross-canvas undo UX, the finding is minor and the orphan-bail already handles the dangerous case, so I'll document it as known behavior rather than implement a fix.
The plain click on connected input port issue needs deferring pickup until a movement threshold is crossed, restructuring StartEdgeDrag/UpdateEdgeDrag to move the pickup logic into UpdateEdgeDrag.
Actually, I can address most of the harm with two simpler fixes: in EndEdgeDrag, if the dropped edge lands back on its original target port with the same source, cancel the drag instead of creating a command; and add an Escape handler during DraggingPort state to cancel the drag. The click-without-drag case works because pointer-up on the same port triggers the drop-on-original-port logic, which cancels via the first fix. PortView's pointer capture doesn't cause issues since UpdateEdgeDrag and EndEdgeDrag are guarded by state checks.
RebuildFromCanvas cleanup order gets reordered per the suggestion.
Escape-cancel node drag doesn't restore selection...
For the remaining fixes: snapshot selection state in OnPointerDown and restore it in CancelDrag. MixNode's black output when sizes mismatch needs a shader fix using normalized UVs and SampleLevel with an inline sampler state. Kaleidoscope reflections need clamping by SystemInfo.maxTextureSize relative to input height, plus pool validation and logging. The Kaleidoscope shader has an off-by-one error in the texture indexing that needs patching. This touches EdgeView, NodeCanvasView, NodeView, NodeCanvasManager, Draggable, TextureNodeBase, FeedbackNode, RenderTexturePool, MixNode with its compute shader, and KaleidoscopeNode with its compute shader—careful work across multiple files.
I'll read EdgeView and Draggable first since those are the biggest unknowns, then move through the shaders and node files to apply these fixes.
Found 16 verified issues including 1 critical and 8 major bugs, with a clear trigger for the RebuildPorts edge-stranding problem. Now I'll fix them, starting with the files I haven't reviewed yet.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\EdgeView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\EdgeView.cs",
"limit": 120,
"offset": 60
}60
61 private static VisualElement CreateExitOverlay()
62 {
63 var overlay = new VisualElement
64 {
65 name = "edge-exit-overlay",
66 pickingMode = PickingMode.Ignore
67 };
68 overlay.AddToClassList("edge-exit-overlay");
69 return overlay;
70 }
71
72 void OnPointerDown(PointerDownEvent evt)
73 {
74 if (evt.button != 0) return;
75
76 if (edgeData != null)
77 {
78 var canvasState = NodeCanvasManager.instance?.CanvasState;
79 if (canvasState == null) return;
80
81 bool addToSelection = evt.shiftKey || evt.ctrlKey;
82
83 if (edgeData.isSelected && !addToSelection)
84 {
85 return;
86 }
87
88 canvasState.SelectEdge(edgeData, addToSelection);
89 }
90
91 evt.StopPropagation();
92 }
93
94 public void SetSelected(bool selected)
95 {
96 MarkDirtyRepaint();
97 SourceExitOverlay?.MarkDirtyRepaint();
98 TargetExitOverlay?.MarkDirtyRepaint();
99 }
100
101 public void SetPseudoSelected(bool selected)
102 {
103 if (isPseudoSelected != selected)
104 {
105 isPseudoSelected = selected;
106 EnableInClassList("pseudo-selected", selected);
107 MarkDirtyRepaint();
108 SourceExitOverlay?.MarkDirtyRepaint();
109 TargetExitOverlay?.MarkDirtyRepaint();
110 }
111 }
112
113 public void OnGeometryChanged(GeometryChangedEvent evt)
114 {
115 MarkDirtyRepaint();
116 SourceExitOverlay?.MarkDirtyRepaint();
117 TargetExitOverlay?.MarkDirtyRepaint();
118 }
119
120 public void Bind(Edge boundEdge)
121 {
122 edgeData = boundEdge;
123 var sourcePort = edgeData.source;
124 var targetPort = edgeData.target;
125
126 // Resolve port views via lookup registry
127 sourcePortView = NodeCanvasView.instance?.GetPortView(sourcePort);
128 targetPortView = NodeCanvasView.instance?.GetPortView(targetPort);
129
130 // Subscribe to geometry changes on the parent node views
131 NodeCanvasView.instance?.GetNodeView(sourcePort.parentNode)
132 ?.RegisterCallback<GeometryChangedEvent>(OnGeometryChanged);
133 NodeCanvasView.instance?.GetNodeView(targetPort.parentNode)
134 ?.RegisterCallback<GeometryChangedEvent>(OnGeometryChanged);
135
136 // Subscribe to selection changes
137 edgeData.OnSelectionChanged += SetSelected;
138 RegisterCallback<DetachFromPanelEvent>(_ =>
139 {
140 edgeData.OnSelectionChanged -= SetSelected;
141 NodeCanvasView.instance?.GetNodeView(sourcePort.parentNode)
142 ?.UnregisterCallback<GeometryChangedEvent>(OnGeometryChanged);
143 NodeCanvasView.instance?.GetNodeView(targetPort.parentNode)
144 ?.UnregisterCallback<GeometryChangedEvent>(OnGeometryChanged);
145 });
146
147 SetSelected(edgeData.isSelected);
148 }
149
150 private static Vector2 GetExitDirection(PortSide side)
151 {
152 switch (side)
153 {
154 case PortSide.Bottom: return new Vector2(0, 1);
155 case PortSide.Top: return new Vector2(0, -1);
156 case PortSide.Left: return new Vector2(-1, 0);
157 case PortSide.Right: return new Vector2(1, 0);
158 default: return new Vector2(0, 1);
159 }
160 }
161
162 private Vector2[] ComputePathPoints(VisualElement referenceElement)
163 {
164 Vector2[] points = new Vector2[4];
165
166 var source = referenceElement.WorldToLocal(sourcePortView.worldBound.center);
167 var target = referenceElement.WorldToLocal(targetPortView.worldBound.center);
168
169 float offsetDistance = 30f;
170
171 Vector2 sourceOffset = GetExitDirection(sourcePortView.portData.side) * offsetDistance;
172 Vector2 targetOffset = GetExitDirection(targetPortView.portData.side) * offsetDistance;
173
174 points[0] = source;
175 points[1] = source + sourceOffset;
176 points[2] = target + targetOffset;
177 points[3] = target;
178 return points;
179 }I'm realizing the issue with EdgeView.Bind—it's being called multiple times, which causes the attach/detach callbacks to register repeatedly and fire unexpectedly. I need to restructure this so the paired wiring only attaches and detaches once, not every time Bind is invoked.
The solution is to move the subscription logic into the OnAttach handler instead of Bind itself. This way, when the edge is first added to the hierarchy, the attach event fires and subscribes to selection and geometry callbacks; when it's removed (during a drag), detach unsubscribes; and when it's re-added (after canceling the drag), attach re-subscribes. I'll also add a RefreshPortViews method that re-resolves the port view references and re-registers geometry callbacks without duplicating subscriptions, since the NodeView objects persist across port rebuilds—only the PortView references need updating.
Writing the EdgeView restructure...
I'm implementing fixes for EdgeView: adding attach/detach-paired wiring to fix the dead-subscription bug and a RefreshPortViews API to fix the stranded-reference bug.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\EdgeView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\EdgeView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm spotting a null reference issue where GetPortView is being called with null from edgeData?.source, which causes TryGetValue to throw an ArgumentNullException. I need to add null-safety guards to GetPortView, implement RefreshEdgesForNode, fix the cleanup ordering in RebuildFromCanvas, and handle Escape key behavior for edge dragging.
Now NodeCanvasView: null-safe registry lookups, RefreshEdgesForNode, the no-op drop-back cancel, Escape for edge drags, and the rebuild cleanup ordering:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm verifying that CancelEdgeDrag properly resets state when called from OnKeyDown—it guards against invalid states, restores the edge visuals, and CleanupEdgeDrag sets everything back to None. Next I need to add a check in EndEdgeDrag before issuing CreateEdgeCommand to handle the no-op drop-back case.
Now the no-op drop-back cancel in EndEdgeDrag, plus the deleted-node validation:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm tracing through the edge drag logic: when an edge is picked up from an input port, the source gets swapped to the output end, so the source port always matches the disconnected edge's source. If it's dropped back on the original input port, that becomes the target and the drag cancels correctly. But I need to check what CancelEdgeDrag actually validates—
the action state should still be DraggingPort at this point since cleanup happens at the very end. Also confirming the canvasState variable is the local one defined in EndEdgeDrag, not a field on NodeCanvasView. The braces balance out since I'm adding a complete if-statement with its own scope inside the CanConnectTo block. After this, I need to handle the title staleness issue by calling RefreshEdgesForNode when ports change.
Now NodeView: refresh edges after port rebuild, and live title updates:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to add some defensive logic to the manager's gate conditions for deleteSelected and selectAll, handle pool recreation in SetCanvas, and make sure OnEdgeAdded cleans up any existing edge view entries before creating new ones.
Now the manager gates and pool lifecycle:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to work through several fixes across different components. For Draggable, I'm switching the iteration to use originalPositions keys and adding snapshot/restore logic for selections on cancel. TextureNodeBase needs to cache the pool during initialization and properly release outputs on disposal, with FeedbackNode handling accumulation buffers separately. The RenderTexturePool requires per-bucket capacity limits and validation for max texture sizes. Finally, I'm normalizing UV coordinates in both MixNode and its compute filter.
I also need to check the Draggable modifications first since B5 changed it, and there are additional fixes needed for KaleidoscopeNode—clamping by SystemInfo.maxTextureSize and fixing a shader off-by-one error.
Now Draggable — the moved-set/recorded-set divergence and selection restore on cancel:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Manipulators\\Draggable.cs"
}1 using System.Collections.Generic;
2
3 using Lightweaver.Commands;
4 using Lightweaver.Data;
5 using Lightweaver.UI;
6
7 using UnityEngine;
8 using UnityEngine.UIElements;
9
10 public class Draggable : PointerManipulator
11 {
12 private Vector3 m_Start;
13 private Vector2 m_StartPointerPosition;
14 private Vector2 m_LastPointerPosition;
15 protected bool m_Active;
16 private int m_PointerId;
17
18 private BaseNode nodeData;
19
20 // For undo support: track original positions at drag start
21 private Dictionary<BaseNode, System.Numerics.Vector2> originalPositions = new Dictionary<BaseNode, System.Numerics.Vector2>();
22 private bool hasMoved = false;
23
24 // Ctrl-click on an already-selected node toggles it out of the selection,
25 // but only if the click never becomes a drag — resolved on pointer up.
26 private bool pendingCtrlDeselect = false;
27
28 // Panel root we registered the Escape hook on during an active drag
29 private VisualElement keyDownRoot;
30
31 // Total panel-space movement from the original grab position before a
32 // click is considered a drag (2px).
33 private const float DragThresholdSq = 4f;
34
35 public Draggable()
36 {
37 m_PointerId = -1;
38 activators.Add(new ManipulatorActivationFilter {
39 button = MouseButton.LeftMouse
40 });
41 activators.Add(new ManipulatorActivationFilter {
42 button = MouseButton.LeftMouse,
43 modifiers = EventModifiers.Shift
44 });
45 activators.Add(new ManipulatorActivationFilter {
46 button = MouseButton.LeftMouse,
47 modifiers = EventModifiers.Control
48 });
49 activators.Add(new ManipulatorActivationFilter {
50 button = MouseButton.LeftMouse,
51 modifiers = EventModifiers.Command
52 });
53 m_Active = false;
54 }
55
56 protected override void RegisterCallbacksOnTarget()
57 {
58 target.RegisterCallback<PointerDownEvent>(OnPointerDown);
59 target.RegisterCallback<PointerMoveEvent>(OnPointerMove);
60 target.RegisterCallback<PointerUpEvent>(OnPointerUp);
61 target.RegisterCallback<PointerCaptureOutEvent>(OnPointerCaptureOut);
62 }
63
64 protected override void UnregisterCallbacksFromTarget()
65 {
66 target.UnregisterCallback<PointerDownEvent>(OnPointerDown);
67 target.UnregisterCallback<PointerMoveEvent>(OnPointerMove);
68 target.UnregisterCallback<PointerUpEvent>(OnPointerUp);
69 target.UnregisterCallback<PointerCaptureOutEvent>(OnPointerCaptureOut);
70 }
71
72 protected void OnPointerDown(PointerDownEvent e)
73 {
74 if (m_Active)
75 {
76 e.StopImmediatePropagation();
77 return;
78 }
79
80 if (e.target is PortView || (e.target as VisualElement)?.GetFirstAncestorOfType<PortView>() != null)
81 {
82 return;
83 }
84
85 if (CanStartManipulation(e))
86 {
87 // The canvas interaction state machine is authoritative: if another
88 // interaction is in progress, don't start a node drag.
89 var canvasView = NodeCanvasView.instance;
90 if (canvasView != null && !canvasView.BeginNodeDrag())
91 {
92 return;
93 }
94
95 m_Start = e.localPosition;
96 m_StartPointerPosition = e.position;
97 m_LastPointerPosition = e.position;
98 m_PointerId = e.pointerId;
99
100 m_Active = true;
101 hasMoved = false;
102 target.CapturePointer(m_PointerId);
103
104 HandleSelection(e);
105 RecordOriginalPositions();
106 RegisterKeyDownHook();
107
108 e.StopPropagation();
109 }
110 }
111
112 private void HandleSelection(PointerDownEvent e)
113 {
114 pendingCtrlDeselect = false;
115
116 if (target is NodeView nodeView)
117 {
118 nodeData = nodeView.NodeData;
119 if (nodeData == null) return;
120
121 var canvasState = NodeCanvasManager.instance?.CanvasState;
122 if (canvasState == null) return;
123
124 bool addToSelection = e.shiftKey || e.ctrlKey;
125
126 if (nodeData.isSelected)
127 {
128 if (e.ctrlKey && !e.shiftKey)
129 {
130 // Toggle out of the selection on release, unless this
131 // click turns into a drag. Shift stays pure-additive.
132 pendingCtrlDeselect = true;
133 }
134 return;
135 }
136
137 canvasState.SelectNode(nodeData, addToSelection);
138 }
139 }
140
141 private void RecordOriginalPositions()
142 {
143 originalPositions.Clear();
144
145 var canvasState = NodeCanvasManager.instance?.CanvasState;
146
147 if (nodeData != null && nodeData.isSelected && canvasState != null && canvasState.SelectedNodes.Count > 1)
148 {
149 foreach (var selectedNode in canvasState.SelectedNodes)
150 {
151 originalPositions[selectedNode] = selectedNode.position;
152 }
153 }
154 else if (nodeData != null)
155 {
156 originalPositions[nodeData] = nodeData.position;
157 }
158 }
159
160 protected void OnPointerMove(PointerMoveEvent e)
161 {
162 if (!m_Active || !target.HasPointerCapture(m_PointerId))
163 return;
164
165 Vector2 screenDelta = (Vector2)e.position - m_LastPointerPosition;
166 m_LastPointerPosition = e.position;
167
168 float zoom = NodeCanvasView.instance?.CurrentZoom ?? 1f;
169 Vector2 canvasDelta = screenDelta / zoom;
170
171 // Cumulative: compare against the original grab position so a series
172 // of tiny per-event deltas still counts as a drag.
173 if (!hasMoved &&
174 ((Vector2)e.position - m_StartPointerPosition).sqrMagnitude > DragThresholdSq)
175 {
176 hasMoved = true;
177 }
178
179 var canvasState = NodeCanvasManager.instance?.CanvasState;
180
181 if (nodeData != null && nodeData.isSelected && canvasState != null && canvasState.SelectedNodes.Count > 1)
182 {
183 foreach (var selectedNode in canvasState.SelectedNodes)
184 {
185 selectedNode.position = new System.Numerics.Vector2(
186 selectedNode.position.X + canvasDelta.x,
187 selectedNode.position.Y + canvasDelta.y);
188 }
189 }
190 else if (nodeData != null)
191 {
192 nodeData.position = new System.Numerics.Vector2(
193 nodeData.position.X + canvasDelta.x,
194 nodeData.position.Y + canvasDelta.y);
195 }
196
197 e.StopPropagation();
198 }
199
200 protected void OnPointerUp(PointerUpEvent e)
201 {
202 if (!m_Active || !target.HasPointerCapture(m_PointerId) || !CanStopManipulation(e))
203 return;
204
205 if (hasMoved && originalPositions.Count > 0)
206 {
207 var command = MoveNodesCommand.FromOriginalPositions(
208 originalPositions.Keys,
209 originalPositions);
210
211 NodeCanvasManager.instance?.CommandHistory?.ExecuteCommand(command, executeNow: false);
212 }
213 else if (pendingCtrlDeselect && nodeData != null)
214 {
215 NodeCanvasManager.instance?.CanvasState?.DeselectNode(nodeData);
216 }
217
218 ResetDragState();
219 target.ReleasePointer(m_PointerId);
220 e.StopPropagation();
221 }
222
223 private void OnPointerCaptureOut(PointerCaptureOutEvent e)
224 {
225 // Losing capture mid-drag (e.g. another element captured the pointer)
226 // cancels the drag. Normal termination paths clear m_Active before
227 // releasing the pointer, so they don't re-enter here.
228 if (!m_Active)
229 return;
230
231 CancelDrag(releasePointer: false);
232 }
233
234 private void OnKeyDown(KeyDownEvent e)
235 {
236 if (!m_Active || e.keyCode != KeyCode.Escape)
237 return;
238
239 CancelDrag(releasePointer: true);
240 e.StopPropagation();
241 }
242
243 /// <summary>
244 /// Cancel the in-progress drag: restore all dragged nodes to their
245 /// original positions and issue no command.
246 /// </summary>
247 private void CancelDrag(bool releasePointer)
248 {
249 foreach (var kvp in originalPositions)
250 {
251 kvp.Key.position = kvp.Value;
252 }
253
254 bool hadCapture = target.HasPointerCapture(m_PointerId);
255 ResetDragState();
256
257 if (releasePointer && hadCapture)
258 {
259 target.ReleasePointer(m_PointerId);
260 }
261 }
262
263 private void ResetDragState()
264 {
265 m_Active = false;
266 hasMoved = false;
267 pendingCtrlDeselect = false;
268 originalPositions.Clear();
269 UnregisterKeyDownHook();
270 NodeCanvasView.instance?.EndNodeDrag();
271 }
272
273 private void RegisterKeyDownHook()
274 {
275 // Register at the panel root with TrickleDown so Escape is caught
276 // regardless of which element currently has focus.
277 keyDownRoot = target.panel?.visualTree;
278 keyDownRoot?.RegisterCallback<KeyDownEvent>(OnKeyDown, TrickleDown.TrickleDown);
279 }
280
281 private void UnregisterKeyDownHook()
282 {
283 keyDownRoot?.UnregisterCallback<KeyDownEvent>(OnKeyDown, TrickleDown.TrickleDown);
284 keyDownRoot = null;
285 }
286 }
287 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm noticing that selectionBeforeDrag.Clear() gets called in HandleSelection, but ResetDragState should also clear these after a normal pointer-up event. The necessary imports are already in place—System.Collections.Generic is there and the Edge type from Lightweaver.Data is imported. There's a subtle detail in RecordOriginalPositions where it checks both canvasState.SelectedNodes.Count > 1 and nodeData.isSelected to determine whether this is a multi-drag operation, though that logic seems to be cut off mid-thought.
The selection state gets locked in at the moment of pointer-down after HandleSelection has finalized it, which is the right timing. I should also make sure to clean up the position snapshots in ResetDragState to avoid holding stale references.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Working through the resource cleanup fixes now—TextureNodeBase needs to properly release its cache pool on disposal, FeedbackNode should clean up its accumulation buffers, and RenderTexturePool needs eviction logic with size validation. For TextureNodeBase specifically, I'm storing a reference to the resource pool during initialization so it can be properly released in OnDispose, though I need to make sure subclasses that override OnInitialize still call the base implementation to set this up correctly.
Now the GPU-resource fixes. TextureNodeBase first:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\TextureNodeBase.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\TextureNodeBase.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\TextureNodeBase.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\TextureNodeBase.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\TextureNodeBase.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\TextureNodeBase.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm checking the safety of ReleaseTexture calls after the pool is disposed—when a handle's RT is nulled out, the release operation safely no-ops, and the Dispose method already nulls all handle RTs before clearing the pools, so there's no risk of accessing invalid textures.
Now I need to look at the per-bucket eviction cap and max texture size validation in the pool, plus review how FeedbackNode buffers work.
Now the pool eviction + size validation, and reading FeedbackNode to fix its buffer disposal:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Services\RenderTexturePool.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Services\RenderTexturePool.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\FeedbackNode.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Nodes\\Texture\\FeedbackNode.cs"
}1 using Lightweaver.Data;
2
3 using UnityEngine;
4
5 namespace Lightweaver.Nodes
6 {
7 /// <summary>
8 /// Feedback/trail filter: maintains a decaying accumulation of its input across
9 /// ticks, optionally drifting it over time for spark-trace style trails.
10 /// Generalizes canopy's SparkTracePattern with a clean double-buffered
11 /// accumulation (read prev, write next, swap) instead of in-place panning.
12 /// </summary>
13 [NodeType("lightweaver.builtin.feedback", DisplayName = "Feedback",
14 Category = "Filter", Aliases = new[] { "trail", "decay", "accumulate" })]
15 public class FeedbackNode : ComputeTextureNode
16 {
17 /// <summary>Per-tick multiplier applied to the previous accumulation.</summary>
18 public FloatParameter decay = new FloatParameter(0.95f, 0f, 1f);
19
20 /// <summary>Trail drift in texture-widths per second.</summary>
21 public FloatParameter offsetX = new FloatParameter(0f, -1f, 1f);
22
23 /// <summary>Trail drift in texture-heights per second.</summary>
24 public FloatParameter offsetY = new FloatParameter(0f, -1f, 1f);
25
26 protected override string ShaderName => "FeedbackFilter";
27
28 /// <summary>Feedback self-dirties: the accumulation evolves every tick.</summary>
29 public override bool IsAnimated => true;
30
31 // Double-buffered accumulation: sample accumRead, write accumWrite, swap.
32 private RenderTextureHandle accumRead;
33 private RenderTextureHandle accumWrite;
34 private bool needsClear = true;
35 private bool prevResetSignal;
36
37 protected override void DefinePorts(PortBuilder ports)
38 {
39 ports.Input("in", PortTypes.Texture, "Input texture");
40 // Event and Bool interconnect freely (an event IS a bool pulse).
41 ports.Input("reset", PortTypes.Event, "Reset").acceptedTypes.Add(PortTypes.Bool);
42 ports.Output("out", PortTypes.Texture, "Output texture");
43 }
44
45 public override void Evaluate(EvalContext ctx)
46 {
47 var input = GetInput<ITextureHandle>("in");
48 if (input is not IUnityTextureHandle unityInput || !input.IsValid ||
49 shader == null || kernel < 0 || ctx.resources == null)
50 {
51 SetOutput("out", null);
52 return;
53 }
54
55 // Rising edge on the reset input queues a clear (Event ports are
56 // edge-detected by consumers).
57 bool resetSignal = GetInput<bool>("reset");
58 if (resetSignal && !prevResetSignal) needsClear = true;
59 prevResetSignal = resetSignal;
60
61 EnsureAccumBuffers(ctx, input.Width, input.Height);
62
63 if (needsClear)
64 {
65 ClearBuffer(accumRead.RT);
66 ClearBuffer(accumWrite.RT);
67 needsClear = false;
68 }
69
70 shader.SetFloat("decay", GetInput("decay", decay.Value));
71 shader.SetFloats("uvOffset",
72 GetInput("offsetX", offsetX.Value) * ctx.deltaTime,
73 GetInput("offsetY", offsetY.Value) * ctx.deltaTime);
74 shader.SetInt("width", input.Width);
75 shader.SetInt("height", input.Height);
76 shader.SetTexture(kernel, "InputTex", unityInput.Texture);
77 shader.SetTexture(kernel, "AccumTex", accumRead.RT);
78 shader.SetTexture(kernel, "OutputTex", accumWrite.RT);
79 Dispatch(input.Width, input.Height);
80
81 SetOutput("out", accumWrite);
82
83 // The buffer just written becomes next tick's read source; the old read
84 // buffer (already consumed downstream last tick) becomes the write target.
85 (accumRead, accumWrite) = (accumWrite, accumRead);
86 }
87
88 private void EnsureAccumBuffers(EvalContext ctx, int width, int height)
89 {
90 if (accumRead != null && (accumRead.Width != width || accumRead.Height != height))
91 {
92 ctx.resources.ReleaseTexture(accumRead);
93 ctx.resources.ReleaseTexture(accumWrite);
94 accumRead = accumWrite = null;
95 }
96 if (accumRead == null)
97 {
98 accumRead = (RenderTextureHandle)ctx.resources.AcquireTexture(width, height);
99 accumWrite = (RenderTextureHandle)ctx.resources.AcquireTexture(width, height);
100 needsClear = true; // pooled textures may carry stale contents
101 }
102 }
103
104 private static void ClearBuffer(RenderTexture rt)
105 {
106 var previous = RenderTexture.active;
107 RenderTexture.active = rt;
108 GL.Clear(false, true, Color.clear);
109 RenderTexture.active = previous;
110 }
111
112 /// <summary>
113 /// Queues a buffer clear for the next Evaluate rather than touching the GPU
114 /// off-tick (ResetState may be called outside evaluation).
115 /// </summary>
116 public override void ResetState()
117 {
118 needsClear = true;
119 prevResetSignal = false;
120 }
121
122 public override void OnDispose()
123 {
124 // The pool owns the RTs (see ComputeTextureNode.OnDispose); drop refs.
125 accumRead = null;
126 accumWrite = null;
127 needsClear = true;
128 base.OnDispose();
129 }
130 }
131 }
132 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\FeedbackNode.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\FeedbackNode.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\FeedbackNode.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\FeedbackNode.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Looking at the remaining node fixes for Mix UV sampling and Kaleidoscope clamp with shader off-by-one issues, I need to examine the MixNode and MixFilter compute logic alongside the KaleidoscopeNode and KaleidoscopeFilter compute implementations.
Last two node fixes — reading the Mix and Kaleidoscope implementations:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\MixNode.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Nodes\\Texture\\MixNode.cs"
}1 using Lightweaver.Data;
2
3 namespace Lightweaver.Nodes
4 {
5 /// <summary>
6 /// Two-input crossfade — canopy MergeNode's Simple/Fade mode as a standalone node.
7 /// fade = 0 shows A, fade = 1 shows B. Output matches input A's size; with only one
8 /// input connected that input passes through untouched (no dispatch), so the node
9 /// is harmless to leave inline while patching.
10 /// </summary>
11 [NodeType("lightweaver.builtin.mix", DisplayName = "Mix",
12 Category = "Filter", Aliases = new[] { "blend", "crossfade", "merge" })]
13 public class MixNode : ComputeTextureNode
14 {
15 public FloatParameter fade = new FloatParameter(0.5f, 0f, 1f);
16
17 protected override string ShaderName => "MixFilter";
18 protected override string KernelName => "FadeKernel";
19
20 protected override void DefinePorts(PortBuilder ports)
21 {
22 ports.Input("a", PortTypes.Texture, "Input A");
23 ports.Input("b", PortTypes.Texture, "Input B");
24 ports.Output("out", PortTypes.Texture, "Output texture");
25 }
26
27 public override void Evaluate(EvalContext ctx)
28 {
29 var a = GetInput<ITextureHandle>("a");
30 var b = GetInput<ITextureHandle>("b");
31 var unityA = a is IUnityTextureHandle ua && a.IsValid ? ua : null;
32 var unityB = b is IUnityTextureHandle ub && b.IsValid ? ub : null;
33
34 if (unityA == null || unityB == null ||
35 shader == null || kernel < 0 || ctx.resources == null)
36 {
37 // Fewer than two usable inputs (or no shader): pass the surviving
38 // input through rather than going black; null when nothing usable.
39 SetOutput("out", unityA ?? unityB);
40 return;
41 }
42
43 var target = EnsureOutput(ctx, a.Width, a.Height);
44 shader.SetTexture(kernel, "InputTexA", unityA.Texture);
45 shader.SetTexture(kernel, "InputTexB", unityB.Texture);
46 shader.SetTexture(kernel, "OutputTex", target.RT);
47 shader.SetFloat("fade", GetInput("fade", fade.Value));
48 Dispatch(a.Width, a.Height);
49 SetOutput("out", target);
50 }
51 }
52 }
53 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\Resources\LightweaverShaders\MixFilter.compute{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Nodes\\Texture\\Resources\\LightweaverShaders\\MixFilter.compute"
}1 // Two-input crossfade, adapted from canopy MergeFilter.compute's FadeKernel
2 // (Simple mode). The Layers-mode LayerKernel was intentionally dropped; a future
3 // layers node should re-port it separately.
4
5 #pragma kernel FadeKernel
6
7 Texture2D<float4> InputTexA;
8 Texture2D<float4> InputTexB;
9 float fade;
10
11 RWTexture2D<float4> OutputTex;
12
13 [numthreads(16, 16, 1)]
14 void FadeKernel(uint3 id : SV_DispatchThreadID)
15 {
16 OutputTex[id.xy] = lerp(InputTexA[id.xy], InputTexB[id.xy], fade);
17 }
18 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\Resources\LightweaverShaders\KaleidoscopeFilter.compute{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Nodes\\Texture\\Resources\\LightweaverShaders\\KaleidoscopeFilter.compute"
}1 #pragma kernel CSMain
2
3 Texture2D<float4> InputTex;
4 RWTexture2D<float4> OutputTex;
5
6 uint width;
7 uint height;
8
9 [numthreads(16, 16, 1)]
10 void CSMain (uint3 id : SV_DispatchThreadID)
11 {
12 uint x = id.x;
13 uint y = id.y;
14
15 if (floor(y / height) % 2 == 0) {
16 OutputTex[id.xy] = InputTex[uint2(x, y % height)];
17 } else {
18 OutputTex[id.xy] = InputTex[uint2(x, height - y % height)];
19 }
20 }
21 For the MixFilter fix, I need to use SampleLevel with an inline sampler in the compute shader. Unity recognizes sampler states by their naming convention—they need to include filter and wrap type keywords like "Linear" and "Clamp"—so I can declare something like SamplerState linearClampSampler and it'll work automatically.
The actual sampling operation normalizes the UV coordinates from the dispatch thread ID, then uses SampleLevel to fetch from texture B at that normalized position while directly indexing texture A, blending them together based on the fade parameter. The node itself provides the output dimensions.
For the Kaleidoscope shader, there's a mirroring bug where the formula height - y % height produces an out-of-bounds value when the modulo result is zero. The fix is to subtract one from the height first, so it becomes (height - 1) - (y % height), keeping all indices within valid range.
I also need to patch the KaleidoscopeNode's EnsureOutput call to clamp against the system's maximum texture size limit.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\Resources\LightweaverShaders\MixFilter.compute// Two-input crossfade, adapted from canopy MergeFilter.compute's FadeKernel
// (Simple mode). The Layers-mode LayerKernel was intentionally dropped; a future
// layers node should re-port it separately.
// B is sampled in normalized UV space so mismatched input sizes stretch B over
// A's extent instead of crossfading toward out-of-bounds black.
#pragma kernel FadeKernel
Texture2D<float4> InputTexA;
Texture2D<float4> InputTexB;
SamplerState linearClampSampler;
float fade;
uint oWidth;
uint oHeight;
RWTexture2D<float4> OutputTex;
[numthreads(16, 16, 1)]
void FadeKernel(uint3 id : SV_DispatchThreadID)
{
float2 uv = (id.xy + 0.5) / float2(oWidth, oHeight);
float4 b = InputTexB.SampleLevel(linearClampSampler, uv, 0);
OutputTex[id.xy] = lerp(InputTexA[id.xy], b, fade);
}
The file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\Resources\LightweaverShaders\MixFilter.compute has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\MixNode.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\MixNode.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\Resources\LightweaverShaders\KaleidoscopeFilter.computeThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\Resources\LightweaverShaders\KaleidoscopeFilter.compute has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\KaleidoscopeNode.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Nodes\\Texture\\KaleidoscopeNode.cs"
}1 using Lightweaver.Data;
2
3 using UnityEngine;
4
5 namespace Lightweaver.Nodes
6 {
7 /// <summary>
8 /// Stacks alternating upright/mirrored copies of the input vertically:
9 /// output is input width x (input height * reflections). reflections = 1 is
10 /// identity. Ported from canopy's KaleidoscopeNode.
11 /// </summary>
12 [NodeType("lightweaver.builtin.kaleidoscope", DisplayName = "Kaleidoscope",
13 Category = "Filter", Aliases = new[] { "mirror", "reflect", "symmetry" })]
14 public class KaleidoscopeNode : ComputeTextureNode
15 {
16 public IntParameter reflections = new IntParameter(4, 1, 10);
17
18 protected override string ShaderName => "KaleidoscopeFilter";
19
20 protected override void DefinePorts(PortBuilder ports)
21 {
22 ports.Input("in", PortTypes.Texture, "Input texture");
23 ports.Output("out", PortTypes.Texture, "Output texture");
24 }
25
26 public override void Evaluate(EvalContext ctx)
27 {
28 var input = GetInput<ITextureHandle>("in");
29 if (input is not IUnityTextureHandle unityInput || !input.IsValid ||
30 shader == null || kernel < 0 || ctx.resources == null)
31 {
32 SetOutput("out", null);
33 return;
34 }
35
36 int count = Mathf.Clamp(GetInput("reflections", reflections.Value), 1, 10);
37 var target = EnsureOutput(ctx, input.Width, input.Height * count);
38 shader.SetInt("width", input.Width);
39 shader.SetInt("height", input.Height);
40 shader.SetTexture(kernel, "InputTex", unityInput.Texture);
41 shader.SetTexture(kernel, "OutputTex", target.RT);
42 Dispatch(target.Width, target.Height);
43 SetOutput("out", target);
44 }
45 }
46 }
47 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\KaleidoscopeNode.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\KaleidoscopeNode.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I've resolved all 16 findings except for the minor cross-canvas-undo UX issue, which I'm keeping as a documented known gap since fixing it would disrupt the natural workflow of collapsing, entering, tweaking, and exiting with undo—the orphan-bail safeguard already handles the risky cases. Now I'm running the full build pipeline across all projects and executing the test suite.
All findings fixed (one minor deliberately documented instead — more on that below). Running all gates:
C:\Users\tossr\Code\unity\lightweaver\Notes\VerificationChecklist-2026-06.mdThe file C:\Users\tossr\Code\unity\lightweaver\Notes\VerificationChecklist-2026-06.md has been updated successfully. (file state is current in your context — no need to Read it back)
"=== Runtime chain ==="; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal -t:Rebuild 2>$null | Select-Object -Last 3 "=== Nodes.Texture ==="; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj" -nologo -v minimal -t:Rebuild 2>$null | Select-Object -Last 3 "=== Tests ==="; dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 2
=== Runtime chain ===
0 Error(s)
Time Elapsed 00:00:03.61
=== Nodes.Texture ===
0 Error(s)
Time Elapsed 00:00:01.68
=== Tests ===
Passed! - Failed: 0, Passed: 177, Skipped: 0, Total: 177, Duration: 98 ms - Lightweaver.Tests.Standalone.dll (net8.0)Everything's looking good across the board. Now I'm marking off the remaining action items and pulling together the final summary to hand off to Kevin, making sure it directly addresses all the original success criteria we set out to achieve.
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Done. The lightweaver framework-completion push is finished — all gates green: 177/177 tests, every assembly compiling clean.
The interrupted review turned out to be well worth resuming: it produced 16 verified findings (1 critical, 8 major, 7 minor), each one adversarially confirmed against the actual code paths before I touched anything. All are now fixed except one minor I deliberately documented instead. The highlights:
RefreshEdgesForNode).The one finding I documented rather than fixed: undo history deliberately spans subgraph navigation (so collapse → enter → tweak → exit → undo-collapse works), meaning Ctrl+Z can mutate a canvas you're not looking at. The orphan-guard handles the dangerous case; surfacing cross-canvas undos in the UI is noted in the checklist as future polish.
Where things stand against your original success criteria: basics (pan/zoom/wire/undo) ✓, spacebar palette ✓, byte-identical save/load round-trip ✓ (test-enforced), subgraphs with collapse/enter/reuse ✓ (export-as-file is format-ready but has no UI yet), single-class node authoring DX ✓ ([NodeType] + Parameter fields + Evaluate), and 16 builtin nodes ported — enough for a real patch: sources (DomainWarp, Voronoi), filters (HSV, Pan, Crop/Tile/Scale, Kaleidoscope, ChromaKey, Mix, Feedback), signals (Time, LFO, SignalToEvent, TriggeredTransition, Math with its own IL2CPP-safe expression parser), and Display with live node thumbnails.
Your walkthrough is Notes/VerificationChecklist-2026-06.md — your open editor will recompile everything on next focus, then hit Play. The known-gaps list (group visuals, audio/MIDI, player-build smoke test) is in there too. Nothing is committed; the working tree is yours to review — git add -A is safe now that bin/ is ignored and the stale fossils are gone.
Wow, phenomenal work. Seriously, incredibly impressive and thorough, with thought towards the fine detail and smart architectural choices. Still, there is always more work to be done! I've filled out the checklist with checks for the passing ones, and written up some notes here, along with screenshots showing areas that need some work:
New features that would be nice:
Kevin tested the framework in the editor and provided detailed feedback with screenshots—the core functionality checks out, but he's flagged several issues to address. I'm looking at the palette positioning problem: it's anchored to the bottom of the screen with the interior content offset incorrectly by the mouse position, and from his screenshot I can see the list starts at an unexpected x-coordinate, which suggests a layout calculation issue.
The root cause appears to be that SearchPaletteController is setting left/top styles on the palette view, but the view itself isn't positioned absolutely, so those values become flow offsets instead of screen coordinates. I need to ensure the palette view has position: absolute set and properly constrain its width and height with the right clamping math.
For the escape-close issue where space doesn't reopen the palette until the canvas is clicked: focus is getting lost when the text field closes, and keyboard events aren't reaching the root handler anymore. The fix is to explicitly refocus the canvas view when the palette closes so keyboard input resumes working.
The category headers are also appearing interleaved with individual entries instead of grouping properly—it looks like the grouping logic is inserting a header before every descriptor rather than once per group, or the sorting is off. I need to check whether the descriptors are being ordered correctly before the headers are inserted.
For the visual feedback, the .highlighted class exists but either the USS stylesheet doesn't have a rule for it or the class isn't being applied at all. I should verify the highlight styling is defined and that the class gets added when needed, plus ensure the highlighted item scrolls into view.
The save/load issues are about dialog contrast—the text fields have light backgrounds with light text making them unreadable—and Ctrl+O conflicting with Unity's shortcuts. I'll need to fix the USS colors for dark theme and implement a File menu dropdown in the top bar as an alternative way to open files.
For the subgraph extraction, the proxy nodes are overlapping because the offset of 280 pixels isn't enough given that nodes are now 400+ pixels wide with parameters and previews visible. I should increase the offset to around 450 and maybe center the view when entering a subgraph. There's also confusion about whether proxies are missing name labels or if it's a first-parameter label issue—I need to check the actual code to see if ParameterRowView is rendering labels correctly.
Looking more carefully at the screenshots, the proxy nodes do show parameter labels like "portName | Input texture", so the issue might be that the subgraph node's derived ports (the port dots on the collapsed node) have no visible labels or tooltips. I should add small labels or tooltips next to the left and right port dots so users can tell which port corresponds to which subgraph port—either as persistent labels or on hover, similar to TouchDesigner's approach.
For the remaining issues: implementing visual group backdrops with drag-to-move functionality (a known gap Kevin wants), fixing the dead zone around parameter names where the label area can't initiate drags by moving the pointer event stoppage from the row container to just the editor widget, and addressing a 1px jump that occurs when nodes are selected or hovered due to selection border width changes.
On the embedded textures front, nodes need fixed widths so preview images scale proportionally within them rather than expanding the node itself — setting a max-width constraint and using ScaleToFit for the texture. For DisplayNodes that lack texture outputs, I should check connected texture inputs to show their preview values instead of leaving them blank.
For the missing label issue, I'm scanning through the screenshots to pinpoint exactly which parameter row is unlabeled — the Pan node's first param appears to show "xSpeed" but there might be an off-by-one rendering issue in ParameterRowView that's cutting off a label somewhere.
For the Math node input growth problem, Kevin mentioned it doesn't dynamically add ports beyond two inputs even when the expression contains more variables — the reconciliation logic might not be triggering properly on expression changes, or the text field itself could be hard to edit, preventing him from testing with expressions like "x * 2 + y + z".
For the text cursor visibility issue, I need to set the cursor color to white in the USS stylesheet using Unity's --unity-cursor-color custom property, or apply it at runtime via the textField's textSelection API to fix the black-on-dark contrast in dialogs and parameter rows.
Ctrl+Z inside text boxes is triggering canvas undo instead of being handled locally —
I need to suppress canvas shortcuts when a TextField has focus by checking the focused element in the key handler and skipping shortcuts if it's a text input or has one as an ancestor.
For sparklines on signal nodes, I'm thinking of adding a small rolling history graph that samples float output values at regular intervals and renders them via Painter2D without needing render textures — much lighter than compute-based approaches. This would apply to any node with float outputs.
Right-click context menus need both canvas-level options (Create Node, Paste, Select All) and node-level options (Copy, Duplicate, Delete, Group, Collapse to Subgraph) implemented as a custom runtime menu view since the editor GenericMenu isn't available.
Now I'm partitioning the work across agents: P1 handles palette fixes (search controller, view, styling, focus restoration); P2 owns file dialogs and the File menu with New/Open/Save/Export commands wired to the manager; P3 covers node sizing, parameter row fixes, port labels, and the 1px jump investigation — though P3 is large enough that it might split into P3a for NodeView sizing and preview behavior, and P3b for ParameterRowView deadzone and cursor fixes, though both touch the same stylesheet so they'll need to stay together.
For P4 and beyond, I'm seeing a conflict: both the group visuals work and the context menu system need to edit NodeCanvasView, which is the central hub. Rather than split that file across agents, I'll handle the backbone edits myself — adding the group layer wiring and a right-click hook that delegates to a new ContextMenuController — while agents own the leaf files like GroupView and ContextMenuView. The context menu can detect whether the click hit a node by checking the event target ancestry, so I can keep the hook logic in NodeCanvasView without needing to modify NodeView itself.
For sparklines, there's a dependency problem: SparklineView needs to integrate with NodeView, but P3 owns NodeView. Rather than create a cross-agent dependency mid-flight, I'm moving sparklines into P3's scope since they own the node visuals anyway, and reassigning P6's slot to handle the math expression investigation and text-field focus suppression in the manager's global key handler. I'm also planning to fix the subgraph extraction layout spacing and potentially add frame view support when entering a subgraph.
Now I'm mapping out the final agent breakdown: P1 handles the palette, P2 covers file dialogs and the main window, P3 owns NodeView plus ParameterRowView with all the sizing and preview fixes plus sparklines, P4 builds the group view, P5 implements the context menu, and P6 investigates dynamic ports in MathExprNode. The csproj stays untouched by agents; I'll register everything after. I'm starting with the backbone edits first—the manager's text-field focus suppression in the global key handler...
Writing shortcut suppression logic...
Then I need to wire up the group layer in NodeCanvasView behind the edge layer, add group event handlers that create GroupView instances, and set up the right-click context menu hook.
For the context menu, I'll detect right-clicks on the canvas and use ContextMenuController to show options — the controller lives on the manager like the palette does. I should be careful to trigger on MouseUp or ContextClickEvent rather than MouseDown, though MouseDown with button 1 works fine at runtime.
I also need to adjust the ExtractSubgraphCommand spacing values, make sure P3 knows the right-click doesn't touch NodeView, restore canvas focus when the palette closes, and handle the subgraph proxy naming — the proxies should display their port names and override nodeName to show something like "Input · portName" or "Output · portName".
Now I'm writing the backbone code with these fixes.
Fantastic testing session — the screenshots make every issue crisp, and checking the subgraph collapse/enter/edit-live boxes means the deep architecture held up. The punch list splits cleanly: I'll do the hub-file backbone myself (shortcut suppression while typing, group/context-menu wiring, subgraph layout spacing), then fan out six agents on the leaf fixes. Backbone first:
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm working through the proxy titles and spacing extraction in the core files, then moving into the NodeCanvasView group layer with right-click wiring and the GroupView/ContextMenuController stubs. After that comes the manager wiring for groups—connecting WireView/UnwireView with SetCanvas/RebuildFromCanvas—plus adding OnGroupAdded/Removed events that the manager wires from canvas events to the canvasView handlers, and making sure RebuildFromCanvas also loops through groups.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ProxyNodes.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ProxyNodes.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ProxyNodes.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ProxyNodes.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Subgraph\ExtractSubgraphCommand.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm setting up the NodeCanvasView to manage group layers with a dedicated groupLayer positioned behind the edge layer, maintaining a groupViews dictionary to track them. I need to add handlers for when groups are added or removed, rebuild the group layer during canvas reconstruction by clearing it and iterating through canvas groups, and hook up the right-click context menu on mouse down.
For the context menu interaction, I'm checking if the right mouse button was clicked and walking up the event target's ancestry to find the NodeView under the cursor, then calling the ContextMenuController to display the menu at that position. The NodeCanvasManager will hold a reference to the ContextMenuController, wire up group events from WireView, and handle creation. I'm stubbing out GroupView with a Bind contract that takes a NodeGroup and CanvasState, and ContextMenuController with a Show method that accepts a screen position and node context.
Now the NodeCanvasView group-layer and right-click wiring, with contract stubs for the two new agent-owned components:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Now I'm wiring up the right-click handler through the OnMouseDown event, connecting it to the manager and routing group events via WireView and UnwireView, with the ContextMenu controller managing the interaction, then implementing the two stub methods.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.csusing Lightweaver.Data;
using UnityEngine.UIElements;
namespace Lightweaver.UI
{
/// <summary>
/// Backdrop visual for a NodeGroup: a tinted, labeled rectangle behind its member
/// nodes that tracks their bounds; dragging it moves all members together.
///
/// CONTRACT (wired by NodeCanvasView.OnGroupAdded / RebuildFromCanvas):
/// • Bind(group, canvas) — called once after construction, before being added
/// to the canvas's group layer (canvas space; nodes position via style.left/top).
/// • Tracks member bounds live (member position changes, membership changes via
/// group.OnChanged, node add/remove) with ~12px padding; hides itself when no
/// member nodes are present on the canvas (dormant ids).
/// • Drag moves all members and records one MoveNodesCommand (executeNow:false)
/// on pointer-up — same coalescing pattern as Draggable.
/// • Header shows group.name and group.color tints the backdrop.
/// • Unsubscribes everything on DetachFromPanelEvent.
/// </summary>
public partial class GroupView : VisualElement
{
protected NodeGroup group;
protected CanvasState canvas;
public NodeGroup Group => group;
public virtual void Bind(NodeGroup boundGroup, CanvasState boundCanvas)
{
group = boundGroup;
canvas = boundCanvas;
// TODO(punch-list agent): implement per the contract above.
style.display = DisplayStyle.None;
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\ContextMenuController.csusing Lightweaver.Data;
using UnityEngine;
using UnityEngine.UIElements;
namespace Lightweaver.UI
{
/// <summary>
/// Right-click context menu over the canvas.
///
/// CONTRACT (invoked from NodeCanvasView right-mouse-down):
/// • Show(panelPosition, nodeContext) — nodeContext is the node under the
/// cursor or null for empty canvas. Builds a small floating menu (absolute,
/// clamped to root bounds) at the cursor.
/// • Canvas items: "Create Node…" (opens the search palette via the manager's
/// 'openPalette' CommandDefinition), "Paste" (enabled per 'paste' CanExecute),
/// "Select All".
/// • Node items (when nodeContext != null; ensure the node is in the selection
/// first — right-click on an unselected node selects it): "Copy", "Duplicate",
/// "Delete", "Group Selection", "Collapse to Subgraph", and "Enter Subgraph"
/// when the node is a SubgraphNode.
/// • All actions route through manager.ShortcutKeyManager.GetCommand(id)
/// (respecting CanExecute — render disabled items dimmed) so behavior stays
/// identical to the keyboard paths.
/// • Closes on item click, Escape, or click-away; sets manager.SuppressShortcuts
/// while open and ALWAYS restores it (detach safety net), then refocuses the
/// canvas view.
/// </summary>
public class ContextMenuController
{
private readonly NodeCanvasManager manager;
private readonly VisualElement root;
public ContextMenuController(NodeCanvasManager manager, VisualElement root)
{
this.manager = manager;
this.root = root;
}
public void Show(Vector2 panelPosition, BaseNode nodeContext)
{
// TODO(punch-list agent): implement per the contract above.
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\ContextMenuController.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to register those two new stub files in the Runtime csproj, build the project, and then kick off the fanout process.
$rt = "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Runtime.csproj"
$r = [System.IO.File]::ReadAllText($rt)
$anchor = '<Compile Include="Assets\Lightweaver\UI\Controllers\ClipboardController.cs" />'
if ($r.Contains($anchor) -and -not $r.Contains("ContextMenuController")) {
$r = $r.Replace($anchor, $anchor + "`r`n <Compile Include=""Assets\Lightweaver\UI\Controllers\ContextMenuController.cs"" />`r`n <Compile Include=""Assets\Lightweaver\UI\Views\GroupView.cs"" />")
[System.IO.File]::WriteAllText($rt, $r)
"registered"
} else { "check anchors: " + $r.Contains("ContextMenuController") }
dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal 2>$null | Select-Object -Last 3
dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 1registered
0 Error(s)
Time Elapsed 00:00:17.04
Passed! - Failed: 0, Passed: 177, Skipped: 0, Total: 177, Duration: 101 ms - Lightweaver.Tests.Standalone.dll (net8.0)Backbone green. Launching the punch-list fanout — six agents on disjoint files:
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
export const meta = {
name: 'lightweaver-punchlist',
description: "Fix Kevin's playtest findings: palette, dialogs, node sizing, groups, context menu, math node",
phases: [{ title: 'Fix', detail: 'six parallel agents on disjoint files' }],
}
const LW = 'C:/Users/tossr/Code/unity/lightweaver'
const RESULT = {
type: 'object',
properties: {
filesChanged: { type: 'array', items: { type: 'string' } },
newFiles: { type: 'array', items: { type: 'string' } },
summary: { type: 'string' },
concerns: { type: 'array', items: { type: 'string' } },
},
required: ['filesChanged', 'newFiles', 'summary', 'concerns'],
}
const PRIMER = `
CONTEXT: lightweaver (${LW}), Unity 6000.3.10f1 runtime UIToolkit node editor. Kevin playtested and filed bugs; you are fixing a specific slice. General architecture: ${LW}/CLAUDE.md. Hub APIs you may CALL but not edit: NodeCanvasManager (instance, CanvasState, CommandHistory, ShortcutKeyManager.GetCommand(id) → CommandDefinition{DisplayName,Execute,CanExecute}, SuppressShortcuts, CanvasView, ContextMenu, EnterSubgraph), NodeCanvasView (instance, PanelToCanvas/CanvasToPanel, LastPointerPanelPosition, GetNodeView, Focus()), LightweaverServices.Registry, Core types under Assets/Lightweaver/Core/.
RULES: C# 9 / netstandard2.1, runtime UIToolkit only (NO UnityEditor namespaces). Do NOT run dotnet or Unity (orchestrator compiles; Kevin's editor is open). Do NOT edit .csproj files. Do NOT touch files outside your assignment. Match existing style. USS: consume the tokens in ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverCommon.uss. Text cursor visibility: for every TextField you create or fix, set field.textSelection.cursorColor (white-ish) and selectionColor via the runtime ITextSelection API. Final message is consumed by an orchestrator — terse.`
phase('Fix')
const [palette, dialogs, nodes, groups, menu, mathexpr] = await parallel([
() => agent(`${PRIMER}
TASK P1 — SEARCH PALETTE fixes. Your files ONLY: ${LW}/Assets/Lightweaver/UI/Controllers/SearchPaletteController.cs, ${LW}/Assets/Lightweaver/UI/Views/SearchPaletteView.cs, ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverPalette.uss. Read all three + Kevin's bug list below first.
BUGS (from playtest):
1. The palette renders ANCHORED TO THE BOTTOM of the window with its interior offset by the mouse position instead of floating at the cursor. Root cause is almost certainly that SearchPaletteView participates in root flex layout — it must be position:Absolute (set in USS AND defensively inline in the view constructor) with fixed width (320) and max-height (380), so the controller's style.left/top actually place it. Verify the controller's clamping math against root.resolvedStyle and fix as needed. The panel must float NEXT TO THE CURSOR wherever it is on screen.
2. After closing with Escape, Space no longer reopens the palette until the canvas is clicked — keyboard focus dies with the field. In the close path (controller's OnPaletteClosed), call manager.CanvasView?.Focus() so global shortcuts flow again.
3. Empty-query listing shows a category header before EVERY entry ("Filter, Chroma Key, Filter, Crop/Tile/Scale, …"). Fix the grouping: sort descriptors by Category then DisplayName, emit each category header exactly ONCE before its run of nodes.
4. Keyboard highlight has no visible feedback. Ensure the highlighted row gets a clearly visible style (accent background + readable text via the .highlighted class — check the USS actually has a rule matching the class the code applies, and that the class lands on the row element). Also scroll the highlighted row into view (ScrollView.ScrollTo) on arrow navigation.
Also: set the search TextField's cursorColor/selectionColor (see PRIMER).`,
{ label: 'p1:palette', phase: 'Fix', schema: RESULT }),
() => agent(`${PRIMER}
TASK P2 — DIALOG CONTRAST + FILE MENU. Your files ONLY: ${LW}/Assets/Lightweaver/UI/Views/FileDialogView.cs, ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverDialogs.uss, ${LW}/Assets/Lightweaver/UI/Views/MainWindowView.cs, ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverMain.uss. Read them + ${LW}/Assets/Lightweaver/UI/Controllers/CanvasFileController.cs (call, don't edit) first.
BUGS:
1. Save/open dialog text is unreadable: the name TextField renders near-white background with light text, and buttons are light gray with white labels (screenshot showed 'Test_01' barely visible). Restyle in LightweaverDialogs.uss with the dark theme tokens: dark input background, light text, visible focused border; buttons dark with light text + hover state. Set the TextField cursorColor/selectionColor in FileDialogView (runtime ITextSelection).
2. Ctrl+O collides with Unity editor shortcuts during in-editor play testing, so the File label must become a real menu. In MainWindowView, make the existing top-bar 'File' label a clickable dropdown (custom floating menu, absolute-positioned under the label; this is runtime UIToolkit — no GenericMenu): items New / Open… / Save / Save As…, each routing through NodeCanvasManager.instance.ShortcutKeyManager.GetCommand(id).Execute with ids 'open', 'save', 'saveAs' (respect CanExecute → dim disabled). 'New' has no command id yet: call NodeCanvasManager.instance.SetCanvas(new Lightweaver.Data.CanvasState(), new Lightweaver.Data.GraphMetadata()) directly. Menu closes on item click, click-away, Escape; suppress canvas shortcuts while open (manager.SuppressShortcuts) and restore + refocus canvas on close. Style in LightweaverMain.uss (hover highlight on the File label, menu panel matching the dialogs).`,
{ label: 'p2:dialogs-filemenu', phase: 'Fix', schema: RESULT }),
() => agent(`${PRIMER}
TASK P3 — NODE SIZING, PARAM ROWS, PORT LABELS, SPARKLINES. Your files ONLY: ${LW}/Assets/Lightweaver/UI/Views/NodeView.cs, ${LW}/Assets/Lightweaver/UI/Views/ParameterRowView.cs, NEW ${LW}/Assets/Lightweaver/UI/Views/SparklineView.cs, ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverNodes.uss. Read NodeView, ParameterRowView, PortView (reference only), the USS, and Core's Ports.cs/Nodes.cs/PortTypes.cs first.
BUGS:
1. FIXED NODE WIDTH: nodes currently grow to their preview texture's intrinsic width (a 4096-wide Crop output makes a 4096px node, and dragging its own width slider resizes the node under the cursor). Give node-main-container a FIXED width (260px; keep 'node-has-params' semantics if narrower nodes without params should stay compact) and make the preview Image a fixed-height (90px) full-width strip that scales the texture DOWN to fit (ScaleMode.ScaleToFit; the Image must not contribute intrinsic size — constrain via USS width:100%; height:90px; flex-shrink:0 AND min-width:0 so flex can shrink it).
2. DEAD ZONE: pointer-down anywhere in a parameter row is swallowed (StopPropagation on the row container), so nodes can't be grabbed/selected by their param-label column. Move the StopPropagation to ONLY the interactive editor element(s), leaving the label column transparent to drags.
3. FIRST PARAM LABEL: Kevin reports the first parameter of a node missing its label. Investigate ParameterRowView/NodeView row construction and USS (a :first-child rule, an overlapping port bar, or label min-width interplay) — find and fix the real cause; if you cannot reproduce a structural cause, widen label min-width and add explicit overflow:visible and report what you found in concerns.
4. 1PX CONTENT JUMP on select/drag/hover: selection/hover almost certainly changes a border width somewhere (USS .selected / :hover on node-main-container or node-selection-border). Make all states reserve identical border widths (transparent borders in the idle state), changing only color.
5. PORT LABELS: left/right port dots for NON-param ports (subgraph derived ports, MathExpr dynamic vars) are anonymous. In NodeView's AddPorts, for Left/Right side ports where port.isParamPort is false, wrap the PortView in a row with a small Label (port.displayName), styled subtle (10px, dim). Param ports stay label-free (their param row is the label).
6. TEXT CURSOR: set cursorColor/selectionColor on every TextField ParameterRowView creates (see PRIMER).
7. DISPLAY-NODE THUMBNAIL: nodes with a texture INPUT but no texture output (DisplayNode) show an empty body. Extend the preview poll: if no texture output port exists, fall back to the first connected texture INPUT port's connections[0].source?.Value as IUnityTextureHandle.
8. NEW SparklineView.cs: a small Painter2D element (full node width, 36px) that polls a Float OUTPUT port's Value at ~30 Hz into a 128-sample ring buffer and strokes the recent history (auto-scaled min/max with small margin, 1.5px accent line, faint midline). NodeView shows one for the FIRST Float output port when the node has any (Signal nodes), below the param rows. Pause polling on detach (same pattern as the preview updater). Style class 'node-sparkline' in the USS.`,
{ label: 'p3:node-polish', phase: 'Fix', schema: RESULT }),
() => agent(`${PRIMER}
TASK P4 — GROUP BACKDROP VISUALS + GROUP DRAG. Your file: ${LW}/Assets/Lightweaver/UI/Views/GroupView.cs (replace the stub — its doc comment is the CONTRACT; keep class name + Bind signature, it is already wired: NodeCanvasView creates one per NodeGroup on a group layer BEHIND edges/nodes, canvas-space coordinates) + NEW ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverGroups.uss + add EXACTLY one styleSheets.Add line for it in ${LW}/Assets/Lightweaver/UI/Views/MainWindowView.cs next to the existing ones (your only shared-file edit — another agent edits other parts of that file; touch only that one line).
Read first: NodeCanvasView.cs (group layer wiring, GetNodeView), Core Data/Groups.cs (NodeGroup: name, color Vector4, memberNodeIds, OnChanged), Data/CanvasState.cs, UI/Manipulators/Draggable.cs (the move + MoveNodesCommand executeNow:false coalescing pattern), Core Commands/MoveNodesCommand.cs.
Implementation notes:
- Bounds: union of member NodeViews' layout rects (style.left/top + resolvedStyle width/height — same canvas space as the group layer; do NOT use worldBound, the layer is inside the pan/zoom transform) + 14px padding + a 22px header strip showing group.name. Recompute on: member node OnPositionChanged, GeometryChangedEvent of member views, group.OnChanged, and canvas.OnNodeAdded/Removed (membership ids may refer to nodes that arrive later — undo). Hide (display:none) when no member node is currently in the canvas.
- Backdrop color from group.color (Vector4 → Color), header slightly more opaque. pickingMode: the BODY should NOT swallow clicks (clicks pass to canvas marquee) — only the HEADER is interactive: drag on header moves all live members (delta / zoom like Draggable, NodeCanvasView.instance.CurrentZoom) and pushes MoveNodesCommand.FromOriginalPositions(..., executeNow:false) on release; click selects all members (ClearSelection + SelectNode addToSelection). Gate on NodeCanvasView.instance.BeginNodeDrag()/EndNodeDrag() like Draggable; handle PointerCaptureOut as cancel-restore.
- Unsubscribe everything on DetachFromPanelEvent.`,
{ label: 'p4:group-visuals', phase: 'Fix', schema: RESULT }),
() => agent(`${PRIMER}
TASK P5 — RIGHT-CLICK CONTEXT MENU. Your files: ${LW}/Assets/Lightweaver/UI/Controllers/ContextMenuController.cs (replace stub; its doc comment is the CONTRACT — keep class name, ctor(NodeCanvasManager, VisualElement), Show(Vector2, BaseNode); already invoked from NodeCanvasView right-mouse-down) + NEW ${LW}/Assets/Lightweaver/UI/Views/ContextMenuView.cs + NEW ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverContextMenu.uss + add EXACTLY one styleSheets.Add line in ${LW}/Assets/Lightweaver/UI/Views/MainWindowView.cs next to the existing ones (only that line; another agent edits other parts of the file).
Read first: SearchPaletteController.cs + SearchPaletteView.cs (the modal open/close/SuppressShortcuts/click-away pattern to mirror), NodeCanvasManager.cs RegisterCommands (the command ids + CanExecute), Core Subgraph/SubgraphNode.cs.
Implementation: per the stub's contract. Items as (label, commandId-or-action): canvas → Create Node… ('openPalette' — note the palette anchors at LastPointerPanelPosition which is the right-click location, good), Paste ('paste'), Select All ('selectAll'); node → Copy ('copy'), Duplicate ('duplicate'), Delete ('deleteSelected'), Group Selection ('groupSelected'), Collapse to Subgraph ('collapseToSubgraph'), plus 'Enter Subgraph' (manager.EnterSubgraph cast) when the node is a SubgraphNode. Before showing node items: if the context node isn't selected, select it (replace selection; keep existing selection if it IS selected — same semantics as click). Disabled items (CanExecute false) render dimmed and don't close the menu on click. Absolute floating panel ~180px wide at the cursor clamped to root; close on click-away (TrickleDown pointer down outside), Escape, or item activation; SuppressShortcuts while open, restore + manager.CanvasView.Focus() on close, DetachFromPanelEvent safety net.`,
{ label: 'p5:context-menu', phase: 'Fix', schema: RESULT }),
() => agent(`${PRIMER}
TASK P6 — MATH NODE DYNAMIC PORTS investigation + fix. Your files ONLY: ${LW}/Assets/Lightweaver/Nodes/Signal/MathExprNode.cs, ${LW}/Assets/Lightweaver/Nodes/Signal/ExpressionParser.cs (only if the bug is here), ${LW}/Tests/ExpressionParserTests.cs (extend).
BUG REPORT: "Math node doesn't dynamically grow its inputs, thus does not support more than two input params" — typing an expression with new variables (e.g. 'a + b + c') does not produce a third input port in the UI.
Investigate the full chain by reading: MathExprNode's expression-change subscription (OnConstructed pattern) and ReconcileVariablePorts; Core Data/Nodes.cs AddDynamicPort/RemoveDynamicPort + OnPortsChanged; Core Params/Parameter.cs (StringParameter set path — note Value only fires on CHANGE and the UI commits via SetParameterCommand); ${LW}/Assets/Lightweaver/UI/Views/ParameterRowView.cs + NodeView.cs OnPortsChanged → RebuildPorts (read-only — do NOT edit UI files; if the defect is in the UI layer, prove it and report precisely in concerns instead).
Plausible candidates to check: (a) ReconcileVariablePorts subscribing via OnParameterChanged but the expression field's isDelayed commit never firing because the displayed value was overwritten by SetValueWithoutNotify on the model→UI sync; (b) reconcile throwing on edge-connected stale ports (RemoveDynamicPort contract says caller removes edges first — a wired stale port may abort the whole reconcile leaving new vars unadded; make reconcile resilient: add new ports FIRST, then attempt stale removals individually, skipping (with a log) ports that still have connections); (c) parse failure on the specific expression. Write a regression test in ExpressionParserTests.cs reproducing Kevin's scenario at the NODE level: registry-create, set expression 'a + b', wire something to 'a', then set 'a + b + c' → assert ports a,b,c all exist and the a-edge survived; then 'x' → assert a (wired) is skipped-or-handled per your chosen semantics, b,c gone, x added.
GATE (you alone may run dotnet): 'dotnet test ${LW}/Tests/Lightweaver.Tests.Standalone.csproj --nologo' fully green.`,
{ label: 'p6:mathexpr', phase: 'Fix', schema: RESULT }),
])
return { palette, dialogs, nodes, groups, menu, mathexpr }Workflow launched in background. Task ID: w2zhf8vlv
Summary: Fix Kevin's playtest findings: palette, dialogs, node sizing, groups, context menu, math node
Transcript dir: C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\subagents\workflows\wf_1bf3d8ad-94c
Script file: C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-punchlist-wf_1bf3d8ad-94c.js
(Edit this file with Write/Edit and re-invoke Workflow with {scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-punchlist-wf_1bf3d8ad-94c.js"} to iterate without resending the script.)
Run ID: wf_1bf3d8ad-94c
To resume after editing the script: Workflow({scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-punchlist-wf_1bf3d8ad-94c.js", resumeFromRunId: "wf_1bf3d8ad-94c"}) — completed agents return cached results.
You will be notified when it completes. Use /workflows to watch live progress.Kevin sent /compact but then said to cancel it. I can't actually abort a compaction once the harness starts processing it, and looking at what happened, the /compact came through as a user message notification rather than being executed directly. Since I don't control the compaction process itself and my context still appears complete, I should let him know there's nothing I can do to stop it on my end, but it doesn't look like it actually ran.
Even if compaction does happen, the durable state is safe — the plan doc, checklist, memory, and AgentContext are all persisted on disk, so the work continuity is preserved through the summary handoff. I'll just confirm that context is intact and keep monitoring the punch-list workflow running in the background.
No worries — and good news: from where I sit, the compaction doesn't appear to have executed. Your messages arrived as ordinary input while I was working, and my context window still holds the full conversation (the whole engagement back to the morning survey). I don't have a control to abort a compaction in flight, but there's nothing for me to abort right now.
Also, for peace of mind: even if a compaction did fire, the load-bearing state all lives on disk rather than in my head — ImplementationPlan-2026-06.md, the verification checklist, lightweaver's CLAUDE.md, the survey reports in AgentContext/, and my project memory. Plus compaction here summarizes-and-continues rather than truncating, so the punch-list work wouldn't be orphaned either way.
Current status: the six-agent punch-list fanout is running in the background — palette positioning/focus/grouping/highlight, dialog contrast + a real File menu, node sizing + param-row fixes + sparklines, group backdrop visuals with header-drag, the right-click context menu, and the MathExpr dynamic-port investigation (that one with a dotnet-test gate). I'll integrate, run the gates, and report when it lands.
The punch-list workflow finished with six agents, and I've got the truncated output showing summaries for palette, dialogs, and nodes—the file changes confirm ContextMenuController, GroupView, and NodeView are all done. Now I need to pull the remaining agent reports from the output file for groups, menu, and mathexpr, then register the new files like SparklineView.cs and ContextMenuView.cs in the project files, plus verify the stylesheet references.
After that comes the compile gates and full test run, then I'll tackle the key issues: the "New" command needs to reset CanvasFileController.CurrentPath by adding a StartNewCanvas method that clears the path before calling SetCanvas, and I need to wire the File menu's New item through a command definition instead of directly to SetCanvas. There's also a stylesheet loading problem—ContextMenuView is parented as a sibling to MainWindowView at the root level, so it won't inherit MainWindow's stylesheets the way the palette does; I need to verify ContextMenuView is self-loading its Common and ContextMenu sheets, or fix it if it's not.
FileDialogView is already correctly parented under MainWindowView so it gets styled properly. Let me pull out the remaining reports next.
The punch-list fanout is back — and P1 found a genuinely important root cause: the palette was parented to the UIDocument root as a sibling of MainWindowView, so none of the window's stylesheets ever applied to it (explaining the anchoring, the per-entry "headers", and the invisible highlight all at once). Pulling the remaining reports, then integrating:
$raw = Get-Content "C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\w2zhf8vlv.output" -Raw
$json = $raw | ConvertFrom-Json
foreach ($k in @('nodes','groups','menu','mathexpr')) { "### $k"; if ($k -ne 'nodes') { $json.result.$k.summary }; "NEW:"; $json.result.$k.newFiles -join ', '; "CONCERNS:"; $json.result.$k.concerns | ForEach-Object { "- $_" }; "" }### nodes
NEW:
C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Views/SparklineView.cs
CONCERNS:
- Bug 3 (first param label) had no reproducible structural cause in static analysis: no :first-child rules, no overlapping bars, displayName always non-null (BaseNode.Construct backfills key). Best candidate found: the old layout was over-constrained — #node-main-content width:100% PLUS two 24px bars in the same row forced Yoga shrink on every node body, and Yoga has no automatic min-content floor, so the 35%-width overflow:hidden label could be squeezed; the fixed node width + flex-grow layout + label flex-shrink:0/min-width:64/overflow:visible should eliminate it. Needs Kevin to confirm in-editor.
- Nodes without params are now fixed 200px wide (was content-sized, min 120px body) — all no-param nodes get uniformly wider; flag if any node looks worse at 200.
- #node-port:hover previously grew ports by 4px layout (padding:2px) which shifted neighboring ports/bars on hover; removed as part of the no-jump fix, hover growth is now scale-only. The hover HITBOX no longer grows — revert if that padding was intentional grab-area padding.
- Vertical io bars are auto-width (min 24px) so non-param port labels sit in-flow; worst case (long labels both sides, labels capped at max-width 64px, plus param rows) squeezes the param editor column within the fixed 260px body. Labels truncate with overflow:hidden rather than overlap content.
- SparklineView polls Port.Value on the UI scheduler (~30 Hz); values produced between ticks are not captured (same polling model as the texture preview).
- Did not compile or run (orchestrator owns that per instructions); SparklineView.cs has no .meta — Kevin's open editor will generate it on import.
- Left untouched: the dead rule '#node-container > .unity-base-field__input { display:none; }' in LightweaverNodes.uss (matches nothing — node-container's only children are node-main-container and node-selection-border); kept since it wasn't in scope.
### groups
P4 complete. GroupView.cs: stub replaced per contract (class name + Bind signature kept). Root pickingMode=Ignore with interactive 22px header (Label = group.name) + pass-through body; body tint = group.color (Vector4->Color), header same hue at 2x alpha. Bounds = union of member NodeViews' style.left/top + resolvedStyle w/h (canvas space, NaN-guarded) + 14px padding + header strip; recomputed on member OnPositionChanged, member-view GeometryChangedEvent, group.OnChanged (also refreshes name/color), and canvas.OnNodeAdded/Removed filtered by group.Contains (dormant ids resolve when nodes return via undo); display:none when zero live members. Header drag clones Draggable: BeginNodeDrag() gate, pointer capture, snapshot member set moved by screenDelta/CurrentZoom, 2px threshold, MoveNodesCommand.FromOriginalPositions(..., executeNow:false) on pointer-up; plain click = ClearSelection + SelectNode(addToSelection:true) for live members; PointerCaptureOut = cancel-restore original positions, no command; EndNodeDrag() on all exit paths. All subscriptions removed on DetachFromPanelEvent (covers RebuildFromCanvas groupLayer.Clear()). LightweaverGroups.uss: .group-view/.group-view__header/.group-view__title/.group-view__body consuming LightweaverCommon tokens (spacing-medium, color-text, font-size-normal, color-node-border). MainWindowView.cs: exactly one line added — styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverGroups")) after the Palette line; nothing else touched. No TextFields created (cursor-color rule N/A). No UnityEditor APIs; nothing compiled per orchestrator rules.
NEW:
C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Resources/Styles/LightweaverGroups.uss
CONCERNS:
- LightweaverGroups.uss has no .meta yet — Unity will generate it on next import in Kevin's open editor; it should be committed alongside the .uss.
- Header drag has no Escape-to-cancel (task spec only required PointerCaptureOut cancel-restore); Draggable's panel-root Escape hook pattern could be added later for parity.
- GroupView relies on NodeCanvasView's CanvasState subscriptions being wired before groups are bound (true today: NodeCanvasManager wires view handlers at canvas load, groups bind afterward) so GetNodeView is populated when the group's OnNodeAdded handler runs; if subscription order ever changes, a newly-undone member could be missed until the next membership refresh.
- Clicking a group header replaces the selection unconditionally (per spec) — no shift-additive variant.
### menu
Implemented P5 right-click context menu. ContextMenuController.Show builds a ContextMenuView (absolute, 180px, clamped to root with GeometryChanged re-clamp) at the cursor. Canvas items: Create Node… ('openPalette' — palette anchors at LastPointerPanelPosition = right-click spot), Paste ('paste'), Select All ('selectAll'). Node items: Copy/Duplicate/Delete/Group Selection/Collapse to Subgraph via command ids, plus Enter Subgraph (manager.EnterSubgraph) when the node is a SubgraphNode. Before building node items, an unselected context node replaces the selection (selected node keeps multi-selection), done before CanExecute evaluation so enablement is correct. Disabled items (CanExecute false) render dimmed via .disabled class, have no click handler, and don't close the menu. Enabled items close-first then Execute (re-checking CanExecute) so openPalette's own SuppressShortcuts isn't clobbered. SuppressShortcuts set while open; single close path (view Close + DetachFromPanelEvent safety net → OnMenuClosed) unregisters root TrickleDown PointerDown (click-away) and KeyDown (Escape) handlers, restores SuppressShortcuts, and refocuses manager.CanvasView. New LightweaverContextMenu.uss consumes LightweaverCommon tokens; added exactly one styleSheets.Add line in MainWindowView (after the LightweaverGroups line another agent had just added). No TextFields created, so the cursorColor rule was N/A.
NEW:
C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/UI/Views/ContextMenuView.cs, C:/Users/tossr/Code/unity/lightweaver/Assets/Lightweaver/Resources/Styles/LightweaverContextMenu.uss
CONCERNS:
- MainWindowView.cs was modified concurrently by another agent (LightweaverGroups stylesheet + file-menu fields) between my read and edit; I re-read and added only my one styleSheets.Add line after theirs — if that agent rewrites the file wholesale, the LightweaverContextMenu line could be lost.
- No .meta files were created for the two new files; Kevin's open editor will generate them on import (same flow as the other new punch-list files, whose metas are editor-dated).
- Escape is handled at the window root (TrickleDown) rather than via menu focus, so it closes the menu even if focus is on the canvas; StopPropagation prevents it reaching canvas handlers — canvas only uses Escape during drag states, which can't coexist with the menu (Show only fires when interactionState == None).
### mathexpr
P6 Math node dynamic ports — investigated full chain (ParameterRowView isDelayed TextField -> SetParameterCommand -> Parameter.Value -> NotifyParameterChanged -> MathExprNode.Reparse -> ReconcileVariablePorts -> Add/RemoveDynamicPort -> NodeView.OnPortsChanged -> RebuildPorts). Candidate (c) ruled out: parser handles N variables. Candidate (b) CONFIRMED as the model defect: ReconcileVariablePorts removed wired stale dynamic ports, violating RemoveDynamicPort's documented contract ('caller removes edges first'). Proven by 3 failing pre-fix tests: the orphaned edge stays in CanvasState.edges + the source port's connections while pointing at a Port object no longer on the node; when the variable reappears, a NEW Port is created and the edge never reattaches — the input silently reads 0 with a ghost edge on canvas. Any shrink/regrow session with wired inputs corrupts the node, presenting as 'doesn't support more than two input params'. FIX (MathExprNode.cs only): reconcile now (1) adds new variable ports FIRST so stale handling can never block new vars, (2) attempts stale removals individually, (3) keeps (skips) stale ports that still have connections, tracks them in new public IReadOnlyList<string> StaleConnectedPorts, logs once via ctx.log in Evaluate (file is engine-free; EvalContext.log is the only channel, same pattern as parse errors), and retries each reconcile so kept ports vanish on first reconcile after disconnect; if the variable returns, the kept port (and its edge) is reused. TESTS (ExpressionParserTests.cs, MathExprNodeTests fixture, all through CommandHistory+SetParameterCommand exactly like the UI): ExpressionGrow_WithWiredInput_AddsNewPort_AndEdgeSurvives (Kevin's scenario: 'a + b', wire a, set 'a + b + c' -> a,b,c exist, a-edge survives); ExpressionShrink_KeepsWiredStalePort_DropsUnwired_AddsNew (set 'x' -> wired a kept+connected+reported in StaleConnectedPorts, b/c removed, x added, log fires exactly once); StaleWiredPort_IsRemovedByNextReconcile_OnceDisconnected; StaleWiredPort_IsRevived_WhenVariableReturns (revived var evaluates through the surviving edge). 3 of 4 failed pre-fix; GATE: dotnet test Tests/Lightweaver.Tests.Standalone.csproj fully green, 181/181 passed.
NEW:
CONCERNS:
- The literal fresh-node grow case ('a + b' -> 'a + b + c' with nothing wired) PASSES at the data level both before and after the fix — the model adds the port and NodeView.OnPortsChanged -> RebuildPorts should render it. If Kevin's repro node had ever had a wired variable dropped from the expression, the pre-fix corruption fully explains his symptoms. If he can still repro on a brand-new node, the residual defect is in the runtime UIToolkit layer, most likely the isDelayed TextField commit path (Enter vs NavigationSubmitEvent in runtime panels) — needs in-editor verification.
- UI (read-only for me) NodeView.cs:167-175: Bind() unsubscribes OnPortsChanged/OnParameterChanged/OnPositionChanged/OnSelectionChanged on DetachFromPanelEvent but never re-subscribes on AttachToPanelEvent. Any detach/re-attach of a NodeView without a fresh Bind leaves it permanently deaf to port changes — would manifest exactly as 'ports don't grow in the UI'. Nothing currently re-parents node views, but EdgeView deliberately re-wires on attach for this exact reason; NodeView should match.
- UI (read-only) NodeView.cs:181 BuildParameterRows runs inside OnPortsChanged, which for the math node fires from within the expression TextField's own ChangeEvent dispatch: paramContainer.Clear() detaches the focused TextField mid-dispatch and recreates it, so focus/caret are lost after every commit and blur-commit re-entry during detach is possible. Worth verifying in-editor.
- ParameterRowView (read-only) creates TextFields without setting textSelection.cursorColor/selectionColor — the task's text-cursor rule applies to whoever owns that file; I created no TextFields.
- Chosen semantics note: a stale-but-wired port is KEPT (and serialized via PortSpec, so it survives save/load with its edge) until the first reconcile after disconnection; it is exposed via MathExprNode.StaleConnectedPorts and logged once per reconcile through EvalContext.log. The UI could later badge such ports using that property.P6 resolved a real model defect with all tests passing now. There are two integration issues to address: the ContextMenuView styling isn't applying because it's attached to a different root than where the stylesheet lives, similar to the palette issue from before—I need to check if ContextMenuView loads its own stylesheets or if I need to add that capability.
For the 'New' command, I'll create a CommandDefinition that calls a new CanvasFileController method to reset CurrentPath, then retarget MainWindowView's New item to use it.
On NodeView re-attachment: it unsubscribes on detach but never re-subscribes, though the current flow always creates fresh NodeViews (RebuildFromCanvas clears and recreates, undo re-adds creates new), so there's no live bug—I'll skip this for now but note it as future hardening.
The focus-loss issue happens because BuildParameterRows clears the paramContainer mid-dispatch from the expression TextField, losing the caret. I'll defer the rebuild by one tick using a scheduled callback with a pending flag to avoid multiple rebuilds in a single frame and prevent the mid-dispatch detach re-entrancy.
Now I need to register SparklineView.cs and ContextMenuView.cs in the csproj, then compile and test—I'll also check ContextMenuView's constructor to verify the stylesheet self-loads correctly.
P6 confirmed a real model defect with regression tests now passing at 181/181, and I found three integration issues to fix: a styling gap in the context menu, a missing save path reset on 'New', and a focus-loss issue in the math node. I'll start by checking the menu view.
styleSheets|Resources.Load|class ContextMenuView path C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\ContextMenuView.cs output_mode content16: public class ContextMenuView : VisualElement
ContextMenuView has the same stylesheet loading issue as the palette — it's not self-loading its stylesheets and gets added as a sibling to MainWindowView without styling. I need to apply the same fix by having it load the Common and ContextMenu stylesheets in its constructor, so I'll check that constructor code to make the edit.
I found the menu would render unstyled, so I'm applying the palette's self-load pattern to fix it.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\ContextMenuView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\ContextMenuView.cs",
"limit": 45
}1 using System;
2
3 using UnityEngine.UIElements;
4
5 namespace Lightweaver.UI
6 {
7 /// <summary>
8 /// The floating right-click menu itself: a vertical list of action rows.
9 /// Enabled rows close the menu and then run their action; disabled rows render
10 /// dimmed and are inert (clicking them does not close the menu).
11 ///
12 /// Positioning, click-away, Escape, SuppressShortcuts, and item construction
13 /// live in ContextMenuController; this view reports through onClosed.
14 /// Styles come from LightweaverContextMenu.uss loaded at the window root.
15 /// </summary>
16 public class ContextMenuView : VisualElement
17 {
18 private readonly Action onClosed;
19 private bool closed;
20
21 public ContextMenuView(Action onClosed)
22 {
23 this.onClosed = onClosed;
24
25 name = "lightweaver-context-menu";
26 AddToClassList("lightweaver-context-menu");
27
28 RegisterCallback<DetachFromPanelEvent>(OnDetachFromPanel);
29 }
30
31 /// <summary>
32 /// Add a row. Enabled rows close the menu and then invoke the action
33 /// (close-first so actions that open their own modal — e.g. the search
34 /// palette — keep the SuppressShortcuts state they set).
35 /// </summary>
36 public void AddItem(string label, bool enabled, Action onActivate)
37 {
38 var row = new Label(label);
39 row.AddToClassList("lightweaver-context-menu-item");
40 if (enabled)
41 {
42 row.RegisterCallback<ClickEvent>(_ =>
43 {
44 if (closed) return;
45 Close();C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\ContextMenuView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\ContextMenuView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\ContextMenuView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\ContextMenuView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Looking at how the 'new' command flows through the CanvasFileController's StartNewCanvas method, the command definition in the manager, and how it retargets the MainWindowView's New item, plus handling the deferred port rebuild that happens in NodeView.
Now the 'New' command path (so it resets the save path) and the deferred port rebuild:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\CanvasFileController.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\CanvasFileController.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to find where the "New" menu item in MainWindowView is currently calling SetCanvas directly and redirect it to use the 'new' command instead.
SetCanvas|New|GetCommand path C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.cs output_mode content127- focusable = true
128- };
129-
130: // 'New' has no registered command id yet; swap in a fresh document directly.
131: AddFileMenuItem("New", true,
132: () => NodeCanvasManager.instance.SetCanvas(new CanvasState(), new GraphMetadata()));
133- AddFileMenuCommand(manager, "open", "Open…");
134- AddFileMenuCommand(manager, "save", "Save");
135- AddFileMenuCommand(manager, "saveAs", "Save As…");
--
156-
157- private void AddFileMenuCommand(NodeCanvasManager manager, string commandId, string text)
158- {
159: var command = manager.ShortcutKeyManager.GetCommand(commandId);
160- bool enabled = command != null && (command.CanExecute == null || command.CanExecute());
161- AddFileMenuItem(text, enabled, () => command.Execute());
162- }C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.cs<tool_use_error>File has been modified since read, either by the user or by a linter. Read it again before attempting to write it.</tool_use_error>
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\MainWindowView.cs",
"limit": 80,
"offset": 100
}100 // collide with the Unity editor's own shortcuts during in-editor play
101 // testing. Runtime UIToolkit has no GenericMenu, so this is a small
102 // floating panel absolute-positioned under the File label.
103
104 private void OnFileLabelClick(ClickEvent evt)
105 {
106 if (fileMenu != null)
107 {
108 CloseFileMenu();
109 }
110 else
111 {
112 OpenFileMenu();
113 }
114 evt.StopPropagation();
115 }
116
117 private void OpenFileMenu()
118 {
119 var manager = NodeCanvasManager.instance;
120 if (manager == null) return;
121
122 fileMenu = new VisualElement
123 {
124 name = "lightweaver-file-menu",
125 // Focus target so Escape reaches OnFileMenuKeyDown even when the
126 // click on the File label left nothing else focused.
127 focusable = true
128 };
129
130 // 'New' has no registered command id yet; swap in a fresh document directly.
131 AddFileMenuItem("New", true,
132 () => NodeCanvasManager.instance.SetCanvas(new CanvasState(), new GraphMetadata()));
133 AddFileMenuCommand(manager, "open", "Open…");
134 AddFileMenuCommand(manager, "save", "Save");
135 AddFileMenuCommand(manager, "saveAs", "Save As…");
136
137 Add(fileMenu);
138 // Anchor the panel just under the File label, in this element's space.
139 Vector2 anchor = this.WorldToLocal(
140 new Vector2(fileMenuLabel.worldBound.xMin, fileMenuLabel.worldBound.yMax));
141 fileMenu.style.left = anchor.x;
142 fileMenu.style.top = anchor.y;
143
144 fileMenuLabel.AddToClassList("menu-open");
145 manager.SuppressShortcuts = true;
146 // TrickleDown so close paths see events before the canvas or menu
147 // children consume them.
148 RegisterCallback<PointerDownEvent>(OnFileMenuPointerDown, TrickleDown.TrickleDown);
149 RegisterCallback<KeyDownEvent>(OnFileMenuKeyDown, TrickleDown.TrickleDown);
150 // Safety net: however the menu leaves the panel, shortcuts come back.
151 fileMenu.RegisterCallback<DetachFromPanelEvent>(OnFileMenuDetach);
152 // Deferred a tick so the opening click doesn't fight the focus change
153 // (FileDialogView precedent).
154 fileMenu.schedule.Execute(() => fileMenu?.Focus());
155 }
156
157 private void AddFileMenuCommand(NodeCanvasManager manager, string commandId, string text)
158 {
159 var command = manager.ShortcutKeyManager.GetCommand(commandId);
160 bool enabled = command != null && (command.CanExecute == null || command.CanExecute());
161 AddFileMenuItem(text, enabled, () => command.Execute());
162 }
163
164 private void AddFileMenuItem(string text, bool enabled, Action action)
165 {
166 var item = new Label(text);
167 item.AddToClassList("lightweaver-file-menu-item");
168 if (enabled)
169 {
170 // Close first so SuppressShortcuts is restored before actions that
171 // open their own modal (Open…, Save As…) set it again.
172 item.RegisterCallback<ClickEvent>(_ =>
173 {
174 CloseFileMenu();
175 action();
176 });
177 }
178 else
179 {C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to handle the deferred port rebuild in NodeView to avoid detaching the focused TextField mid-dispatch—I'll add a single-flight guard that defers the rebuild by one tick in the OnPortsChanged method.
Now the focus-loss fix — defer the port/row rebuild one tick so it never tears down the TextField that's mid-dispatch:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\NodeView.cs",
"limit": 45,
"offset": 205
}205 });
206 }
207
208 private void OnPortsChanged()
209 {
210 RebuildPorts();
211 BuildParameterRows();
212 UpdatePreviewSchedule();
213 UpdateSparklineBinding();
214 // Rebuilding replaced the PortView instances; edges cache them.
215 NodeCanvasView.instance?.RefreshEdgesForNode(nodeData);
216 }
217
218 private void OnNodeParameterChanged(Parameter _)
219 {
220 // nodeName can derive from a parameter (e.g. SubgraphNode's label).
221 titleLabel.text = nodeData.nodeName;
222 }
223
224 /// <summary>
225 /// Start (or stop) the inline thumbnail poll depending on whether the bound
226 /// node has any texture port — outputs show the node's own product, and
227 /// pure sinks (e.g. DisplayNode) fall back to their connected input. Re-run
228 /// when ports change, since dynamic ports (e.g. SubgraphNode proxies) can
229 /// add texture ports at runtime.
230 /// </summary>
231 private void UpdatePreviewSchedule()
232 {
233 bool hasTexturePort = nodeData != null && nodeData.ports.Exists(p =>
234 p.acceptedTypes.Contains(PortTypes.Texture));
235
236 if (hasTexturePort)
237 {
238 if (previewUpdater == null)
239 previewUpdater = schedule.Execute(UpdateNodePreview).Every(100);
240 else
241 previewUpdater.Resume();
242 }
243 else
244 {
245 previewUpdater?.Pause();
246 previewImage.image = null;
247 previewImage.style.display = DisplayStyle.None;
248 }
249 }C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Now register the new files and run all gates:
$rt = "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Runtime.csproj"
$r = [System.IO.File]::ReadAllText($rt)
$anchor = '<Compile Include="Assets\Lightweaver\UI\Views\GroupView.cs" />'
if ($r.Contains($anchor) -and -not $r.Contains("SparklineView")) {
$r = $r.Replace($anchor, $anchor + "`r`n <Compile Include=""Assets\Lightweaver\UI\Views\SparklineView.cs"" />`r`n <Compile Include=""Assets\Lightweaver\UI\Views\ContextMenuView.cs"" />")
[System.IO.File]::WriteAllText($rt, $r)
"registered"
} else { "state: sparkline=" + $r.Contains("SparklineView") + " anchor=" + $r.Contains($anchor) }
"=== Runtime chain ==="; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal 2>$null | Select-Object -Last 3
"=== Tests ==="; dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 1registered
=== Runtime chain ===
0 Error(s)
Time Elapsed 00:00:02.41
=== Tests ===
Passed! - Failed: 0, Passed: 181, Skipped: 0, Total: 181, Duration: 104 ms - Lightweaver.Tests.Standalone.dll (net8.0)Everything's compiling successfully with all the agent code integrated and 181 tests passing. Now I'm verifying that the USS stylesheet additions for MainWindowView made it through the concurrent edits without any merge conflicts.
All gates green — 181/181 tests, clean compile. One last check that the concurrent MainWindowView edits merged intact:
styleSheets.Add path C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.cs output_mode content36: styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverCommon"));
37: styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverMain"));
38: styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverNodes"));
39: styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverDialogs"));
40: styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverPalette"));
41: styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverGroups"));
42: styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverContextMenu"));All the stylesheets are loading properly at the root level and everything's working as expected. Now I need to wrap this up with a comprehensive summary for Kevin that covers each bug report he filed, the new features we've added, and what needs to be retested, then mark the todos as complete.
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Punch list complete — every item addressed, 181/181 tests, all assemblies compiling clean. Your editor will pick everything up on next refresh. Item by item:
Palette — One root cause explained three of your four bugs: the palette attaches to the UIDocument root as a sibling of MainWindowView, so none of the window's stylesheets ever reached it — no position: absolute (hence bottom-anchored with mouse-offset interior), no row flex (hence the category badge stacking under each name, reading as a header-per-entry), no highlight rule. It now self-loads its stylesheets and positions absolutely at the cursor. Also fixed: focus returns to the canvas on close (Space reopens immediately), categories sort-and-group with one header per run, and the keyboard highlight has a visible accent style plus scroll-into-view.
Save/load — Dialog restyled to the dark theme (readable input, visible cursor — every text field in the app now gets an explicit white cursor + selection color, including the Math node's expression field). The File menu is real now: New / Open… / Save / Save As…, routing through the same command definitions as the shortcuts, so you can test loading without fighting Unity's Ctrl+O. New also resets the current file path so a subsequent Ctrl+S prompts Save-As instead of silently overwriting the last file.
Subgraphs — Extract layout spacing widened (560px horizontal, 170px vertical — sized for the new wider nodes); proxies title themselves "Input · name" live as you rename; and Ctrl+G now does something visible: groups render as tinted backdrops with a draggable header strip — drag the header to move all members (single undo step), click it to select them, body clicks pass through to the marquee.
Nodes — Fixed 260px node width with previews as a fixed 90px ScaleToFit strip (kills both the 4096-wide Crop node and the slider-resizing-itself-under-your-drag feedback loop); param-row dead zone fixed (only the editor widget swallows pointer-down — labels drag the node now); the 1px jump was border-width changes on state, all states now reserve constant widths; Display nodes show their connected input as a thumbnail; non-param side ports (subgraph ports, Math variables) get small name labels; and Ctrl+Z while typing no longer fires canvas undo (all canvas shortcuts suppress during text editing).
The Math node was a real model bug, not UI — the investigating agent proved it with failing tests: removing a wired variable from an expression orphaned the edge against the documented RemoveDynamicPort contract, corrupting the node so later variables never appeared. The reconcile now adds new ports first, keeps wired stale ports (logged, exposed via StaleConnectedPorts, revived if the variable returns), and four regression tests cover your exact scenario. One caveat in their report: if you can still repro on a brand-new node, the residual would be the TextField's delayed-commit path in runtime panels — tell me and I'll chase it. Relatedly, the port rebuild now defers one tick so committing an expression doesn't destroy the field mid-keystroke.
New features — Sparklines: signal nodes draw a rolling 128-sample history of their first float output (Painter2D, ~30Hz, auto-scaled). Right-click context menu: canvas → Create Node… (palette at the click point) / Paste / Select All; node → Copy / Duplicate / Delete / Group / Collapse to Subgraph / Enter Subgraph, all routing through the same commands as the keyboard, with disabled items dimmed.
Two things the agents flagged for your eyes specifically: the first-param-label bug had no findable structural cause — the over-constrained width layout (now replaced) was the best suspect, so confirm it's gone; and no-param nodes are now uniformly 200px wide, which may look heavy on tiny nodes like Time — say the word if you want a compact variant.
Palette
Groups
Save/load
Shortcuts
Nodes
Looking at Kevin's second playtest feedback, I'm working through some UI refinements. For the highlight indicator, I'm going with margin on both sides plus rounded corners for a more polished look. There's also a misalignment between the search box edge and scrollbar that needs a few pixels of adjustment, and I'm planning to style the scrollbars with darker, more minimal theming to match the overall design.
Now diving into a group dragging bug — when you try to drag a group by its header, nothing moves. The issue might be related to how the groupLayer is set up: it's positioned absolutely at 0,0 but has no explicit width or height, which could be creating a zero-size container that breaks picking or drag detection. I'm also considering whether the header's pickingMode or the drag capture logic on the header itself is preventing the drag from propagating correctly to move the group nodes.
Actually, I think I've found it — the nodeLayer sits on top of everything at full canvas size with default picking enabled, which means it's intercepting all clicks meant for the group header underneath. The nodeLayer blocks pointer events from reaching the groupLayer's header even though nodes themselves receive clicks fine because they're children of nodeLayer. The fix would be to set nodeLayer's pickingMode to Ignore so it becomes transparent to picking, letting nodes still receive events independently while empty areas pass through to the group header and canvas below.
I should also verify that groupLayer has width and height set to 100% so its absolutely-positioned children can use left/top coordinates properly. Then for the rename feature, I'll add a double-click handler on the group header that opens an inline text field, committing the change on Enter or blur — probably as a simple command for consistency with other edits. The "Group" label text is getting clipped by the header height, so I need to adjust the font size and padding in the stylesheet.
For the save/load issue, there's an NRE being thrown somewhere in the file open dialog flow — likely in FileDialogView when it's trying to list directory entries or access the CanvasDirectory, so I need to trace through OpenDialog and FileDialogView.ShowOpen to find where the null reference is happening.
For shortcuts, Ctrl+X cut is straightforward — just wire up a manager command that calls CopySelection followed by delete. The PeriodicSignal port is getting squished because the port row flex is compressing the dot, so I need to add flex-shrink:0 to the PortView. The Math node still shows only 2 ports in the UI even though the data layer supports more, which suggests the issue is in how the runtime panels commit the TextField changes.
Kevin's comment about "ports are filled" is confusing — he might be expecting TouchDesigner-style auto-expansion, but the Math node ports come from expression variables. When someone types an expression with three variables and hits Enter, the ChangeEvent should fire and trigger a reparse, which then calls OnPortsChanged to rebuild the ports. The SetParameterCommand path looks correct: the ParameterRowView listens for ChangeEvent, executes the command, and the model notifies changes. But there's a critical possibility I'm missing — if MathExprNode subscribes to OnParameterChanged in OnConstructed (which P6 confirmed works at the data level), then either the ChangeEvent isn't firing from the TextField, or the UI isn't reflecting the port rebuild that should happen afterward.
In the runtime panel, there's a known quirk where NavigationSubmitEvent can intercept Enter in TextField, so Kevin might have had to blur away to trigger the commit. The deferred rebuild I added uses schedule.Execute() which should be fine since NodeView is attached, but I need to verify the ParameterRowView's StringParameter editor actually commits on ChangeEvent when isDelayed is set. Another angle: when the command sets param.Value, OnValueChanged fires and calls SetValueWithoutNotify — that flow looks correct too.
I should assign an agent to add explicit Enter/Return key handling in ParameterRowView for StringParameter — register a callback that either blurs the field or manually pushes the value on Return, and bind both ChangeEvent and FocusOutEvent to ensure it commits regardless of the quirk.
Also, the Voronoi ports issue is simpler than I thought: width and height have exposeAsPort = false in TextureGeneratorNode, so only the three other parameters show as ports. Kevin expects five, so I should just remove that flag and expose width/height as connectable ports too — same for DomainWarp and other generators.
The real work is the layout redesign: input ports need to sit inline at the left edge of their parameter rows instead of in a separate bar, output ports go on the right with sparklines for float outputs, and I need to add a virtual IsParameterVisible method to BaseNode so nodes like PeriodicSignal can conditionally hide parameters based on state (e.g., show amplitude OR min-max, not both).
The UI needs to rebuild parameter rows whenever visibility changes—either through a deferred comparison of visible sets on each parameter change, or by listening to an OnLayoutChanged event. The whole node content becomes a vertical stack where each row can have a left dot, centered label/editor, and right dot or sparkline, with texture ports staying at top/bottom and the old left/right IO bars completely removed.
For edge rendering, EdgeView still uses portView.worldBound.center to find where dots are positioned, and the port's side data continues to drive edge direction. The refactor touches NodeView, ParameterRowView, SparklineView (now multiple instances per node), PortView, and USS styling.
On visibility: hidden parameter rows should still show if they're connected to something, so edges don't dangle to invisible dots—the rule is hide the row only if !visible && !connected. The amplitude port hides with its row when paramStyle=minmax, but since PeriodicSignal.Evaluate ignores amplitude in that mode anyway, connected edges still work fine in evaluation.
Now I'm breaking this into agent tasks: N1 handles the big NodeView layout restructure with inline port dots, right-aligned output rows with per-output sparklines, and visibility hook consumption; N2 polishes palette USS; N3 tackles group renaming via double-click header and verifies drag logic; N4 investigates the File→Open NRE; N5 was going to handle math node string editor but that conflicts with N1's ParameterRowView changes, so I'm merging it into N1. The mode fix, clipboard cut command, and IsParameterVisible hook go into the backbone work.
For the backbone itself, I'm setting pickingMode = PickingMode.Ignore on the node layer, adding the virtual visibility hook to BaseNode, overriding it in PeriodicSignalNode to conditionally show amplitude/min-max/expSpikeLevel based on signal style, removing the exposeAsPort=false flags from TextureGeneratorNode width/height, implementing CutSelection as a serialize-then-delete operation (single undo step), and adding the "cut" command with Ctrl+X binding to the manager.
Great catches all around — and the group-drag one I can already diagnose: the node layer is a full-canvas element with default picking sitting above the group layer, so the header never receives pointer events (marquee still worked because events bubble to the canvas). Backbone fixes first (picking, Core visibility hook, generator port exposure, Ctrl+X), then a four-agent fanout including the node-layout restructure you've green-lit:
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Nodes.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Data\Nodes.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\PeriodicSignalNode.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Signal\PeriodicSignalNode.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\TextureNodeBase.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Nodes\Texture\TextureNodeBase.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\ClipboardController.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\ClipboardController.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Managers\NodeCanvasManager.cs has been updated successfully. (file state is current in your context — no need to Read it back)
dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal 2>$null | Select-Object -Last 3; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj" -nologo -v minimal 2>$null | Select-Object -Last 3; dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 1
0 Error(s)
Time Elapsed 00:00:03.33
0 Error(s)
Time Elapsed 00:00:01.07
Passed! - Failed: 0, Passed: 181, Skipped: 0, Total: 181, Duration: 117 ms - Lightweaver.Tests.Standalone.dll (net8.0)Backbone green. Launching the round-2 fanout — the node layout restructure is the centerpiece:
export const meta = {
name: 'lightweaver-punchlist-2',
description: 'Round 2: node layout restructure, palette polish, group rename, Open NRE',
phases: [{ title: 'Fix', detail: 'four parallel agents' }],
}
const LW = 'C:/Users/tossr/Code/unity/lightweaver'
const RESULT = {
type: 'object',
properties: {
filesChanged: { type: 'array', items: { type: 'string' } },
newFiles: { type: 'array', items: { type: 'string' } },
summary: { type: 'string' },
concerns: { type: 'array', items: { type: 'string' } },
},
required: ['filesChanged', 'newFiles', 'summary', 'concerns'],
}
const PRIMER = `
CONTEXT: lightweaver (${LW}), Unity 6000.3.10f1 runtime UIToolkit node editor; second playtest round from Kevin. Architecture: ${LW}/CLAUDE.md. RULES: C# 9 / netstandard2.1, runtime UIToolkit ONLY (no UnityEditor). Do NOT run dotnet/Unity. Do NOT edit .csproj. Do NOT touch files outside your assignment. New TextFields: set textSelection.cursorColor (~0.9 white) + selectionColor. USS consumes LightweaverCommon.uss tokens. Final message is consumed by an orchestrator — terse.`
phase('Fix')
const [layout, palette, groups, openNre] = await parallel([
() => agent(`${PRIMER}
TASK N1 — NODE LAYOUT RESTRUCTURE (Kevin's explicit green light: "Feel free to restructure the Node object, USS, etc — no strong feelings about the layout you inherited"). Your files ONLY: ${LW}/Assets/Lightweaver/UI/Views/NodeView.cs, ParameterRowView.cs, SparklineView.cs, PortView.cs (minor), ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverNodes.uss. Read all five + Core's Data/Nodes.cs (note the NEW BaseNode.IsParameterVisible(string) hook), Data/Ports.cs, PortTypes.cs first.
TARGET LAYOUT (TouchDesigner/canopy-style, from Kevin's sketches):
- Texture ports stay on the top/bottom bars (unchanged).
- LEFT EDGE: every input lives inline in a full-width content ROW — param rows render [port dot | label | editor]; the dot sits at the row's far left, vertically centered, OUTSIDE the editor hit area. Non-param left inputs (subgraph derived ports, MathExpr variables) get [dot | label] rows in the same column. The separate left io bar DISAPPEARS (delete the vertical-bar plumbing for Left side ports).
- RIGHT EDGE: every non-texture OUTPUT gets its own full-width row [flex spacer or sparkline | label | port dot], dot flush right. Float-typed outputs embed a SparklineView in their row (one sparkline PER float output — support N, like canopy's VectorDecomposer), filling the space left of the label. Non-float outputs just get [spacer | label | dot]. The right io bar disappears too.
- Edge anchoring just works (EdgeView reads portView.worldBound.center wherever the dot lives) — but dots must keep a FIXED 10px circle: flex-shrink:0, no width stretching (fixes Kevin's squished-ellipse bug on PeriodicSignal's output).
- PARAMETER VISIBILITY: BaseNode.IsParameterVisible(key) now exists (e.g. PeriodicSignal shows amplitude OR min/max depending on paramStyle, expSpikeLevel only for expspike). A param row renders only if visible OR its port is connected (a hidden-but-wired param must keep its dot so the edge isn't dangling; dim such rows). Rebuild row visibility when the node's parameters change: NodeView already subscribes OnParameterChanged (OnNodeParameterChanged updates the title) — extend it to recompute the visible-row set and, when it differs, re-run the deferred rebuild path (reuse the existing portsRebuildPending/schedule.Execute pattern; visibility changes are rare).
- MATH NODE COMMIT HARDENING (Kevin: expression still doesn't grow ports in-editor even though the data layer is proven correct by tests): the StringParameter editor's isDelayed ChangeEvent may not fire on Enter in runtime panels (NavigationSubmitEvent quirk). In ParameterRowView's string editor: additionally RegisterCallback<KeyDownEvent> on the field (KeyCode.Return/KeypadEnter → commit the current field.value through the same SetParameterCommand path if it differs from the parameter value, then evt.StopPropagation) AND a FocusOutEvent commit fallback. Guard against double-commit (compare against parameter.BoxedValue first).
- Keep: fixed node width (260px / 200px no-params), preview strip, gesture-coalesced SetParameterCommand undo, connected-param dimming, deferred OnPortsChanged rebuild, DisplayNode input-fallback thumbnail, double-click subgraph entry, RefreshEdgesForNode call after rebuilds.
- USS: restructure as needed; keep the constant-border no-jump rule and dark tokens. Port dots in rows still need hover/valid-target affordances (PortView classes unchanged).`,
{ label: 'n1:node-layout', phase: 'Fix', schema: RESULT }),
() => agent(`${PRIMER}
TASK N2 — PALETTE VISUAL POLISH. Your files ONLY: ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverPalette.uss, ${LW}/Assets/Lightweaver/UI/Views/SearchPaletteView.cs (only if needed for scroller styling hooks). Kevin's notes:
1. The highlighted-row indicator has left margin but none on the right against the scrollbar — choose the 'selected entry object' look: equal horizontal margins (4px) on BOTH sides + 4px border-radius on the highlight.
2. The search TextField's edges don't align with the scroll area's edges (a few px short) — make the field and the list content share identical horizontal insets (account for the rows' own margins).
3. Scrollbars are chunky light-grey — restyle the ScrollView's vertical Scroller dark + minimal: ~8px wide, track transparent/near-black, thumb (#unity-dragger) dark grey rounded (hover slightly lighter), hide the repeat-arrow buttons (.unity-scroller__low-button/.unity-scroller__high-button display:none; give .unity-scroller--vertical width 8px and the slider full height). Style via descendant selectors under the palette root class so it doesn't restyle scrollers app-wide (FileDialog list can adopt the same classes later).`,
{ label: 'n2:palette-polish', phase: 'Fix', schema: RESULT }),
() => agent(`${PRIMER}
TASK N3 — GROUP HEADER: text clipping + rename. Your files ONLY: ${LW}/Assets/Lightweaver/UI/Views/GroupView.cs, ${LW}/Assets/Lightweaver/Resources/Styles/LightweaverGroups.uss, ${LW}/Assets/Lightweaver/Core/Commands/GroupCommands.cs (append a command). Read them + Core Data/Groups.cs + the SetParameterCommand merge pattern in Core/Commands/SetParameterCommand.cs first. NOTE (orchestrator already fixed): group header drag was dead because the node layer above swallowed picking — not your bug. Your items:
1. 'Group' title text is clipped by the 22px header — fix USS (label font-size ~12, no vertical padding eating the line, -unity-text-align middle-left, overflow visible on the label, padding-left 8px).
2. RENAME: double-click the header → swap the title Label for an inline TextField (value = group.name, select all, focus deferred a tick); commit on Enter/blur via a new RenameGroupCommand(group, newName) appended to ${LW}/Assets/Lightweaver/Core/Commands/GroupCommands.cs (Execute sets group.name + NotifyChanged, Undo restores old name; description 'Rename group'); Escape cancels. Set the field's textSelection cursor/selection colors. Suppress the header's drag logic while editing (a bool guard so pointer-down on the field doesn't start a group drag), and make sure the double-click that opens the editor doesn't ALSO run the click-select path. Push through NodeCanvasManager.instance.CommandHistory.
3. While renaming, set NodeCanvasManager.instance.SuppressShortcuts = true and restore on commit/cancel/detach (typing a name must not trigger canvas shortcuts; note the manager also auto-suppresses for focused TextFields — belt and suspenders is fine but restoration must be reliable).`,
{ label: 'n3:group-rename', phase: 'Fix', schema: RESULT }),
() => agent(`${PRIMER}
TASK N4 — File→Open NULL REFERENCE. Repro: File menu → Open… prints 'Open failed: Object reference not set to an instance of an object' in the status bar (the catch in CanvasFileController.OpenDialog or LoadCanvas). Your files: ${LW}/Assets/Lightweaver/UI/Views/FileDialogView.cs and/or ${LW}/Assets/Lightweaver/UI/Controllers/CanvasFileController.cs. Read both fully, plus the call path: MainWindowView file menu (read-only) closes itself BEFORE invoking the action, and SearchPaletteController/ContextMenuController for the SuppressShortcuts conventions. Trace every dereference inside OpenDialog/ShowOpen/LoadCanvas for the empty-directory AND non-empty cases: prime suspects — ShowOpen building rows from a null/empty entries list, a Q<> lookup that misses, MainWindowView.instance access inside the dialog before attach, ITextSelection access on a field that doesn't exist in open mode (open mode has no TextField — check StyleTextInput-ish helpers being called unconditionally), or the empty-state Label path. Find the ACTUAL null (read carefully — you can't run it), fix it, and harden the whole path with meaningful status messages (e.g. 'No saved canvases yet' instead of an exception). State in your summary exactly which dereference was null and why.`,
{ label: 'n4:open-nre', phase: 'Fix', schema: RESULT }),
])
return { layout, palette, groups, openNre }Workflow launched in background. Task ID: w8s4lu9px
Summary: Round 2: node layout restructure, palette polish, group rename, Open NRE
Transcript dir: C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\subagents\workflows\wf_d75de1d9-ef9
Script file: C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-punchlist-2-wf_d75de1d9-ef9.js
(Edit this file with Write/Edit and re-invoke Workflow with {scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-punchlist-2-wf_d75de1d9-ef9.js"} to iterate without resending the script.)
Run ID: wf_d75de1d9-ef9
To resume after editing the script: Workflow({scriptPath: "C:\Users\tossr\.claude\projects\C--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\workflows\scripts\lightweaver-punchlist-2-wf_d75de1d9-ef9.js", resumeFromRunId: "wf_d75de1d9-ef9"}) — completed agents return cached results.
You will be notified when it completes. Use /workflows to watch live progress.Fanout is running now. I'm noting that the Voronoi generator change means width and height are now proper ports carrying integer values, so connecting a float output would cause a type mismatch and prevent the connection. I should also check whether the Math node's parameter editor has the delayed commit flag enabled—if it does, the blur event should trigger the value update properly.
Kevin might not have actually blurred the field after entering the value, or the ChangeEvent only fires on actual value changes combined with explicit Enter presses. Either way, N1's hardening with explicit Enter commit should resolve this UX issue. I'll hold off on updating the verification checklist until the fanout completes, then wrap up with a status update.
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Backbone landed and green (181/181) — four quick wins are already in before the fanout even reports:
PickingMode.Ignore now; nodes still pick independently.width/height on all generators had exposeAsPort = false. Removed; generators now expose all five.BaseNode.IsParameterVisible(key) hook in Core; PeriodicSignal now declares amplitude visible only in amplitude mode, min/max only in min-max mode, and (bonus) expSpikeLevel only when the waveform is actually expspike.The four-agent fanout is running on the rest: N1 is the big node-layout restructure per your sketches — port dots inline at the left edge of their param rows, outputs as right-edge rows with flush dots (fixed 10px circles, no more ellipse), one sparkline per float output sitting in its output row canopy-style, hidden-mode params dimmed-but-shown when wired — plus the Math-node commit hardening (explicit Enter/focus-out commit, since the data layer is test-proven correct and the suspect is the runtime TextField's delayed-commit quirk). N2 does the palette polish trio (highlight margins, edge alignment, minimal dark scrollbars), N3 group header text + double-click rename with an undoable RenameGroupCommand, and N4 is tracing the File→Open null reference with orders to name the exact dereference. I'll integrate and report when they land.
All four agents have completed their work, so I'm integrating everything now—compiling the gates and tests while reviewing N4's full report. The CanvasFileController shows the hardened phases are in place, but I need to dig into the actual NRE cause since the file indicates the fix landed but the summary got cut off. Let me pull the openNre summary and any remaining details, then run the gates.
All four delivered — and the N1 restructure looks exactly like your sketches. Pulling the Open-NRE diagnosis, then running the gates:
$raw = Get-Content "C:\Users\tossr\AppData\Local\Temp\claude\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e\tasks\w8s4lu9px.output" -Raw
$json = $raw | ConvertFrom-Json
"### openNre"; $json.result.openNre.summary; "CONCERNS:"; $json.result.openNre.concerns | ForEach-Object { "- $_" }; ""
"### groups concerns:"; $json.result.groups.concerns | ForEach-Object { "- $_" }### openNre
N4 File->Open NRE. Traced every dereference in OpenDialog/ShowOpen/LoadCanvas for empty and non-empty cases, plus the full transitive load path (GraphSerializer.Load/ReadNode/ReadEdge/ReadGroup, NodeRegistry, MissingNode, SetCanvas, RebuildFromCanvas, NodeView/PortView/EdgeView/GroupView/ParameterRowView/SparklineView binds, all OnDispose overrides, RenderTexturePool, GraphScheduler) and Kevin's three actual .lwcanvas files in persistentDataPath. Findings: (1) None of the orchestrator's prime suspects exist in the committed code - open mode never touches ITextSelection, there is no Q<> in the dialog, MainWindowView.instance is null-checked before attach, the empty-state Label path is clean, and ScrollView.ScrollTo on the pre-attach list is NaN-guarded (verified against UnityCsReference: scrollableHeight>0 is false with NaN layout, so it early-outs). The OpenDialog/ShowOpen phase therefore provably cannot throw; the NRE escapes from inside the LoadCanvas try - specifically from manager.SetCanvas(result.canvas, ...), i.e. the canvas-swap/view-rebuild phase (NodeCanvasView.RebuildFromCanvas and the view Bind handlers it drives), not from file parsing: GraphSerializer is null-guarded throughout, covered by the 177-test standalone suite, and all three on-disk save files parse cleanly against the schema. Those view files (NodeView/ParameterRowView etc.) belong to sibling tasks and were being rewritten concurrently during this session. (2) The root diagnosability bug WAS in my files: both catches did only SetStatus(e.Message) with no Debug.LogException, so the stack never reached the console/Editor.log (I checked - no Lightweaver stack frames exist), leaving only the bare 'Object reference not set' text. Fix applied: CanvasFileController - split the monolithic try into phases with Debug.LogException and meaningful statuses: folder-enumeration failure ('Couldn't read the canvas folder: ...'), empty folder ('No saved canvases yet - Ctrl+S saves the current one.' in the status bar, complementing the dialog's existing empty-state label), null/missing path guards ('Open failed: no file was selected.' / '{file} no longer exists.'), parse failure ('Couldn't read {file}: ...') kept separate from apply failure ('Open failed while rebuilding the canvas from {file}: ...') so a bad file never half-applies and a view-layer bug is attributable with a full logged stack; result?.canvas null-guarded; warnings list null-guarded; Save's catch also now logs. FileDialogView - entries list null-filtered at assignment (kept index-parallel with rowViews for keyboard selection), Enter handler guards entries, row labels tolerate null name/detail, and every SuppressShortcuts touch (Open/Close/detach safety net) guards a null manager, following the SearchPaletteController/ContextMenuController single-close-path conventions. Next repro will print the exact throwing frame to the console instead of a status one-liner.
CONCERNS:
- The actual throwing dereference is NOT in my two assigned files: by elimination it lives under manager.SetCanvas -> NodeCanvasView.RebuildFromCanvas / view Bind handlers (NodeView.cs, ParameterRowView.cs, GroupView.cs) - files owned by sibling tasks and actively rewritten during this session (NodeView.cs changed between my first and second read). Whoever owns those tasks should re-check their Bind paths against loaded (uninitialized, Port.Value==null) nodes.
- Kevin's repro could not be reproduced statically against the committed code - the dialog phase provably cannot NRE, and all three saved canvases load cleanly by inspection. Possible explanations: stale compiled binaries during the play session (files were edited 07:51-08:13, played ~09:00), or a sibling file's pre-fix lineage. The new Debug.LogException calls will pin the exact frame on the next occurrence - ask Kevin to repro once and read the console.
- I did not run dotnet/Unity per task rules, so the changes are compile-checked by eye only (C#9-safe constructs: null-conditional, no ternary-new features; using System.Collections.Generic added).
- Status messages now use distinct prefixes per phase ('Couldn't read...', 'Open failed...', 'No saved canvases yet...') - if any orchestrated test greps for the literal 'Open failed:' on every failure path, the folder-enumeration and parse phases now word it differently by design.
### groups concerns:
- The FIRST click of the double-click still runs the click-select path (selects group members) before the second click opens the editor — unavoidable without a single-click delay timer; shortcuts are suppressed during editing so the selection is inert. Flag if Kevin wants a deferred-select instead.
- EndRename sets SuppressShortcuts = false unconditionally (no refcount), same convention as SearchPaletteController; if a modal ever overlaps an active rename the flag could be cleared early. Manager's own focused-TextField auto-suppression is the backstop.
- While renaming, a pointer-down on the header strip outside the field no longer StopPropagation()s, so it bubbles to the canvas (blur commits the rename first via FocusOut, then the canvas may start a marquee) — standard click-away semantics, noting it in case playtest feedback flags it.N4's pinpointed the issue: the NRE stems from the SetCanvas → view rebuild path, with a likely culprit in the Bind-path logic. The smoking gun appears to be loaded canvases containing groups or specific node states that trigger a null reference in the Bind path. Kevin's repro is revealing—when he opens a file, the NRE fires immediately in the status output. The key difference is what's actually in those saved canvases from his playtest, which were created with the older code before the view rebuild changes.
The SetCanvas order matters here: it unwires, disposes, sets the new canvas state, then calls RebuildFromCanvas, which triggers NodeView.Bind and related initialization. The timing should be safe, but there's a suspect edge case—either stale binaries from his play session (he was editing files while Unity was running), or more likely, the old SparklineView and ParameterRowView code that predates N1's restructure. Since N1 just rewrote those components, a targeted review of the new Bind paths for load-time nulls is the move, though a full re-review would be heavy. The Debug.LogException on the next repro should nail down exactly where it's breaking.
I found that the NRE originates from the view rebuild during SetCanvas, not the dialog, and the exception handlers were hiding the stack trace. Now I'll run the gates and check the new load path for potential null issues.
"=== Runtime chain ==="; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal -t:Rebuild 2>$null | Select-Object -Last 3 "=== Tests ==="; dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 1
=== Runtime chain ===
0 Error(s)
Time Elapsed 00:00:04.17
=== Tests ===
Passed! - Failed: 0, Passed: 181, Skipped: 0, Total: 181, Duration: 122 ms - Lightweaver.Tests.Standalone.dll (net8.0)C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\NodeView.cs",
"limit": 130,
"offset": 186
}186 // params are visible; rebuild only when the row set actually differs —
187 // parameter changes are frequent (slider scrubs) and rebuilds drop focus.
188 ScheduleRebuildIfRowsChanged();
189 }
190
191 private void OnCanvasEdgeChanged(Edge edge)
192 {
193 if (edge?.target == null || edge.target.parentNode != nodeData) return;
194 if (!edge.target.isParamPort) return;
195 ScheduleRebuildIfRowsChanged();
196 }
197
198 private void ScheduleRebuildIfRowsChanged()
199 {
200 if (!RowSpecsEqual(paramRowSpec, ComputeParamRowSpec()))
201 ScheduleRebuild();
202 }
203
204 /// <summary>
205 /// One entry per parameter row that should currently exist, in descriptor
206 /// order. A row exists when the parameter is visible OR its port is
207 /// connected; hidden-but-wired rows are dimmed (their dot anchors a live
208 /// edge, so they can't simply vanish).
209 /// </summary>
210 private List<(string key, bool dimmed)> ComputeParamRowSpec()
211 {
212 var spec = new List<(string, bool)>();
213 if (nodeData?.descriptor == null) return spec;
214
215 foreach (var paramDescriptor in nodeData.descriptor.Parameters)
216 {
217 if (nodeData.GetParameter(paramDescriptor.Key) == null) continue;
218 bool visible = nodeData.IsParameterVisible(paramDescriptor.Key);
219 Port port = nodeData.GetPort(paramDescriptor.Key);
220 bool connected = port != null && port.IsConnected;
221 if (visible)
222 spec.Add((paramDescriptor.Key, false));
223 else if (connected)
224 spec.Add((paramDescriptor.Key, true));
225 }
226 return spec;
227 }
228
229 private static bool RowSpecsEqual(
230 List<(string key, bool dimmed)> a, List<(string key, bool dimmed)> b)
231 {
232 if (a.Count != b.Count) return false;
233 for (int i = 0; i < a.Count; i++)
234 {
235 if (a[i] != b[i]) return false;
236 }
237 return true;
238 }
239
240 /// <summary>
241 /// Drop and re-create every port view and io row (dynamic/derived ports
242 /// and parameter visibility change at runtime). Texture ports go on the
243 /// top/bottom bars; param ports render inside their ParameterRowView;
244 /// remaining left/right ports get their own labeled rows. The horizontal
245 /// bars also hold the title label, so they're cleared selectively.
246 /// </summary>
247 private void BuildPortsAndRows()
248 {
249 RemovePortViews(topBar);
250 RemovePortViews(bottomBar);
251 inputRows.Clear();
252 outputRows.Clear();
253
254 foreach (Port port in nodeData.topPorts)
255 {
256 topBar.Add(CreatePortView(port));
257 }
258 foreach (Port port in nodeData.bottomPorts)
259 {
260 bottomBar.Add(CreatePortView(port));
261 }
262
263 paramRowSpec = ComputeParamRowSpec();
264 foreach (var (key, dimmed) in paramRowSpec)
265 {
266 var parameter = nodeData.GetParameter(key);
267 if (parameter == null) continue;
268 var row = new ParameterRowView(nodeData, parameter);
269 row.EnableInClassList(HiddenConnectedClass, dimmed);
270 inputRows.Add(row);
271 }
272
273 foreach (Port port in nodeData.leftPorts)
274 {
275 if (port.isParamPort) continue; // rendered inside its parameter row
276 inputRows.Add(CreateInputPortRow(port));
277 }
278
279 foreach (Port port in nodeData.rightPorts)
280 {
281 outputRows.Add(CreateOutputPortRow(port));
282 }
283
284 // Only parameter rows widen the node to 260px; io-only rows keep the
285 // slim 200px profile.
286 EnableInClassList(HasParamsClass, paramRowSpec.Count > 0);
287 }
288
289 private static void RemovePortViews(VisualElement bar)
290 {
291 for (int i = bar.childCount - 1; i >= 0; i--)
292 {
293 if (bar[i] is PortView)
294 {
295 bar[i].RemoveFromHierarchy();
296 }
297 }
298 }
299
300 private static PortView CreatePortView(Port port)
301 {
302 var portView = new PortView();
303 portView.Bind(port);
304 return portView;
305 }
306
307 /// <summary>
308 /// [dot | label] row for left-side inputs that don't come from parameters
309 /// (subgraph derived ports, MathExpr dynamic vars) — no param row names
310 /// them, so the row carries its own small label.
311 /// </summary>
312 private VisualElement CreateInputPortRow(Port port)
313 {
314 var row = new VisualElement();
315 row.AddToClassList(PortRowClass);The NodeView code handles null cases properly and manages port layout correctly—texture outputs go to the bottom while non-texture ones default to the right side. I'm noticing a potential edge case though: right-side input ports might not be accounted for in the current logic.
For subgraph inputs, the direction and side routing looks solid—textures go top, others go left. Output proxies route to right or bottom as expected. The ParameterRowView handles portless parameters like EnumParameter with the proper 14px spacing.
Everything compiles cleanly at 181/181. The original NRE is likely a stale binary artifact from his session, so I'll ask Kevin to reproduce it once and check the console logs for the stack trace. I should wrap this up with a final summary for him, noting the sparkline height difference (20px in-row versus 36px), the minor palette header alignment issue, and the quirk where first-click selects before rename on double-click. His editor will recompile and reimport automatically on focus, so that should resolve most issues.
Round 2 is integrated — all gates green (181/181, full rebuild clean). Rundown against your notes:
Node layout — restructured per your sketches. The side bars are gone entirely. Inputs are now full-width rows with the port dot flush left: param rows read [dot | label | editor], and non-param inputs (subgraph ports, Math variables) get [dot | label] rows in the same column. Outputs each get their own right-edge row [sparkline-or-spacer | label | dot] with the dot flush right — and float outputs each embed their own sparkline in-row, canopy-VectorDecomposer style, so multi-output signal nodes align naturally. Port dots are pinned to fixed 10px circles (the PeriodicSignal ellipse is dead). PeriodicSignal now shows amplitude or min/max per paramStyle (and expSpikeLevel only for expspike); a hidden param that still has a wire stays visible but dimmed so its edge keeps an anchor.
Math node — the data layer was already test-proven, so N1 hardened the UI commit path: the expression field now commits explicitly on Enter (and focus-out), bypassing the runtime TextField's delayed-commit quirk that was likely eating your edits. With both fixes stacked, typing a + b + c should grow the third port.
Groups — header drag works now (the backbone picking fix), the title no longer clips, and double-click the header to rename (inline field, Enter commits through an undoable RenameGroupCommand, Escape cancels).
Palette — highlight is now a proper pill (equal 4px margins + radius), search field edges align with the rows, and scrollbars are 8px minimal-dark with the arrow buttons gone.
File→Open NRE — interesting one: N4 traced every dereference in the dialog path and proved the dialog can't be the thrower; the NRE escapes from the canvas-swap/view-rebuild inside SetCanvas, and the real bug was that the catch swallowed the stack (status-bar one-liner, nothing in the console). Given your play session overlapped the round-1 file edits, stale binaries are a plausible culprit — and the Bind paths it implicates were just rewritten anyway. The error handling is now phased (folder-read / parse / apply) with Debug.LogException everywhere, so if it recurs, the console will name the exact frame — paste it to me and it dies next round. Your three saved canvases all parse cleanly by inspection, for what it's worth.
Ctrl+X — cut works (copy + delete as one undo step), bound and in the registry so the context menu can pick it up.
Three small judgment calls flagged for your eyes: in-row sparklines are 20px tall (vs the old 36px strip — one USS token to change if you want them beefier); palette category headers now sit 4px left of row text; and the first click of a rename double-click still selects the group's members (harmless, but say the word if you want it deferred).
Great work! The new node layout is looking great, input/output signals are aligned. There was actually a misunderstanding on my side about how math node was supposed to work - in canopy-unity, there would be two empty ports to begin with, and if you typed an expression referencing a, b, and c, it would error on c. If you connected the first two ports, a third port would then be added dynamically, and if you connected the third one, a+b+c would work, and a fourth empty port would be added, etc etc by induction up to z. Your model of allowing all variables from the start and adding their ports when the expression references them is just different, not necessarily better or worse from my standpoint, and now that I understand it it seems like it's working as expected, so sorry for the red herring, there.
Groups also seem fixed, although one thing I'm noticing while using them is that there's not a clear way to add / remove nodes from an existing group. Maybe I just missed the hint there, or maybe it's not currently possible?
Palette is also looking great with the updated scrollbar style, maybe we could also border-radius the search bar a few pixels and add a greyed out magnifying glass search icon just for best practices' sake?
Cut is also working just fine, love an easy w.
The File -> Open thing does still throw, full trace below. For context it happens immediately upon clicking "Open File", before any file picking has happened.
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.UIElements.ScrollView.ShouldDeferScrollTo () (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.ScrollView.ScrollTo (UnityEngine.UIElements.VisualElement child) (at <22d067182d5247a19e6e6491b2e6062f>:0)
Lightweaver.UI.FileDialogView.SetSelectedIndex (System.Int32 index) (at Assets/Lightweaver/UI/Views/FileDialogView.cs:268)
Lightweaver.UI.FileDialogView.BuildOpenContent (System.Collections.Generic.List1[T] openEntries, System.Action1[T] onConfirm) (at Assets/Lightweaver/UI/Views/FileDialogView.cs:153)
Lightweaver.UI.FileDialogView.ShowOpen (Lightweaver.UI.NodeCanvasManager manager, System.Collections.Generic.List1[T] entries, System.Action1[T] onConfirm) (at Assets/Lightweaver/UI/Views/FileDialogView.cs:56)
Lightweaver.UI.CanvasFileController.OpenDialog () (at Assets/Lightweaver/UI/Controllers/CanvasFileController.cs:131)
Lightweaver.UI.NodeCanvasManager.1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt) (at <22d067182d5247a19e6e6491b2e6062f>:0) UnityEngine.UIElements.EventCallbackRegistry+DynamicCallbackList.Invoke (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target) (at <22d067182d5247a19e6e6491b2e6062f>:0) UnityEngine.UIElements.EventDispatchUtilities.HandleEventAcrossPropagationPath (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target, System.Boolean isCapturingTarget) (at <22d067182d5247a19e6e6491b2e6062f>:0) UnityEngine.UIElements.EventDispatchUtilities.DispatchToElementUnderPointerOrPanelRoot (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, System.Int32 pointerId, UnityEngine.Vector2 position) (at <22d067182d5247a19e6e6491b2e6062f>:0) UnityEngine.UIElements.EventDispatchUtilities.DispatchToCapturingElementOrElementUnderPointer (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, System.Int32 pointerId, UnityEngine.Vector2 position) (at <22d067182d5247a19e6e6491b2e6062f>:0) UnityEngine.UIElements.PointerEventBase1[T].Dispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.VisualElement.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.ClickDetector.SendClickEvent (UnityEngine.UIElements.EventBase evt) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.ClickDetector.ProcessEvent[TEvent] (UnityEngine.UIElements.PointerEventBase1[T] evt) (at <22d067182d5247a19e6e6491b2e6062f>:0) UnityEngine.UIElements.PointerUpEvent.PostDispatch (UnityEngine.UIElements.IPanel panel) (at <22d067182d5247a19e6e6491b2e6062f>:0) UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <22d067182d5247a19e6e6491b2e6062f>:0) UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <22d067182d5247a19e6e6491b2e6062f>:0) UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <22d067182d5247a19e6e6491b2e6062f>:0) UnityEngine.UIElements.VisualElement.SendEvent (UnityEngine.UIElements.EventBase e) (at <22d067182d5247a19e6e6491b2e6062f>:0) UnityEngine.UIElements.DefaultEventSystem.SendPositionBasedEvent[TArg] (UnityEngine.Vector3 mousePosition, UnityEngine.Vector3 delta, System.Int32 pointerId, System.Nullable1[T] targetDisplay, System.Func`3[T1,T2,TResult] evtFactory, TArg arg, System.Boolean deselectIfNoTarget) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.DefaultEventSystem+InputForUIProcessor.ProcessPointerEvent (UnityEngine.InputForUI.PointerEvent pointerEvent) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.DefaultEventSystem+InputForUIProcessor.ProcessInputForUIEvents () (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.DefaultEventSystem.Update (UnityEngine.UIElements.DefaultEventSystem+UpdateMode updateMode) (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.UIElementsRuntimeUtility.UpdateEventSystem () (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.UIElementsRuntimeUtility.UpdatePanels () (at <22d067182d5247a19e6e6491b2e6062f>:0)
UnityEngine.UIElements.UIElementsRuntimeUtilityNative.UpdatePanels () (at <22d067182d5247a19e6e6491b2e6062f>:0)
Kevin's third round of feedback shows the math node is working correctly. For groups, there's a gap in the workflow—we can't currently add or remove nodes from an existing group since CreateGroupCommand locks in the membership at creation time. We need to implement a way to manage group membership, either through context menu options like "Add to Group" when right-clicking near a group, or by dragging nodes into the group.
The simplest approach is a context menu on selected nodes with "Add to Group ▸" showing each group as a flat list item, plus a "Remove from Group" option when the clicked node is already in one. I'll create a ModifyGroupMembershipCommand in Core/GroupCommands.cs to handle adding and removing node IDs with undo support, then wire it up in ContextMenuController.
For the palette search bar, we need a border-radius style tweak and a greyed magnifying glass icon. Rather than relying on a unicode character that might not render in the default font, I'll draw a small magnifier using Painter2D—just a circle with a handle, about twenty lines of code—and position it absolutely inside the search field's container with left padding on the text input.
The File→Open NRE is happening because ScrollView.ScrollTo is being called before the ScrollView attaches to a panel. The ShouldDeferScrollTo method dereferences something panel-related like elementPanelActivator or scheduler, which doesn't exist yet. The earlier analysis confirmed the scrollableHeight NaN guard, but in Unity 6000.3's ScrollView implementation, there's still an issue with the timing of when ScrollTo gets invoked during BuildOpenContent.
The fix is straightforward: in FileDialogView.SetSelectedIndex around line 268, only call ScrollTo when the list's panel is already attached, or defer it via schedule.Execute or RegisterCallback
Since Ultracode is off and these are three small, self-contained fixes with no explicit workflow request, I'll implement them directly myself.
The stack trace nails it — thanks. ScrollView.ScrollTo → ShouldDeferScrollTo NREs when called before the ScrollView is attached to a panel: BuildOpenContent pre-selects row 0 and scrolls to it during construction, before ShowOpen adds the dialog to the window. That's also why N4's static analysis missed it — the NaN guard they verified is in a different branch than Unity 6.3's defer check. Three fixes this round (Open crash, palette search-bar polish, group membership editing) — small enough to do directly. Starting with the crash:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\FileDialogView.cs",
"limit": 60,
"offset": 230
}230 Close();
231 evt.StopPropagation();
232 }
233 else if (evt.keyCode == KeyCode.Return || evt.keyCode == KeyCode.KeypadEnter)
234 {
235 if (isSaveMode)
236 {
237 ConfirmSave();
238 }
239 else if (entries != null && selectedIndex >= 0 && selectedIndex < entries.Count)
240 {
241 ConfirmOpen(entries[selectedIndex]);
242 }
243 evt.StopPropagation();
244 }
245 else if (!isSaveMode && evt.keyCode == KeyCode.UpArrow)
246 {
247 SetSelectedIndex(selectedIndex - 1);
248 evt.StopPropagation();
249 }
250 else if (!isSaveMode && evt.keyCode == KeyCode.DownArrow)
251 {
252 SetSelectedIndex(selectedIndex + 1);
253 evt.StopPropagation();
254 }
255 }
256
257 private void SetSelectedIndex(int index)
258 {
259 if (rowViews.Count == 0) return;
260 index = Mathf.Clamp(index, 0, rowViews.Count - 1);
261
262 if (selectedIndex >= 0 && selectedIndex < rowViews.Count)
263 {
264 rowViews[selectedIndex].RemoveFromClassList("selected");
265 }
266 selectedIndex = index;
267 rowViews[selectedIndex].AddToClassList("selected");
268 fileList?.ScrollTo(rowViews[selectedIndex]);
269 }
270
271 private void ConfirmSave()
272 {
273 string enteredName = nameField?.value?.Trim();
274 if (string.IsNullOrEmpty(enteredName)) return;
275
276 var callback = onSaveConfirm;
277 Close();
278 callback?.Invoke(enteredName);
279 }
280
281 private void ConfirmOpen(Entry entry)
282 {
283 if (entry == null) return;
284
285 var callback = onOpenConfirm;
286 Close();
287 callback?.Invoke(entry);
288 }
289 }C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
So fileList?.schedule works safely on detached elements—the scheduler is bound to the panel, and calling schedule.Execute before the element attaches just queues the work until it joins the panel. UIToolkit's IVisualElementScheduledItem handles this automatically, so I don't need to worry about timing issues there.
Now I'm looking at the palette search bar—it needs a rounded corner style with a magnifying glass icon, so I should check how SearchPaletteView constructs its fields.
I'm refining the palette search bar with rounded corners and a custom-drawn magnifier icon to avoid font dependency.
searchField|search-field|lightweaver-palette-search path C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\SearchPaletteView.cs output_mode content49: private readonly TextField searchField;
77: searchField = new TextField();
78: searchField.AddToClassList("lightweaver-palette-search");
81: searchField.textSelection.cursorColor = new Color(0.92f, 0.92f, 0.92f);
82: searchField.textSelection.selectionColor = new Color(64f / 255f, 120f / 255f, 210f / 255f, 0.5f);
83: searchField.RegisterValueChangedCallback(evt => RebuildResults(evt.newValue));
84: Add(searchField);
106: if (!closed) searchField.Focus();Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\SearchPaletteView.cs<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\SearchPaletteView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\SearchPaletteView.cs",
"limit": 70,
"offset": 55
}55 public SearchPaletteView(Action<NodeDescriptor> onCommit, Action onClosed)
56 {
57 this.onCommit = onCommit;
58 this.onClosed = onClosed;
59 descriptors = LightweaverServices.Registry.PaletteDescriptors.ToList();
60
61 name = "lightweaver-search-palette";
62 AddToClassList("lightweaver-palette");
63 // Attached at the UIDocument root, outside MainWindowView's stylesheet
64 // scope (see class comment) — carry our own sheets.
65 styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverCommon"));
66 styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverPalette"));
67 // Defensive inline geometry: the panel must be absolute (and fixed-width)
68 // for the controller's left/top to place it; if the stylesheet ever fails
69 // to load, root flex layout would otherwise own the panel.
70 style.position = Position.Absolute;
71 style.width = PanelWidth;
72 style.maxHeight = PanelMaxHeight;
73 // Fallback focus target so Escape/Enter still reach the palette if a
74 // click inside blurs the search field.
75 focusable = true;
76
77 searchField = new TextField();
78 searchField.AddToClassList("lightweaver-palette-search");
79 // Runtime panels give text fields an invisible caret by default; make the
80 // caret and selection visible (ITextSelection runtime API).
81 searchField.textSelection.cursorColor = new Color(0.92f, 0.92f, 0.92f);
82 searchField.textSelection.selectionColor = new Color(64f / 255f, 120f / 255f, 210f / 255f, 0.5f);
83 searchField.RegisterValueChangedCallback(evt => RebuildResults(evt.newValue));
84 Add(searchField);
85
86 resultsList = new ScrollView(ScrollViewMode.Vertical);
87 resultsList.AddToClassList("lightweaver-palette-results");
88 Add(resultsList);
89
90 // TrickleDown so navigation keys are handled here before the focused
91 // TextField consumes them for caret movement.
92 RegisterCallback<KeyDownEvent>(OnKeyDown, TrickleDown.TrickleDown);
93 RegisterCallback<DetachFromPanelEvent>(OnDetachFromPanel);
94
95 RebuildResults("");
96 }
97
98 /// <summary>
99 /// Focus the search field. Deferred one tick so the keypress that opened the
100 /// palette doesn't also type into the field (FileDialogView precedent).
101 /// </summary>
102 public void FocusSearchField()
103 {
104 schedule.Execute(() =>
105 {
106 if (!closed) searchField.Focus();
107 });
108 }
109
110 /// <summary>Single close path; every exit (Escape, click-away, commit) funnels here.</summary>
111 public void Close()
112 {
113 if (closed) return;
114 closed = true;
115 RemoveFromHierarchy();
116 onClosed?.Invoke();
117 }
118
119 private void OnDetachFromPanel(DetachFromPanelEvent evt)
120 {
121 // Safety net: however the palette leaves the panel, the controller is
122 // notified so canvas shortcuts are restored.
123 if (!closed)
124 {C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\SearchPaletteView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\SearchPaletteView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\SearchPaletteView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\SearchPaletteView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Looking at the Arc method signature, I see it takes a center point, radius, start and end angles, and a direction parameter. Since Angle has an implicit conversion from float representing degrees, I can pass 0 and 360 directly. Now I need to add USS styling for the icon and search radius, so I'm checking the current search styles in LightweaverPalette.uss to integrate the new elements properly.
Adding search field styles...
lightweaver-palette-search|unity-text-input path C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverPalette.uss output_mode content18:.lightweaver-palette-search {
19- \* Explicit margins (the default .unity-base-field theme margins are narrower):
20- horizontal inset matches .lightweaver-palette-row's margins so the field's
21- edges line up with the result rows below. */
22- margin-top: 0;
23- margin-bottom: var(--lightweaver-spacing-small);
24- margin-left: var(--lightweaver-spacing-small);
25- margin-right: var(--lightweaver-spacing-small);
26-}I'm noticing a syntax error in the USS file — line 19 has a backslash before the asterisk (\*) instead of a proper comment opener (/*), which breaks the comment block that closes on line 21. This malformed comment syntax would likely cause the USS parser to fail or skip the stylesheet entirely.
Looking at Kevin's screenshot, the search field appears light-colored despite the dark panel around it, but since he only requested the rounded corners and icon styling, I'll keep that light field as-is and just fix the broken comment, then add the radius, icon, and padding styles to the USS file.
Found a malformed comment in the USS that's breaking the parser, so I'm fixing it and adding the radius and icon styles.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverPalette.uss{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Resources\\Styles\\LightweaverPalette.uss",
"limit": 30
}1 /* Spacebar search palette (SearchPaletteView). Loaded at the window root
2 (MainWindowView) AND by SearchPaletteView itself: the palette attaches to the
3 UIDocument root, a sibling of MainWindowView, so it does not inherit the window
4 stylesheets. The view also loads LightweaverCommon.uss for the tokens used here.
5 Width/max-height must match SearchPaletteView.PanelWidth/PanelMaxHeight. */
6
7 .lightweaver-palette {
8 position: absolute;
9 width: 320px;
10 max-height: 380px;
11 background-color: var(--lightweaver-color-background-darker);
12 border-width: 1px;
13 border-color: var(--lightweaver-color-node-border);
14 border-radius: 6px;
15 padding: var(--lightweaver-spacing-small);
16 }
17
18 .lightweaver-palette-search {
19 /* Explicit margins (the default .unity-base-field theme margins are narrower):
20 horizontal inset matches .lightweaver-palette-row's margins so the field's
21 edges line up with the result rows below. */
22 margin-top: 0;
23 margin-bottom: var(--lightweaver-spacing-small);
24 margin-left: var(--lightweaver-spacing-small);
25 margin-right: var(--lightweaver-spacing-small);
26 }
27
28 .lightweaver-palette-results {
29 flex-grow: 1;
30 flex-shrink: 1;The file actually contains /* but the Grep output display corrupted it, so there's no issue. Now I need to add the styling rules for the search field's border radius and icon padding.
The file is correct—the grep output just displayed oddly. Now I'll append the new rules.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverPalette.ussThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverPalette.uss has been updated successfully. (file state is current in your context — no need to Read it back)
I'm planning the group membership editing feature. I'll create a command to add or remove nodes from groups with undo support, then update the context menu so right-clicking a node shows options to add it to existing groups or remove it from groups it's already in, placing these options after the group selection menu.
Now I need to add the CreateGroupCommand class to Commands.cs.
Now group membership editing — first the undoable Core command:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\GroupCommands.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Core\\Commands\\GroupCommands.cs",
"limit": 40
}1 using System.Collections.Generic;
2 using System.Linq;
3
4 using Lightweaver.Data;
5
6 namespace Lightweaver.Commands
7 {
8 /// <summary>Create a group around a set of nodes.</summary>
9 public class CreateGroupCommand : ICommand
10 {
11 private readonly CanvasState canvas;
12 private readonly NodeGroup group;
13
14 public string Description => $"Group {group.memberNodeIds.Count} node(s)";
15
16 public NodeGroup Group => group;
17
18 public CreateGroupCommand(IEnumerable<BaseNode> members, CanvasState canvas, string name = "Group")
19 {
20 this.canvas = canvas;
21 group = new NodeGroup { name = name };
22 group.memberNodeIds.AddRange(members.Select(n => n.id).Distinct());
23 }
24
25 public void Execute() => canvas.AddGroup(group);
26 public void Undo() => canvas.RemoveGroup(group);
27 }
28
29 /// <summary>Dissolve a group (members are unaffected).</summary>
30 public class DeleteGroupCommand : ICommand
31 {
32 private readonly CanvasState canvas;
33 private readonly NodeGroup group;
34
35 public string Description => $"Ungroup '{group.name}'";
36
37 public DeleteGroupCommand(NodeGroup group, CanvasState canvas)
38 {
39 this.canvas = canvas;
40 this.group = group;C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\GroupCommands.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Core\Commands\GroupCommands.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Now wiring membership editing into the context menu's node section:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\ContextMenuController.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\ContextMenuController.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\ContextMenuController.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\ContextMenuController.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to add the Lightweaver.Commands using statement to ContextMenuController since ModifyGroupMembershipCommand lives in that namespace, and the current usings only include Data, Linq, UnityEngine, and UIElements. The group.Contains(nodeContext) call should work fine since NodeGroup has that method available.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\ContextMenuController.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\ContextMenuController.cs has been updated successfully. (file state is current in your context — no need to Read it back)
"=== Runtime chain ==="; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal 2>$null | Select-Object -Last 3 "=== Tests ==="; dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 1
=== Runtime chain ===
0 Error(s)
Time Elapsed 00:00:04.79
=== Tests ===
Passed! - Failed: 0, Passed: 181, Skipped: 0, Total: 181, Duration: 104 ms - Lightweaver.Tests.Standalone.dll (net8.0)All tests passed in round 3. I'm summarizing the fixes for Kevin: the open NRE issue stemmed from ScrollTo being called before attachment in Unity 6.3, which I resolved by adding a panel guard and deferring the scroll operation. For the palette, I adjusted the search field's border-radius to 4px and positioned the Painter2D magnifier icon in grey with proper padding so the input stays clear. The group membership feature now shows context menu rows specific to each group with "Add to" and "Remove from" options that apply across the whole selection.
I'm wrapping up with a single undoable command that captures the exact diff, and the GroupView updates live whenever the group changes. The math node doesn't need any action—I'll note that his canopy induction model is something we can support later if he decides to pursue it. The alternative approach for empty-port-by-induction semantics is straightforward to layer on whenever he wants. I'll keep the summary brief and update the todos.
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
All three landed — gates green (181/181, clean compile). Your editor will pick them up on focus.
File→Open crash — fixed for real this time. The trace pinpointed it: BuildOpenContent pre-selects the first row and calls ScrollView.ScrollTo during dialog construction — before the dialog is attached to the window — and Unity 6.3's ShouldDeferScrollTo dereferences panel state ahead of its layout guards. That's also why N4's static analysis cleared the dialog: the NaN guard it verified against UnityCsReference sits in a different branch than the panel-state check that actually threw. The scroll now runs immediately when the list is live, or defers one tick when it isn't. (And the Debug.LogException plumbing from last round is what got us the trace — paying for itself immediately.)
Group membership — you didn't miss a hint; it didn't exist. Now it does, in the right-click menu: with any node(s) selected, right-click shows one row per existing group — "Add to 'X'" or "Remove from 'X'" depending on whether the clicked node is a member. Acts on the whole selection as a single undoable command that captures only the ids whose membership actually changes, so undo is exact. The backdrop resizes live as members join/leave.
Palette — search input has 4px rounded corners and a greyed magnifying glass at the left inset. It's drawn with Painter2D rather than a 🔍 glyph, since the runtime font doesn't guarantee emoji coverage.
And no apology needed on the Math node — your canopy description (empty ports growing by induction as you wire them, expression errors until ports exist) is a perfectly coherent alternative model; ours just inverts the causality (expression declares, ports follow). If you ever find the induction style better for live patching — it does have the nice property that you can wire first and think later — the reconcile layer is the only thing that would change. Happy to add it as a node option down the road.
That closes out round 3. The two bigger items still on the known-gaps list whenever you want them: the audio/MIDI device-service layer (LASP/Minis node ports), and the IL2CPP player-build smoke test before you trust saves from built players.
Awesome, this is all working! I particularly like the Save/Open workflow, it feels really nice to just have a pre-defined canvas location where saves go, so I don't need to navigate deep into an Assets/TextureSynthesis/Resources/CanvasSaves... hierarchy every time my file picker forgets what it was doing. Can we increase the usefulness factor a bit with a red garbage icon to delete a given save, and a double-click to edit a save's file name, too?
Also, can we add some mouse UX for group membership - I'm picturing, hold ctrl + shift and drag a node into/out of a group's boundaries to join/leave the group. Faster and easier IMO than the right click methodology. This is maybe extra credit but it'd be kinda fun if the expansion/contraction of the group bounds was animated a little to give it a small ripple-y effect, no more than 500ms of a decaying oscillation of the edges, suggesting the surface tension rebalancing after the separation of two drops of fluid.
Kevin's looking for file dialog improvements where each save entry gets a delete button—clicking the trash icon triggers a confirmation state, maybe with a tooltip saying "click again to confirm" or the icon changing to show it's armed for deletion.
He also wants inline renaming: double-click a save file's name to edit it directly, updating the .lwcanvas file and the CurrentPath if that file's currently open, with Enter/Escape to commit or cancel, plus filename sanitization and collision detection.
For group membership, he's thinking Ctrl+Shift drag to join or leave groups—when dragging with those modifiers held, check if the node's center lands inside another group's bounds to add it, or if it's leaving its current group's bounds to remove it, then combine those membership changes with the move command.
The tricky part is undo/redo: the move command was already applied (executeNow:false semantics), so he needs to manually execute the membership commands first, then add both to a composite and push with executeNow:false so redo replays both correctly and undo reverses them together.
For detecting group membership during drag, he needs to compute group bounds excluding the dragged nodes themselves — otherwise the bounds stretch with the dragged node and you can never escape. He'll add a helper to find groups by checking if the dragged node's center falls within the exclusive bounds (union of non-dragged members). For multi-node drags, evaluate each node independently against the groups.
On the modifier front, ctrl+shift+drag will work with the existing selection logic — clicking an unselected node adds it to the selection, then dragging moves everything together.
For the ripple animation when group bounds change due to membership shifts, he's planning a decaying oscillation effect over ~500ms using an exponential decay multiplied by a cosine wave, animating the rect from its initial position toward the target. The animation triggers only on membership changes (not during active drags where bounds need to track crisply), and if the user keeps dragging a member, the animation cancels and snaps to the current target.
Now I'm scoping the implementation: mostly UI-layer work across FileDialogView, Draggable, GroupView, and CanvasFileController. The file dialog needs delete and rename operations wired through callbacks — a trash button per row with two-click confirmation, and double-clicking a row label to inline-edit the filename. Let me start by examining the FileDialogView structure to understand how rows are constructed.
Love that the save workflow landed well. All three are nice additions — delete + rename in the dialog, modifier-drag membership, and the surface-tension ripple is a fun one (decaying cosine on the bounds, easy to keep tasteful under 500ms). This round is well-scoped enough to do directly. Starting with the file dialog:
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\FileDialogView.cs"
}1 using System;
2 using System.Collections.Generic;
3
4 using UnityEngine;
5 using UnityEngine.UIElements;
6
7 namespace Lightweaver.UI
8 {
9 /// <summary>
10 /// Runtime-friendly modal dialog for canvas save / open (no UnityEditor panels —
11 /// works in built players). A full-window dim overlay blocks canvas input; a
12 /// centered panel hosts either a name-entry field (save mode) or a scrollable
13 /// file list (open mode). Sets manager.SuppressShortcuts while open and restores
14 /// it on every close path: confirm, cancel, Escape, overlay click, or detach.
15 /// </summary>
16 public class FileDialogView : VisualElement
17 {
18 /// <summary>A selectable file row in open mode.</summary>
19 public class Entry
20 {
21 public string name;
22 public string detail;
23 public string path;
24 }
25
26 private readonly NodeCanvasManager manager;
27 private readonly VisualElement dialogPanel;
28
29 private bool isSaveMode;
30 private bool closed;
31
32 // Save mode
33 private TextField nameField;
34 private Action<string> onSaveConfirm;
35
36 // Open mode
37 private List<Entry> entries;
38 private Action<Entry> onOpenConfirm;
39 private ScrollView fileList;
40 private readonly List<VisualElement> rowViews = new List<VisualElement>();
41 private int selectedIndex = -1;
42
43 public static FileDialogView ShowSave(
44 NodeCanvasManager manager, string initialName, Action<string> onConfirm)
45 {
46 var dialog = new FileDialogView(manager, "Save Canvas As");
47 dialog.BuildSaveContent(initialName, onConfirm);
48 dialog.Open();
49 return dialog;
50 }
51
52 public static FileDialogView ShowOpen(
53 NodeCanvasManager manager, List<Entry> entries, Action<Entry> onConfirm)
54 {
55 var dialog = new FileDialogView(manager, "Open Canvas");
56 dialog.BuildOpenContent(entries, onConfirm);
57 dialog.Open();
58 return dialog;
59 }
60
61 private FileDialogView(NodeCanvasManager manager, string title)
62 {
63 this.manager = manager;
64 name = "lightweaver-file-dialog";
65 AddToClassList("lightweaver-dialog-overlay");
66 // Fallback focus target so Escape/Enter still reach the dialog if a
67 // click inside the panel blurs the field/list.
68 focusable = true;
69
70 dialogPanel = new VisualElement { name = "lightweaver-file-dialog-panel" };
71 dialogPanel.AddToClassList("lightweaver-dialog-panel");
72 Add(dialogPanel);
73
74 var titleLabel = new Label(title);
75 titleLabel.AddToClassList("lightweaver-dialog-title");
76 dialogPanel.Add(titleLabel);
77
78 RegisterCallback<MouseDownEvent>(OnOverlayMouseDown);
79 // TrickleDown so Enter/Escape are handled before the focused TextField
80 // or ScrollView sees them.
81 RegisterCallback<KeyDownEvent>(OnKeyDown, TrickleDown.TrickleDown);
82 RegisterCallback<DetachFromPanelEvent>(OnDetachFromPanel);
83 }
84
85 private void BuildSaveContent(string initialName, Action<string> onConfirm)
86 {
87 isSaveMode = true;
88 onSaveConfirm = onConfirm;
89
90 nameField = new TextField { value = initialName ?? "" };
91 nameField.AddToClassList("lightweaver-dialog-name-field");
92 // Dark input (LightweaverDialogs.uss): the default caret is near-black
93 // and invisible, so set caret/selection through the runtime ITextSelection.
94 nameField.textSelection.cursorColor = new Color(0.9f, 0.9f, 0.9f, 1f);
95 nameField.textSelection.selectionColor = new Color(64f / 255f, 120f / 255f, 210f / 255f, 0.5f);
96 dialogPanel.Add(nameField);
97
98 var buttons = new VisualElement();
99 buttons.AddToClassList("lightweaver-dialog-buttons");
100 var cancelButton = new Button(Close) { text = "Cancel" };
101 cancelButton.AddToClassList("lightweaver-dialog-button");
102 buttons.Add(cancelButton);
103 var saveButton = new Button(ConfirmSave) { text = "Save" };
104 saveButton.AddToClassList("lightweaver-dialog-button");
105 buttons.Add(saveButton);
106 dialogPanel.Add(buttons);
107 }
108
109 private void BuildOpenContent(List<Entry> openEntries, Action<Entry> onConfirm)
110 {
111 isSaveMode = false;
112 // Drop null entries up front so this list stays index-parallel with
113 // rowViews (keyboard selection resolves entries[selectedIndex]).
114 entries = new List<Entry>();
115 if (openEntries != null)
116 {
117 foreach (var openEntry in openEntries)
118 {
119 if (openEntry != null) entries.Add(openEntry);
120 }
121 }
122 onOpenConfirm = onConfirm;
123
124 if (entries.Count == 0)
125 {
126 var emptyLabel = new Label("No saved canvases yet.");
127 emptyLabel.AddToClassList("lightweaver-dialog-empty-label");
128 dialogPanel.Add(emptyLabel);
129 }
130 else
131 {
132 fileList = new ScrollView(ScrollViewMode.Vertical) { focusable = true };
133 fileList.AddToClassList("lightweaver-dialog-file-list");
134 foreach (var entry in entries)
135 {
136 var captured = entry;
137 var row = new VisualElement();
138 row.AddToClassList("lightweaver-dialog-file-row");
139
140 var nameLabel = new Label(entry.name ?? "(unnamed)");
141 nameLabel.AddToClassList("lightweaver-dialog-file-name");
142 row.Add(nameLabel);
143
144 var dateLabel = new Label(entry.detail ?? "");
145 dateLabel.AddToClassList("lightweaver-dialog-file-date");
146 row.Add(dateLabel);
147
148 row.RegisterCallback<ClickEvent>(_ => ConfirmOpen(captured));
149 rowViews.Add(row);
150 fileList.Add(row);
151 }
152 dialogPanel.Add(fileList);
153 SetSelectedIndex(0);
154 }
155
156 var buttons = new VisualElement();
157 buttons.AddToClassList("lightweaver-dialog-buttons");
158 var cancelButton = new Button(Close) { text = "Cancel" };
159 cancelButton.AddToClassList("lightweaver-dialog-button");
160 buttons.Add(cancelButton);
161 dialogPanel.Add(buttons);
162 }
163
164 private void Open()
165 {
166 var host = MainWindowView.instance;
167 if (host == null)
168 {
169 Debug.LogWarning("FileDialogView: no MainWindowView to attach to.");
170 return;
171 }
172
173 if (manager != null) manager.SuppressShortcuts = true;
174 // Added under the window root so the root's stylesheets apply and the
175 // overlay covers the full window (canvas, bars and all).
176 host.Add(this);
177 schedule.Execute(FocusInitial);
178 }
179
180 private void FocusInitial()
181 {
182 if (closed) return;
183 if (isSaveMode && nameField != null)
184 {
185 nameField.Focus(); // selectAllOnFocus pre-selects the suggested name
186 }
187 else if (fileList != null)
188 {
189 fileList.Focus();
190 }
191 else
192 {
193 Focus();
194 }
195 }
196
197 private void Close()
198 {
199 if (closed) return;
200 closed = true;
201 if (manager != null) manager.SuppressShortcuts = false;
202 RemoveFromHierarchy();
203 }
204
205 private void OnDetachFromPanel(DetachFromPanelEvent evt)
206 {
207 // Safety net: however the dialog leaves the panel, shortcuts come back.
208 if (!closed)
209 {
210 closed = true;
211 if (manager != null) manager.SuppressShortcuts = false;
212 }
213 }
214
215 private void OnOverlayMouseDown(MouseDownEvent evt)
216 {
217 // Clicks on the dim backdrop cancel; clicks inside the panel bubble up
218 // with a different target and are ignored here.
219 if (evt.target == this)
220 {
221 Close();
222 evt.StopPropagation();
223 }
224 }
225
226 private void OnKeyDown(KeyDownEvent evt)
227 {
228 if (evt.keyCode == KeyCode.Escape)
229 {
230 Close();
231 evt.StopPropagation();
232 }
233 else if (evt.keyCode == KeyCode.Return || evt.keyCode == KeyCode.KeypadEnter)
234 {
235 if (isSaveMode)
236 {
237 ConfirmSave();
238 }
239 else if (entries != null && selectedIndex >= 0 && selectedIndex < entries.Count)
240 {
241 ConfirmOpen(entries[selectedIndex]);
242 }
243 evt.StopPropagation();
244 }
245 else if (!isSaveMode && evt.keyCode == KeyCode.UpArrow)
246 {
247 SetSelectedIndex(selectedIndex - 1);
248 evt.StopPropagation();
249 }
250 else if (!isSaveMode && evt.keyCode == KeyCode.DownArrow)
251 {
252 SetSelectedIndex(selectedIndex + 1);
253 evt.StopPropagation();
254 }
255 }
256
257 private void SetSelectedIndex(int index)
258 {
259 if (rowViews.Count == 0) return;
260 index = Mathf.Clamp(index, 0, rowViews.Count - 1);
261
262 if (selectedIndex >= 0 && selectedIndex < rowViews.Count)
263 {
264 rowViews[selectedIndex].RemoveFromClassList("selected");
265 }
266 selectedIndex = index;
267 rowViews[selectedIndex].AddToClassList("selected");
268 // ScrollTo before panel attach NREs inside Unity 6.3's
269 // ScrollView.ShouldDeferScrollTo (it dereferences panel state, ahead of
270 // the layout guards). BuildOpenContent pre-selects row 0 during
271 // construction — before ShowOpen adds the dialog to the window — so
272 // defer the scroll until the list is live.
273 if (fileList?.panel != null)
274 {
275 fileList.ScrollTo(rowViews[selectedIndex]);
276 }
277 else
278 {
279 int deferredIndex = selectedIndex;
280 fileList?.schedule.Execute(() =>
281 {
282 if (fileList.panel == null) return;
283 if (deferredIndex == selectedIndex && deferredIndex < rowViews.Count)
284 {
285 fileList.ScrollTo(rowViews[deferredIndex]);
286 }
287 });
288 }
289 }
290
291 private void ConfirmSave()
292 {
293 string enteredName = nameField?.value?.Trim();
294 if (string.IsNullOrEmpty(enteredName)) return;
295
296 var callback = onSaveConfirm;
297 Close();
298 callback?.Invoke(enteredName);
299 }
300
301 private void ConfirmOpen(Entry entry)
302 {
303 if (entry == null) return;
304
305 var callback = onOpenConfirm;
306 Close();
307 callback?.Invoke(entry);
308 }
309 }
310 }
311 I'm extending FileDialogView to support delete and rename operations by adding optional callbacks to ShowOpen—one for deletion that returns success status, and another for renaming that returns the new path or null if it fails. The UI will display each file row with the name, date, and a trash button for deletion.
For the trash button, I'm drawing a small red-grey icon that turns bright red on hover. Deletion uses a two-click confirmation pattern: the first click arms the delete state and swaps the date label text to "Click again to delete" with a 2.5-second auto-disarm timeout, while the second click within that window invokes the callback and removes the row if successful. To prevent the trash click from triggering the row's file-open handler, I'm stopping propagation on both PointerDownEvent and ClickEvent so the interaction doesn't bubble up.
For rename, there's a conflict with the current single-click-to-open behavior—double-click can never fire if the first click closes the dialog. I need to restructure the activation semantics so single-click selects the row and double-click opens the file, which matches standard file-picker conventions and frees up double-click for rename functionality.
Given Kevin's explicit request for "double-click to edit a save's file name," I'm settling on: single-click selects, Enter or an explicit "Open" button opens the file, and double-click on the row triggers rename mode. I'll add an "Open" button next to Cancel for mouse-only users.
For the rename editor, I'm swapping the name label with a text field, deferring focus and selection, then handling Enter to commit, Escape to cancel, and blur to commit. The controller will sanitize the input, check for collisions, move the file, and update the current path if needed.
On the keyboard side, I need to guard against the dialog's Enter handler firing while renaming—I'll use a flag to check if rename is active and let the text field's own key handler take precedence, with Escape canceling rename only.
Implementing the controller methods...
I'm updating the dialog interactions to support single-click selection, Enter to open, double-click to rename, and a two-click trash confirmation for deletion. Now I'll rewrite the open-mode sections to match.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to update the OnKeyDown handler to manage rename mode, where Enter commits the rename and Escape cancels it before any dialog-level interactions, then wire up the delete and rename callbacks to CanvasFileController.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Now I'm working on the controller side to wire up the delete and rename callbacks into the OpenDialog. I need to review the existing OpenDialog call, add the DeleteSave and RenameSave methods, and make sure the current path is properly maintained throughout these operations.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\CanvasFileController.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Controllers\\CanvasFileController.cs",
"limit": 30,
"offset": 126
}126 MainWindowView.instance?.SetStatus(
127 $"Couldn't read the canvas folder: {e.Message}");
128 return;
129 }
130
131 FileDialogView.ShowOpen(manager, entries, entry => LoadCanvas(entry?.path));
132
133 if (entries.Count == 0)
134 {
135 // The dialog shows its own empty-state label; mirror it in the
136 // status bar so the hint survives closing the dialog.
137 MainWindowView.instance?.SetStatus(
138 "No saved canvases yet — Ctrl+S saves the current one.");
139 }
140 }
141
142 private void LoadCanvas(string path)
143 {
144 if (string.IsNullOrEmpty(path))
145 {
146 MainWindowView.instance?.SetStatus("Open failed: no file was selected.");
147 return;
148 }
149
150 string fileName = Path.GetFileName(path);
151 if (!File.Exists(path))
152 {
153 // The file list is a snapshot; the file can vanish (deleted,
154 // cloud-synced away) between listing and clicking.
155 MainWindowView.instance?.SetStatus($"Open failed: {fileName} no longer exists.");C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\CanvasFileController.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Controllers\CanvasFileController.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Adding USS styles...
Add-Content -Path "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverDialogs.uss" -Encoding utf8 -Value @'
/* ── Save management (delete / rename) ─────────────────────────────────── */
.lightweaver-dialog-trash {
width: 18px;
height: 18px;
margin-left: 6px;
flex-shrink: 0;
opacity: 0.55;
}
.lightweaver-dialog-file-row:hover .lightweaver-dialog-trash {
opacity: 0.85;
}
.lightweaver-dialog-trash:hover {
opacity: 1;
}
.lightweaver-dialog-file-row.delete-armed {
background-color: rgba(170, 60, 60, 0.25);
}
.lightweaver-dialog-file-row.delete-armed .lightweaver-dialog-file-date {
color: rgb(220, 130, 130);
}
.lightweaver-dialog-rename-field {
flex-grow: 1;
margin: 0;
}
.lightweaver-dialog-rename-field > #unity-text-input {
background-color: var(--lightweaver-color-background-darkest);
color: var(--lightweaver-color-text);
border-radius: 3px;
padding: 1px 4px;
}
'@
"appended"appended
I need to verify whether that CSS token is actually defined in the LightweaverCommon stylesheet before using it, otherwise I'll fall back to a hardcoded color value.
Select-String -Path "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverCommon.uss" -Pattern "--lightweaver-color" | ForEach-Object { $_.Line.Trim() } | Select-Object -First 15--lightweaver-color-primary: rgb(64, 120, 210); --lightweaver-color-secondary: rgb(90, 90, 90); --lightweaver-color-background-darkest: rgb(30, 30, 30); --lightweaver-color-background-darker: rgba(70, 70, 70, 1); --lightweaver-color-background-default: rgb(90, 90, 90); --lightweaver-color-background-lighter: rgba(110, 110, 110, 1); --lightweaver-color-node-transparent: rgba(70,70,70, .8); --lightweaver-color-node-border: rgb(0, 0, 0); --lightweaver-color-text: rgb(220, 220, 220); --lightweaver-color-port: rgb(220, 10, 120);
Now I'm working on the second feature: when dragging with Ctrl+Shift held, I need to detect which group each dragged node should belong to based on exclusive bounds, then generate membership commands that combine with the move operation into a single undo step. I'm setting up the logic in the OnPointerUp handler to process this. Writing bounds helper...
Now the Ctrl+Shift drag membership in Draggable:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Draggable has the necessary imports already in place. Now I need to work on the ripple animation in GroupView, starting with understanding how the bounds are computed so I can integrate the animation properly.
Now the surface-tension ripple. Reading GroupView's bounds code to weave the animation in:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\GroupView.cs",
"limit": 110,
"offset": 200
}200 private void UntrackMembers()
201 {
202 foreach (var node in trackedNodes)
203 {
204 node.OnPositionChanged -= OnMemberPositionChanged;
205 }
206 foreach (var view in trackedViews)
207 {
208 view.UnregisterCallback<GeometryChangedEvent>(OnMemberGeometryChanged);
209 }
210 trackedNodes.Clear();
211 trackedViews.Clear();
212 }
213
214 private void OnMemberPositionChanged(System.Numerics.Vector2 _) => RecomputeBounds();
215
216 private void OnMemberGeometryChanged(GeometryChangedEvent _) => RecomputeBounds();
217
218 private void RecomputeBounds()
219 {
220 if (trackedViews.Count == 0)
221 {
222 style.display = DisplayStyle.None;
223 return;
224 }
225
226 float minX = float.MaxValue, minY = float.MaxValue;
227 float maxX = float.MinValue, maxY = float.MinValue;
228
229 foreach (var view in trackedViews)
230 {
231 // Same canvas space the group layer lives in: position from
232 // style.left/top (NodeView.SetPosition keeps them in sync with the
233 // model), extent from resolved layout. Not worldBound — the layer
234 // sits inside the pan/zoom transform.
235 float left = view.style.left.value.value;
236 float top = view.style.top.value.value;
237 float width = view.resolvedStyle.width;
238 float height = view.resolvedStyle.height;
239 if (float.IsNaN(width)) width = 0f; // not laid out yet; a
240 if (float.IsNaN(height)) height = 0f; // GeometryChangedEvent follows
241
242 minX = Mathf.Min(minX, left);
243 minY = Mathf.Min(minY, top);
244 maxX = Mathf.Max(maxX, left + width);
245 maxY = Mathf.Max(maxY, top + height);
246 }
247
248 style.display = DisplayStyle.Flex;
249 style.left = minX - BoundsPadding;
250 style.top = minY - BoundsPadding - HeaderHeight;
251 style.width = (maxX - minX) + BoundsPadding * 2f;
252 style.height = (maxY - minY) + BoundsPadding * 2f + HeaderHeight;
253 }
254
255 #endregion
256
257 #region Header drag
258
259 private void OnHeaderPointerDown(PointerDownEvent e)
260 {
261 // While the inline rename editor is open, pointer-downs belong to the
262 // TextField (they bubble through here) — never start a group drag.
263 if (isRenaming)
264 {
265 return;
266 }
267
268 if (dragActive)
269 {
270 e.StopImmediatePropagation();
271 return;
272 }
273
274 if (e.button != 0) return;
275
276 // Double-click opens the inline rename editor instead of a drag. This
277 // runs before BeginNodeDrag and never sets dragActive, so the second
278 // click's pointer-up early-outs and the click-select path doesn't fire
279 // underneath the editor.
280 if (e.clickCount >= 2)
281 {
282 e.StopPropagation();
283 BeginRename();
284 return;
285 }
286
287 // The canvas interaction state machine is authoritative: if another
288 // interaction is in progress, don't start a group drag.
289 var canvasView = NodeCanvasView.instance;
290 if (canvasView != null && !canvasView.BeginNodeDrag())
291 {
292 return;
293 }
294
295 dragActive = true;
296 hasMoved = false;
297 pointerId = e.pointerId;
298 startPointerPosition = e.position;
299 lastPointerPosition = e.position;
300
301 originalPositions.Clear();
302 foreach (var node in trackedNodes)
303 {
304 originalPositions[node] = node.position;
305 }
306
307 header.CapturePointer(pointerId);
308 e.StopPropagation();
309 }I'm setting up the ripple animation system with fields to track the animation state, start and target rectangles, and timing information. When the group membership changes, I'll flag the animation to trigger on the next recompute, then use those stored bounds to animate the visual transition.
The animation uses a damped oscillation formula that starts at the current position and smoothly eases toward the target while oscillating slightly for that ripple effect. I'll schedule this to update every frame using Unity's Time.realtimeSinceStartup for timing, and handle edge cases like when the element first becomes visible or when membership changes mid-animation by canceling and snapping to the new position.
Implementing the animation handler... Finishing the ripple animation with a damped oscillation envelope that interpolates between the target and source rectangles. I need to handle the case where a drag happens mid-animation—the non-animated path should cancel any running ripple, and I'm also considering how group membership changes via commands trigger the animation at exactly the right moments. I'll restructure RecomputeBounds to pause the ripple item in both branches, then update GroupView to hook into the membership change notifications.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to make sure the ripple animation pauses when the tracked views are empty and the display is set to none — there's an early return that handles this, so I should add the pause call there.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
"=== Runtime chain ==="; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal 2>$null | Select-Object -Last 4 "=== Tests ==="; dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 1
=== Runtime chain ===
10 Warning(s)
0 Error(s)
Time Elapsed 00:00:03.17
=== Tests ===
Passed! - Failed: 0, Passed: 181, Skipped: 0, Total: 181, Duration: 101 ms - Lightweaver.Tests.Standalone.dll (net8.0)The build succeeded and tests are passing, but I've got a handful of new warnings to investigate—likely the usual CS2002 duplicates from Unity regenerating project files while I was editing, though there could be something legitimate in there too.
Green but 10 new warnings — checking:
dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal -t:Rebuild 2>$null | Select-String "warning" | Select-Object -Unique -First 12 | ForEach-Object { $_.Line.Trim().Substring(0, [Math]::Min(150, $_.Line.Trim().Length)) }C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs(109,13): warning CS0618: 'ITextSelection.cursorColor' is obsolete: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs(110,13): warning CS0618: 'ITextSelection.selectionColor' is obsole C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\SearchPaletteView.cs(81,13): warning CS0618: 'ITextSelection.cursorColor' is obsolet C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\SearchPaletteView.cs(82,13): warning CS0618: 'ITextSelection.selectionColor' is obso C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs(504,13): warning CS0618: 'ITextSelection.cursorColor' is obsolete: 'cur C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs(505,13): warning CS0618: 'ITextSelection.selectionColor' is obsolete: ' C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs(349,13): warning CS0618: 'ITextSelection.cursorColor' is obsolete: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs(350,13): warning CS0618: 'ITextSelection.selectionColor' is obsole C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\ParameterRowView.cs(339,13): warning CS0618: 'ITextSelection.cursorColor' is obsolet C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\ParameterRowView.cs(340,13): warning CS0618: 'ITextSelection.selectionColor' is obso
Looking at these CS0618 warnings about ITextSelection.cursorColor and selectionColor being obsolete in Unity 6.3 — they've been there since the agents added them, but the previous builds were incremental so they didn't show up. The obsolete message is pointing toward using USS properties like --unity-cursor-color or ::selection styling as the replacement approach.
All 10 are the same: ITextSelection.cursorColor/selectionColor deprecated in Unity 6.3. Getting the recommended replacement from the full message:
dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Nodes.Texture.csproj" -nologo -v minimal 2>$null | Out-Null
dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -t:Rebuild 2>$null | Select-String "CS0618" | Select-Object -First 1 | ForEach-Object { $_.Line.Trim() }Exit code 255 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs(109,13): warning CS0618: 'ITextSelection.cursorColor' is obsolete: 'cursorColor is deprecated. Please use the corresponding USS property (--unity-cursor-color) instead.' [C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Runtime.csproj]
I need to apply USS custom properties for cursor and selection colors across the app by adding rules to LightweaverCommon.uss, which gets loaded everywhere. The key is targeting the right text input element selectors like .unity-base-text-field__input to make sure the styling applies consistently.
Once that's in place, I'll remove the C# API calls from the five files where they're currently set — FileDialogView, SearchPaletteView, GroupView, and ParameterRowView — which will eliminate the deprecation warnings and clean up the duplication. The API still works but doing this properly through USS is the right approach going forward.
I'm replacing deprecated code with USS custom properties for cleaner, app-wide token management, and now I'll apply and strip the old call sites.
Add-Content -Path "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverCommon.uss" -Encoding utf8 -Value @'
/* App-wide text caret/selection visibility (the runtime default caret is
near-black and invisible on dark inputs). Replaces the deprecated
ITextSelection.cursorColor/selectionColor C# API. */
TextField > #unity-text-input {
--unity-cursor-color: rgb(235, 235, 235);
--unity-selection-color: rgba(64, 120, 210, 0.5);
}
'@
$files = @{
"C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs" = $true
"C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\SearchPaletteView.cs" = $true
"C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs" = $true
"C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\ParameterRowView.cs" = $true
}
foreach ($f in $files.Keys) {
$lines = [System.IO.File]::ReadAllLines($f)
$out = $lines | Where-Object { $_ -notmatch 'textSelection\.(cursorColor|selectionColor)\s*=' -and $_ -notmatch 'textSelection\.SelectAll' }
[System.IO.File]::WriteAllLines($f, $out)
"$([System.IO.Path]::GetFileName($f)): removed $($lines.Count - $out.Count) lines"
}ParameterRowView.cs: removed 2 lines FileDialogView.cs: removed 5 lines SearchPaletteView.cs: removed 2 lines GroupView.cs: removed 3 lines
I see the issue now — my regex stripped out SelectAll() calls that shouldn't have been removed, including ones in GroupView and FileDialogView during rename operations. These calls aren't deprecated, so removing them caused a regression where text no longer auto-selects on rename focus. I need to restore those SelectAll calls to their original locations.
I accidentally removed two valid SelectAll() calls with my regex, so I'm restoring them now.
schedule.Execute\(\(\) =>|Focus\(\); path C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs output_mode content509-
510- \ Deferred a tick: the field needs layout before focus and selection
511- // take (same pattern as SearchPaletteView.FocusSearchField).
512- var field = renameField;
513: field.schedule.Execute(() =>
514- {
515- if (field.panel == null || field != renameField) return;
516: field.Focus();
517- });
518- }
519-
520- private void OnRenameKeyDown(KeyDownEvent e)I'm noticing a rendering artifact in the grep output at line 510 where \ Deferred... appears, but it's actually // Deferred in the source file. I need to restore the SelectAll line that was removed from the lambda in GroupView and FileDialogView.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
renameField.Focus\(\); path C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs output_mode content352- {
353- if (renamingIndex == index && renameField != null)
354- {
355: renameField.Focus();
356- }
357- });
358- }C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
"=== Rebuild ==="; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal -t:Rebuild 2>$null | Select-Object -Last 4 "=== Tests ==="; dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 1
=== Rebuild ===
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:02.00
=== Tests ===
Passed! - Failed: 0, Passed: 181, Skipped: 0, Total: 181, Duration: 100 ms - Lightweaver.Tests.Standalone.dll (net8.0)Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
All three landed — full rebuild with zero warnings, 181/181 tests. (Bonus: the rebuild surfaced that ITextSelection.cursorColor/selectionColor is deprecated in 6.3, so all ten call sites moved to one app-wide USS rule — --unity-cursor-color/--unity-selection-color on text inputs.)
Save management — the dialog now works like a proper file manager:
Ctrl+Shift drag membership — drag a node and release with Ctrl+Shift held (modifiers read at release, so you can decide mid-drag): landing inside a group's bounds joins it, dragging a member out leaves it, and dragging between groups does both. The move and the membership change record as a single undo step. One subtlety worth knowing: the membership test uses the group's bounds computed excluding the dragged nodes — necessary because the rendered backdrop stretches to follow its members, so testing against the visible rect would make leaving impossible.
The ripple — extra credit accepted. On membership change the backdrop animates target + (start − target) · e^(−5t̂) · cos(6πt̂) over 500ms: it launches from the old bounds, overshoots past the new ones as the cosine swings negative, and settles through ~1.5 decaying oscillations — your surface-tension rebalancing. Plain member drags still track crisply (direct tracking cancels any in-flight ripple so they never fight), and joins, leaves, and renames all trigger it since they share the group-changed path.
Curious how the wobble feels in practice — the damping (5) and frequency (3 cycles) constants are sitting together at the top of the ripple section in GroupView.cs if you want it bouncier or stiffer.
Nice work, everything checks out! I did have a slightly different vision for how the UX would feel during Ctrl-Shift dragging, though your approach is perfectly functional. What I'd originally envisioned was, if I'm holding ctrl shift while dragging a node that's a member of a group, the group bounds stay fixed, rather than resizing, and if its center crosses the boundary, then it loses group membership and the animation plays. And in reverse, if I'm holding ctrl shift and dragging a solitary node, once its centerpoint crosses the edge of a group, it joins that group and the animation plays. Does that make sense / is that feasible with the manipulators / state model we have?
Kevin wants the group membership to update dynamically during the drag itself, not wait until release. When dragging a group member with ctrl+shift, the group's bounds lock in place and the node gets removed from the group the moment its center exits that frozen boundary—with an animation showing the bounds shrinking and rippling. For a solo node being dragged, it joins a group as soon as its center crosses into that group's boundary.
The key insight is that during any ctrl+shift drag, group bounds should be computed only from non-dragged members, so the boundary stays stable for crossing tests. When a node joins mid-drag, the bounds don't immediately expand to track it—they stay fixed until release, at which point the bounds recompute to include the newly joined member with another ripple animation. This way, toggling membership as you cross boundaries feels responsive and coherent, with ripples marking each transition. The key insight: "fixed" means the bounds are locked at their state when the drag started (including the member at its original position), so when the member crosses out, the bounds ripple from that starting rect down to just the remaining members — a visible contraction that feels like separation. For joining, a solitary node crossing into the group's rect triggers membership, and the bounds animate to expand and include the newly-joined node, creating that fluid feedback at the crossing moment.
The model becomes clean: bounds only change when membership flips (with ripple animation), never continuously track a ctrl+shift-dragged node. While dragging with modifiers active, the group's rect stays locked; membership tests happen against this locked boundary; each flip recomputes bounds to include the dragged node at its current position for joins (expanding the rect) and exclude it for leaves (contracting), then that new rect becomes the locked state for subsequent drags until the next flip.
The implementation needs to track modifier keys live during pointer movement, toggle the "ctrl+shift mode" on and off as keys are pressed/released mid-drag, and execute membership flips with ripple whenever a dragged node's center crosses the current locked boundary. Bundle the membership commands with the move command into a composite for undo/redo, and on cancel (Escape or capture loss) reverse the membership changes and restore positions without recording history. For hysteresis, check each frame whether the dragged node's center is inside each group's locked rect, flipping membership when the state changes—the expanding rect on join naturally creates asymmetry where you have to drag further back out to leave. Keep this per-node for multi-drag, handle overlapping groups by list order, and remove the old release-time logic since membership is already current; when ctrl+shift releases mid-drag, stop flipping and unlock groups to resume normal tracking while keeping the accumulated commands.
For the implementation, I need to wire up locking by having NodeCanvasView call a method on each GroupView to set tracking locked, which makes those views skip their position/geometry updates until unlock triggers a bounds recompute. I'll add a public accessor to get a GroupView from a NodeGroup so I can test the rect during drag, and I need to verify the groupViews dict exists in NodeCanvasView from the earlier backbone work. The cancel path needs to track applied membership commands and undo them in reverse order. Non-ctrl+shift drags keep their current stretchy behavior, and if ctrl+shift releases before pointer-up, the membership flips stick but bounds unlock and stretch to include remaining members.
Implementing across Draggable.cs, GroupView.cs, and NodeCanvasView.cs...
Makes complete sense — and it's a strictly better feel: the boundary becomes a stable threshold you deliberately cross, instead of an invisible test at release. It's very feasible with the current model; the key insight is that "bounds stay fixed" really means "while a Ctrl+Shift drag is live, groups stop position-tracking their members but still respond (with ripple) to membership events." That gives you: frozen edge during the approach, expansion-ripple at join (the recompute includes the node at its crossing position), contraction-ripple at leave, and a natural hysteresis since joining enlarges the threshold rect you'd have to exit. Membership flips execute live and get bundled with the move into one undo step at release; Escape un-applies them.
Checking the group-view registry wiring first:
groupViews|OnGroupAdded|OnGroupRemoved path C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs output_mode content53- private Dictionary<BaseNode, NodeView> nodeViews = new Dictionary<BaseNode, NodeView>();
54- private Dictionary<Port, PortView> portViews = new Dictionary<Port, PortView>();
55- private Dictionary<Edge, EdgeView> edgeViews = new Dictionary<Edge, EdgeView>();
56: private Dictionary<NodeGroup, GroupView> groupViews = new Dictionary<NodeGroup, GroupView>();
57-
58- public NodeCanvasView()
59- {
--
211- }
212- }
213-
214: public void OnGroupAdded(NodeGroup group)
215- {
216- var groupView = new GroupView();
217- groupView.Bind(group, NodeCanvasManager.instance?.CanvasState);
218: groupViews[group] = groupView;
219- groupLayer.Add(groupView);
220- }
221-
222: public void OnGroupRemoved(NodeGroup group)
223- {
224: if (groupViews.TryGetValue(group, out var groupView))
225- {
226- groupView.RemoveFromHierarchy();
227: groupViews.Remove(group);
228- }
229- }
230-
--
441- nodeViews.Clear();
442- portViews.Clear();
443- edgeViews.Clear();
444: groupViews.Clear();
445-
446- if (canvas == null) return;
447- foreach (var node in canvas.nodes)
--
454- }
455- foreach (var group in canvas.groups)
456- {
457: OnGroupAdded(group);
458- }
459- }
460-C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\NodeCanvasView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
When membership changes mid-drag, the refresh path correctly bypasses the tracking lock by calling RecomputeBounds directly rather than going through the member-movement handlers. The ripple target on join includes the dragged node's current position, which should work properly.
The real issue is that during ripple animation, the layout oscillates and the crossing test reads the live layout — the edge wobbles near the boundary causing flip jitter. I need to expose a CurrentBoundsTarget property on GroupView that returns the ripple target if animating, otherwise the settled layout. I'll track the bounds target by setting it in ApplyRect callers: StartRipple sets it to the target, and direct ApplyRect calls set it to their target.
Now I'm rewriting Draggable to handle live membership flips with lock/unlock, accumulating commands and compositing them at release. I'm adding fields for tracking the command list and membership mode state, then updating OnPointerMove to check for the ctrl+shift modifier and call UpdateMembershipMode, which toggles the group tracking lock on the canvas. The CheckCrossings method will iterate through dragged nodes and groups, reading the bounds target instead of live layout, then determine flip conditions based on whether each node is inside or outside its group's rect.
Implementing the join/leave logic...
I'm exposing a stable bounds-target on GroupView so crossing tests read the correct ripple target, then updating Draggable's logic to detect crossings live rather than at release.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
The ordering looks right — boundsValid gets set to true early, then the target is computed later before the animate check happens. Now I'm refactoring the Draggable class to replace the old at-release membership block with live-crossing logic, updating the OnPointerUp handler, adding an OnPointerMove hook, managing the mode state, handling cancellations, and removing the old helper methods.
Now the Draggable rewrite — live crossings replace the at-release test:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm replacing the at-release logic with composite bundling of the applied flips and updating the cancel/reset handling.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to clean up some obsolete helper functions from the at-release code—removing BuildGroupMembershipCommands, Collect, TryGetExclusiveBounds, and Union since they're no longer being used.
Removing the now-dead at-release helpers:
$f = "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs"
$c = [System.IO.File]::ReadAllText($f)
$start = $c.IndexOf(" /// <summary>`r`n /// Membership changes implied by where the dragged nodes landed.")
if ($start -lt 0) { $start = $c.IndexOf(" /// Membership changes implied") ; "alt anchor: $start" }
$endMarker = " private static Rect Union(Rect a, Rect b)"
$endIdx = $c.IndexOf($endMarker)
"start=$start end=$endIdx"alt anchor: 10789 start=10789 end=14725
$f = "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs"
$lines = [System.IO.File]::ReadAllLines($f)
# Find the line range: from the '/// <summary>' immediately preceding 'Membership changes implied' through the closing brace of Union(...)
$startLine = -1; $endLine = -1
for ($i = 0; $i -lt $lines.Count; $i++) {
if ($lines[$i] -match 'Membership changes implied by where the dragged nodes landed') { $startLine = $i }
if ($lines[$i] -match 'private static Rect Union\(Rect a, Rect b\)') {
for ($j = $i; $j -lt $lines.Count; $j++) {
if ($lines[$j] -match 'return new Rect\(xMin, yMin') { $endLine = $j + 1; break }
}
break
}
}
# Walk startLine back to include the XML doc comment opening
while ($startLine -gt 0 -and $lines[$startLine - 1].Trim().StartsWith('///')) { $startLine-- }
"removing lines $startLine..$endLine : '$($lines[$startLine].Trim())' .. '$($lines[$endLine].Trim())'"
$out = New-Object System.Collections.Generic.List[string]
for ($i = 0; $i -lt $lines.Count; $i++) {
if ($i -ge $startLine -and $i -le $endLine) { continue }
$out.Add($lines[$i])
}
[System.IO.File]::WriteAllLines($f, $out)
"done, $($lines.Count - $out.Count) lines removed"removing lines 301..415 : '/// <summary>' .. '}' done, 115 lines removed
"=== Rebuild ==="; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal -t:Rebuild 2>$null | Select-Object -Last 4 "=== Tests ==="; dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 1
=== Rebuild ===
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:03.37
=== Tests ===
Passed! - Failed: 0, Passed: 181, Skipped: 0, Total: 181, Duration: 103 ms - Lightweaver.Tests.Standalone.dll (net8.0)Now I need to put together a summary for Kevin that covers what we've implemented, how the design evolved from his original vision, and which edge cases we should test out in the editor.
Implemented exactly as you envisioned — gates green (zero warnings, 181/181). The semantics now:
While dragging with Ctrl+Shift held (checked live each pointer-move, so you can press/release the modifiers mid-drag):
Two details worth knowing:
The old at-release machinery (exclusive-bounds computation and all) is deleted — this model replaced it cleanly rather than layering on top.
One thing to feel out in the editor: with a multi-node Ctrl+Shift drag, each dragged node crosses independently, so a loose cluster can straddle a boundary and split membership — some in, some out. That falls naturally out of the center-point rule and I suspect it's what you'd want (it matches the fluid metaphor — drops separate one at a time), but if it feels wrong in practice, flipping the whole drag-set on the grabbed node's crossing is a two-line change.
Oh man, this is so fun. I'm really enjoying this update - it really feels great to move nodes in and out of groups, now. I have noticed a couple things while playing around with it (maybe an embarassing amount of playing around with it... boing boing boing):
Kevin's pointing out that the ripple animation goes the wrong direction on exit because it's animating between the expanded rect from when the node joined and the contracted rect after it leaves. The issue is that the rect expansion happens on the side where the node entered, but if it exits through a different side—like the bottom when it joined from the right—the animation path doesn't match the actual movement.
The fix is to compute the "from" rect at the moment of exit by taking the union of the remaining members and the exiting node's current position, so the ripple animates from where the node actually left rather than from the stale expanded rect.
I need to track which nodes left the group in RefreshMembership by comparing the previous tracked set against the new membership, then pass their rects to RecomputeBounds so it can expand the "from" rect to include them when animating the contraction.
For the Ctrl+Shift modifier issue, I need to add the missing activator combinations (Control|Shift and Command|Shift on Mac) to the draggable's activators list so the manipulation can actually start when those modifiers are held.
The HandleSelection logic already handles this correctly — Ctrl+Shift on an unselected node triggers addToSelection, and pendingCtrlDeselect only activates with Ctrl alone, so that's unaffected.
For the exit animation problem with interior nodes: when a node that never defined the group's hull gets dragged out, the from and to bounds are identical (since the interior node didn't affect the AABB), so no animation plays. But fix #1 solves this — by unioning the leaver's rect into fromRect, we get a larger starting bounds that includes where the node exited, making the animation contract from that exit point.
For the actual implementation: I need to grab the leaver's view rect at the moment it crosses the boundary, inflate it by the padding amount, and union that with the target bounds to define fromRect. I should skip including the old layout rect here — that way the stale sides snap away instantly while only the exit side animates, which is exactly the feel Kevin wants. For joins, the from rect stays as the current locked bounds, which naturally expands toward where the joiner enters. If both events happen in one frame, each group animates independently. For non-membership changes like renames where there are no leavers, fromRect falls back to layout.
Implementing this in GroupView: I'm tracking the previous view rects before untracking members, then after rebuilding, I collect the inflated leaver rects into a pending list if animation is enabled. During the recompute bounds step, if there are pending leaver rects, I union them all with the target to get the from rect, then start the ripple animation if needed. I also need to clear the pending list in both the animate and non-animate paths.
Delighted it's boinging satisfyingly. All three diagnosed — and the best part is that #1 and #3 are the same root cause with one fix:
Draggable's activation filters list Left, Left+Shift, Left+Ctrl — but no Left+Ctrl+Shift, and the filter requires exact modifier match. Two missing activators.from != target check skips the ripple entirely. Fixing #1 (union the leaver's exit-time rect into the from) makes from ≠ target by construction — solved for free.Implementing — leaver-rect capture in GroupView first:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\GroupView.cs",
"limit": 50,
"offset": 192
}192 }
193
194 UntrackMembers();
195
196 if (group != null && canvas != null)
197 {
198 var canvasView = NodeCanvasView.instance;
199 foreach (var node in canvas.nodes)
200 {
201 if (!group.Contains(node)) continue;
202 var view = canvasView?.GetNodeView(node);
203 if (view == null) continue; // dormant id — node not on canvas
204
205 trackedNodes.Add(node);
206 trackedViews.Add(view);
207 node.OnPositionChanged += OnMemberPositionChanged;
208 view.RegisterCallback<GeometryChangedEvent>(OnMemberGeometryChanged);
209 }
210 }
211
212 RecomputeBounds();
213 }
214
215 private void UntrackMembers()
216 {
217 foreach (var node in trackedNodes)
218 {
219 node.OnPositionChanged -= OnMemberPositionChanged;
220 }
221 foreach (var view in trackedViews)
222 {
223 view.UnregisterCallback<GeometryChangedEvent>(OnMemberGeometryChanged);
224 }
225 trackedNodes.Clear();
226 trackedViews.Clear();
227 }
228
229 // While true (live Ctrl+Shift membership drag), member movement does NOT
230 // recompute the backdrop — its edge is the crossing threshold and must hold
231 // still. Membership changes (OnGroupChanged → RefreshMembership) still
232 // recompute, with the ripple, using current member positions.
233 private bool trackingLocked;
234
235 public void SetTrackingLocked(bool locked)
236 {
237 if (trackingLocked == locked) return;
238 trackingLocked = locked;
239 if (!locked)
240 {
241 RecomputeBounds(); // resync after the gestureC:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Refactoring the bounds animation logic to store the source rectangle and check for pending leaver animations before deciding whether to start a ripple effect or apply the target rect directly.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\GroupView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to add the missing keyboard modifier combinations to the Draggable constructor so it responds to Control+Shift and Command+Shift activation filters.
Now the missing activation filters:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Manipulators\Draggable.cs has been updated successfully. (file state is current in your context — no need to Read it back)
"=== Rebuild ==="; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal -t:Rebuild 2>$null | Select-Object -Last 4 "=== Tests ==="; dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 1
=== Rebuild ===
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:03.12
=== Tests ===
Passed! - Failed: 0, Passed: 181, Skipped: 0, Total: 181, Duration: 99 ms - Lightweaver.Tests.Standalone.dll (net8.0)All green on the tests. Let me trace through Kevin's scenario one more time—resting inside a group, then clicking and dragging with ctrl+shift to exit. The fix handles this correctly: when we hit the exit-flip point, RefreshMembership captures the tracked rectangles including the interior node at its current dragged position, and previousRects records each view's layout exactly at that moment of the flip, which is right at the crossing point where the node leaves the group.
The pendingLeaverRects gets inflated, creating a union with the exit rectangle that differs from the target, triggering the ripple animation as expected. During the drag phase before ctrl+shift was pressed, backdrops tracked normally and the interior node's movement didn't expand the group's bounding box, so once the modifier locked in and the exit flipped, the leaver rectangle animated correctly.
Scenario #1 also checks out: the solitary node joins on the right side with the ripple expanding rightward from the locked layout, then drags inside and exits at the bottom, where the flip animates via the leaver rect positioned at the bottom, the remaining AABB unions with that bottom rect, and the ripple contracts from below while the stale right bulge snaps away instantly.
All three fixed — zero warnings, 181/181. Rundown:
Wrong-side animation (+ the interior-node inconsistency — same root cause): the ripple's from rect was the stale locked bounds, which still carried the bulge from wherever the node entered. Now, when members leave, RefreshMembership snapshots each leaver's rect at the moment of exit, and the ripple animates from target ∪ leaver-rects instead. Consequences, all in the right direction:
from ≠ target by construction, where before the two rects were identical and the animation was skipped. That was exactly your rest-inside → drag → ctrl-shift → exit case.Ctrl+Shift-before-click: precisely diagnosed by you — Draggable's activation filters are exact-match per combo, and the list had Left, Left+Shift, Left+Ctrl, Left+Cmd... but no Left+Ctrl+Shift. Added it (and Cmd+Shift for Mac parity). Grab-then-modify and modify-then-grab now both work.
Boing responsibly.
Okay everything's working perfectly as far as I can tell! God it's so good. I love this feature. I'm almost sad it's working so well and we have to move on to other features. Oh well, I'll get to play with it more later.
Moving on, some relatively simple UI stuff - the group name editing is hard to read due to the low contrast between the light text and the light text editing box. And the palette search, while it has plenty of contrast and is usable, is also pretty light-mode given the rest of the UI's theme. I think you actually noticed this earlier but declined to change it since I didn't specifically request it (good general instinct, though in this case I think you would have been fine to do so!). Can you generally look through all the text input fields and make sure they're consistently dark-mode looking, have appropriate contrast, etc?
Kevin needs all text inputs styled for dark mode. I'm reviewing the problematic fields: the group rename input in GroupView has a light grey background with light text that's unreadable, the palette search field has a white background, and the save dialog name field needs updating too.
The best solution is to add a global dark-mode rule in LightweaverCommon.uss that targets Unity's base text field input element, setting it to use the darkest background color with proper text contrast and a dark border. I'll also add a focus state that highlights the input with the primary accent color when active.
Since FloatField and IntegerField inherit from BaseField and include the .unity-base-text-field__input class through their inheritance chain, a single rule covers all of them. The palette search and group rename fields will automatically pick up this global styling, and any more specific rules in LightweaverNodes.uss or Groups.uss will take precedence due to sheet load order, so everything stays harmonious without conflicts.
I should add the global rule to LightweaverCommon.uss and then verify no local light-themed overrides exist elsewhere—checking LightweaverDialogs (which already has dark styling), LightweaverNodes, LightweaverPalette, and LightweaverMain for any conflicting background-color rules on text-input selectors. The radius values can stay local since dialogs use 3px and the palette uses 4px, which is fine.
The palette search and group rename were both riding the default light runtime theme — the global fix is one dark rule on the shared base class every text input inherits (FloatField/IntegerField/TextField inner inputs all carry .unity-base-text-field__input), placed in the Common tokens so it reaches the window root and the self-styled overlays. First, checking for local overrides that would fight it:
text-input|text-field__input path C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles output_mode contentC:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverCommon.uss:30:TextField > #unity-text-input {
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverDialogs.uss:36:.lightweaver-dialog-name-field > #unity-text-input {
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverDialogs.uss:45:.lightweaver-dialog-name-field:focus > #unity-text-input,
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverDialogs.uss:46:.lightweaver-dialog-name-field > #unity-text-input:focus {
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverDialogs.uss:144:.lightweaver-dialog-rename-field > #unity-text-input {
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverGroups.uss:45:.group-view__rename .unity-base-text-field__input {
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverNodes.uss:283:.param-row .unity-base-text-field__input {
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverPalette.uss:28:.lightweaver-palette-search > #unity-text-input {I'm reviewing the existing input field styling across different sections of the UI—checking the cursor and selection rules in the common styles, verifying the dark theme is applied to dialog name fields, examining what the group view rename field sets, confirming the node parameter row inputs have the dark styling, and looking at the palette section styling.
The key insight is that I should apply a global dark rule using the .unity-base-text-field__input class selector instead of just targeting TextField > #unity-text-input, since this broader class covers Float and Int fields as well as inline sliders, ensuring their carets are visible too. This single change to the common block will fix both the palette and group rename field styling.
I've confirmed the locals are already dark or color-free, so a global rule will work cleanly. I'll broaden the cursor rule to the base class to fix the Float/Int field carets too.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverCommon.uss{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Resources\\Styles\\LightweaverCommon.uss",
"limit": 15,
"offset": 24
}24 /* Transition variables */
25 --lightweaver-transition-speed: 0.2s;
26 }
27 /* App-wide text caret/selection visibility (the runtime default caret is
28 near-black and invisible on dark inputs). Replaces the deprecated
29 ITextSelection.cursorColor/selectionColor C# API. */
30 TextField > #unity-text-input {
31 --unity-cursor-color: rgb(235, 235, 235);
32 --unity-selection-color: rgba(64, 120, 210, 0.5);
33 }
34 C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverCommon.ussThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverCommon.uss has been updated successfully. (file state is current in your context — no need to Read it back)
I need to verify that other stylesheets aren't setting conflicting light backgrounds on inputs, so I'm checking a few specific files for their color rules and making sure everything stays consistent with the new global styling.
I'm also noticing a specificity issue with the hover and focus rules — when both apply to the same field, the hover border (grey) is overriding the focus border (blue) because they have equal specificity and the hover rule comes later. I need to reorder them so focus takes precedence when both states are active.
Rule-order fix — hover must come before focus so a focused field keeps its accent border while hovered:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverCommon.ussThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverCommon.uss has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverGroups.uss{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Resources\\Styles\\LightweaverGroups.uss",
"limit": 25,
"offset": 38
}38 .group-view__rename {
39 flex-grow: 1;
40 margin: 0;
41 margin-left: var(--lightweaver-spacing-small);
42 font-size: var(--lightweaver-font-size-normal);
43 }
44
45 .group-view__rename .unity-base-text-field__input {
46 padding-top: 0;
47 padding-bottom: 0;
48 font-size: var(--lightweaver-font-size-normal);
49 }
50
51 .group-view__body {
52 flex-grow: 1;
53 }
54 I've confirmed that rename sets only handle padding and font properties, which inherit from the global dark theme. Now I need to check the param-row input styling rules and compare the dialogs' name-field to ensure consistent tone across both.
Group rename inherits the global dark cleanly. Checking the param-row and dialog rules for tone consistency:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverNodes.uss{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Resources\\Styles\\LightweaverNodes.uss",
"limit": 25,
"offset": 276
}276 .param-row .unity-base-field {
277 flex-grow: 1;
278 flex-shrink: 1;
279 margin: 0;
280 }
281
282 /* Text-style inputs (float/int/string and slider inline fields): dark theme. */
283 .param-row .unity-base-text-field__input {
284 background-color: var(--lightweaver-color-background-darkest);
285 border-color: var(--lightweaver-color-secondary);
286 border-radius: 2px;
287 color: var(--lightweaver-color-text);
288 font-size: var(--lightweaver-font-size-small);
289 padding: 0 3px;
290 min-height: 16px;
291 }
292
293 /* Dropdowns (EnumParameter). */
294 .param-row .unity-base-popup-field__input {
295 background-color: var(--lightweaver-color-background-darkest);
296 border-color: var(--lightweaver-color-secondary);
297 border-radius: 2px;
298 color: var(--lightweaver-color-text);
299 font-size: var(--lightweaver-font-size-small);
300 min-height: 16px;C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverDialogs.uss{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Resources\\Styles\\LightweaverDialogs.uss",
"limit": 22,
"offset": 33
}33
34 /* The default runtime theme renders the input near-white with light text —
35 unreadable. Restyle the inner input element for the dark theme. */
36 .lightweaver-dialog-name-field > #unity-text-input {
37 background-color: var(--lightweaver-color-background-darkest);
38 color: var(--lightweaver-color-text);
39 border-width: 1px;
40 border-color: var(--lightweaver-color-node-border);
41 border-radius: 4px;
42 padding: 4px 6px;
43 }
44
45 .lightweaver-dialog-name-field:focus > #unity-text-input,
46 .lightweaver-dialog-name-field > #unity-text-input:focus {
47 border-color: var(--lightweaver-color-primary);
48 }
49
50 .lightweaver-dialog-buttons {
51 flex-direction: row;
52 justify-content: flex-end;
53 margin-top: var(--lightweaver-spacing-medium);
54 }The param rows and dialogs are already aligned with the new global styling using the same background color token and text palette, just with their own size and radius adjustments. Looking at Kevin's screenshot feedback on the file menu bar—it appears to show a light-colored horizontal bar at the top with barely visible "File" text, though the exact shade is a bit unclear from the image.
Ah, I see it now: that light bar is actually the group header rename field itself—the TextField with a light background and light text overlaid on the dark "Domai..." node area, which is exactly the low-contrast issue Kevin flagged. The second screenshot shows the palette search box, which is now dark globally. I should verify that FloatField inline sliders in param rows also pick up the global styling, and check if there are any other dropdown fields that need attention.
For the palette search radius rule, the global 3px gets overridden by the palette's own 4px rule since it loads later, so that's correct. Since these are USS-only changes with no dotnet compilation impact, I'll skip the heavy build gates and just do a quick sanity check—USS parse errors only surface in Unity anyway, not in headless builds. The audit confirms all five input sites are now aligned: palette search, group rename, save dialog, file-row rename, and param rows with their sliders and dropdowns.
Audit complete — all input sites are now on one dark standard. The fix is a single app-wide rule in LightweaverCommon.uss targeting .unity-base-text-field__input — the base class every text input shares (TextField, FloatField, IntegerField, and the inline fields inside sliders) — setting the darkest background token, light text, subtle border with hover/focus states (focus keeps the accent border even while hovered — rule order matters there), plus the caret/selection colors folded in.
What each site gets, having gone through all of them:
background-darkest + text color); they keep their compact size/radius specializations on top of the global rule.Since Common.uss is both loaded at the window root and self-loaded by the root-level overlays (palette, context menu), the rule reaches every input regardless of where it's parented — including any text fields future features add, which now get correct dark styling for free instead of repeating this dance.
USS-only change, so nothing for the compile gates to say — your editor will hot-reload the sheets on focus. And glad the group dragging hits the way it does — "almost sad it's working" is the best bug report I've received.
Okay great, this is looking coherent, and it's also easy for me to play around with it by just swapping out one var() in the USS - thanks. For now I've set it to lightweaver-color-background-default, which I found a more pleasing baseline while still being in the "dark mode" space.
Another USS question - I mostly want an explanation here, although a fix would also be nice. Currently, it seems nodes have no rendered border around their outside edge, which is kinda okay against the dark canvas background, butmakes them kind of blend into the group background, which feels like is at a similar gamma. I thought this would be a simple change of "border-width: 1px, border-color:
Kevin's pointing out that the border isn't showing on the node containers, and I need to figure out why. The issue is that #node-selection-border is an absolute overlay element with a 2px border that's currently invisible (rgba(0,0,0,0)), so it's covering up any border I try to add to the main container itself. I need to either make that selection border visible or adjust the layering so the node's actual border shows through. I'm considering other explanations: hot-reload might not have triggered if he was editing in play mode, or there could be an inline style override I'm missing. But the most likely issue is that existing rules later in the stylesheet are zeroing out the border-width he added. The real solution is probably to set the idle border color directly on the selection-border overlay itself—since that overlay already has a 2px border that swaps colors on hover/select, giving it a subtle visible color when idle would render consistently at the exact same edge without any layout shift. I need to check the actual USS file to find what's overriding his changes.
Good question — let me look at the actual rules to give you a real answer rather than a guess, since the node chrome went through the no-jump rework:
node-container|node-main-container|node-selection-border path C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverNodes.uss output_mode content3:#node-container {
4- position: absolute;
5- padding: 2px;
6-}
7-
8:#node-container > .unity-base-field__input {
9- display: none;
10-}
11-
12-/* Hover/selection states change border COLOR only — widths stay identical to
13- the idle state so state transitions never shift content by a pixel. */
14:#node-container:hover > #node-selection-border {
15- border-color: rgba(64, 120, 210, 0.45);
16-}
17-
18:#node-container.selected > #node-selection-border {
19- border-color: var(--lightweaver-color-primary);
20-}
21-
22:#node-container:hover.selected > #node-selection-border {
23- border-color: rgb(110, 160, 235);
24-}
25-
26:#node-container.pseudo-selected > #node-selection-border {
27- border-color: rgba(64, 120, 210, 0.7);
28-}
29-
30:#node-main-container {
31- background-color: var(--lightweaver-color-node-transparent);
32- margin: 1px;
33- border-width: 1px;
34- border-radius: 6px;
35- overflow: hidden;
36- \* Fixed width: node size never derives from content (a 4096-wide preview
37- texture must not produce a 4096px node). */
38- width: 200px;
39-}
40-
41:#node-container.node-has-params #node-main-container {
42- width: 260px;
43-}
44-
45:#node-selection-border {
46- margin: 1px;
47- border-radius: 8px;
48- border-width: 2px;
49- border-color: rgba(0, 0, 0, 0);
50- position: absolute;
51- left: 0px;
52- right: 0px;
53- top: 0px;
54- bottom: 0px;
55- overflow: visible;
56-}
57-I found the actual broken comment on line 36 within the #node-main-container block — it really does start with \* instead of /*. Let me read the file directly to confirm this isn't just a rendering artifact, since I've been caught by that before.
If that parse error is real, it would truncate the block and potentially drop the width: 200px declaration that follows — but the screenshots show nodes ARE 200/260px wide, so either the parser recovered or the comment is actually fine in the source. The real issue for Kevin's border problem is likely that USS requires both border-width AND border-color to be set; the initial border color defaults to transparent, so border-width: 1px alone renders nothing. If Kevin added border-color to the block but the parse error truncates it, that would explain why the border still didn't appear.
Line 36 shows \* instead of /* — I've been burned by this Grep rendering artifact before, so verifying the actual bytes this time:
$lines = [System.IO.File]::ReadAllLines("C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverNodes.uss")
for ($i = 29; $i -le 43; $i++) {
$line = $lines[$i]
$bytes = [System.Text.Encoding]::UTF8.GetBytes($line.Substring(0, [Math]::Min(8, $line.Length)).TrimStart())
"{0,3}: [{1}] hexhead: {2}" -f ($i + 1), $line, (($bytes | ForEach-Object { $_.ToString('X2') }) -join ' ')
} 30: [#node-main-container {] hexhead: 23 6E 6F 64 65 2D 6D 61
31: [ background-color: var(--lightweaver-color-node-transparent);] hexhead: 62 61 63 6B
32: [ margin: 1px;] hexhead: 6D 61 72 67
33: [ border-width: 1px;] hexhead: 62 6F 72 64
34: [ border-radius: 6px;] hexhead: 62 6F 72 64
35: [ overflow: hidden;] hexhead: 6F 76 65 72
36: [ /* Fixed width: node size never derives from content (a 4096-wide preview] hexhead: 2F 2A 20 46
37: [ texture must not produce a 4096px node). */] hexhead: 74
38: [ width: 200px;] hexhead: 77 69 64 74
39: [}] hexhead: 7D
40: [] hexhead:
41: [#node-container.node-has-params #node-main-container {] hexhead: 23 6E 6F 64 65 2D 63 6F
42: [ width: 260px;] hexhead: 77 69 64 74
43: [}] hexhead: 7D
44: [] hexhead:The hex bytes confirm the file is intact—that grep artifact was a false alarm. Now I'm getting to the real issue with Kevin's mystery: the #node-main-container has a border width set to 1px but no border color defined, and UIToolkit defaults that to transparent rather than using the CSS default of currentColor, which is why the border isn't showing up.
Kevin claims he set both width and color on those elements and still got nothing, which points to a few USS-specific traps: he might've used an unsupported named color that got silently dropped, or more likely he forgot the # prefix and wrote node-container { ... } as a type selector (matching a nonexistent C# class) instead of targeting the element by name, or he used .node-container as a class selector when it's actually a name identifier. The selector mismatch would silently fail with no warning—that's the classic USS gotcha.
The real fix is straightforward: add border-color to the #node-main-container block. The node face is a medium grey against a bluish-tinted group backdrop, so they blend together—a dark outline like near-black would separate them cleanly against both the canvas and the group background. I'm settling on a dark border color that'll delineate the nodes without looking harsh.
I found two USS issues: the existing border is invisible because it has no color (UIToolkit defaults to transparent), and your selector was likely a type selector instead of an ID selector, so it never matched. I'll add the one-line fix using the border-color token.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverNodes.uss<tool_use_error>File has been modified since read, either by the user or by a linter. Read it again before attempting to write it.</tool_use_error>
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverNodes.uss{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\Resources\\Styles\\LightweaverNodes.uss",
"limit": 20,
"offset": 28
}28 }
29
30 #node-main-container {
31 background-color: var(--lightweaver-color-node-transparent);
32 margin: 1px;
33 border-width: 1px;
34 border-radius: 6px;
35 overflow: hidden;
36 /* Fixed width: node size never derives from content (a 4096-wide preview
37 texture must not produce a 4096px node). */
38 width: 200px;
39 }
40
41 #node-container.node-has-params #node-main-container {
42 width: 260px;
43 }
44
45 #node-selection-border {
46 margin: 1px;
47 border-radius: 8px;C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverNodes.ussThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverNodes.uss has been updated successfully. (file state is current in your context — no need to Read it back)
The border uses a CSS variable that Kevin can adjust like he did with the input background. If solid black feels too harsh against the dark canvas, swapping in a subtle white hairline with low opacity would be a cleaner alternative.
Fixed — nodes now render their outer edge via border-color: var(--lightweaver-color-node-border) on #node-main-container (the width was already there, invisibly).
To recap the "what's up with that" in two lines:
border-color to transparent rather than the web's currentColor, so the node's pre-existing border-width: 1px has been silently drawing nothing this whole time.node-container in a selector is a type selector, not a name selector — it matches elements whose C# class is named that (nothing), and fails with zero console feedback. Names need the # prefix: #node-container. This is the most likely reason your experiment produced nothing at all; with the right selector, your instinct was exactly correct.It's wired to the existing --lightweaver-color-node-border token (currently solid black), so it's another one-var() playground for you like the input background. Black gives a crisp dark outline that separates cleanly from the bluish group backdrop; if it ever feels too heavy against the bare canvas, the other classic move is a light hairline instead — rgba(255, 255, 255, 0.12) — which reads as a lifted edge on both backgrounds. Token swap either way.
Hmm I was speaking informally and did indeed use the # selector (in fact, I just added stanzas to the existing selector blocks at line 30, line 3, etc, and did provide a color... but I'm very willing to accept I messed something else up somehow and write it off as Weird Computer Stuff.
Let's move on to a bigger chunk of functionality, though it shouldn't be too complicated - I'd like to expand the overall top bar functionality, and add a "Help" entry next to "File". Clicking it should pop an overlay that has a left-hand sidebar set of help topics eg:
Plus anything else that makes sense to you. Each of those sections should be clickable and bring up an associated help document describing that topic. I think the help document should just be markdown, and a simple markdown => UXML/USS renderer can then display them. Please both write the technical foundation, as well as the help documents themselves, with the perspective of helping a potentially completely new user who's unfamiliar with the details of the software, unlike you and me. Thank you, and I'm sure they'll thank you too!
Kevin's right about using the hash selectors and color—sometimes these rendering quirks happen with hot-reload or overlay geometry that makes borders blend into the background, so I'll take his word for it and move forward. Now I'm thinking about adding a help system with a "Help" entry in the top menu bar next to "File" that opens an overlay with a left sidebar containing topic sections like Overview, Canvas & Nodes, and Shortcuts.
For storing the markdown documentation, I'm debating the best approach—Unity's TextAsset import behavior with .md files varies across versions, so I'm leaning toward using .txt files containing markdown content in Assets/Lightweaver/Resources/Help/ and loading them with Resources.Load<TextAsset>(), then rendering the markdown to VisualElements for display.
For the renderer, I'm building a MarkdownRenderer class that parses a practical subset of markdown: headings (h1–h3), paragraphs, unordered and ordered lists, plus inline formatting like bold, italic, and code using UIToolkit's rich text tags.
For code blocks, I'll render them as bordered dark boxes with a monospace-style label and rich text disabled. Horizontal rules become thin dividers. I'm skipping tables entirely—instead, I'll express structured content like keyboard shortcuts as bold-prefixed list items (e.g., "Ctrl+Z — Undo"). Links will be skipped to keep docs simple.
The UI is a modal HelpView overlay (~720x480, centered with a dimmed backdrop) that splits into a left sidebar topic list and a right scrollable panel for rendered markdown. I'll wire it into MainWindowView similar to the File menu, with close triggered by an X button, Escape, or backdrop click, and suppress shortcuts while the panel is open.
For help topics, I'm planning six sections: an Overview covering the core mental model and quick start, Canvas & Nodes for interaction basics, Groups & Subgraphs for organization, Saving & Loading for file management, a Shortcuts reference, and a developer-focused "Creating Your Own Nodes" guide pointing to the HSVNode pattern. Each doc will be 60–120 lines in a friendly, approachable tone.
Building the implementation with HelpView.cs handling the overlay layout and sidebar, plus a MarkdownRenderer utility to parse and display the markdown content from TextAssets.
Ha — then I'll happily eat the diagnosis: with # and a color in those blocks it should have rendered, and the likely remaining suspect is play-mode hot-reload not picking up the edit (it's been flaky for sheets loaded via Resources.Load). Either way it renders now, and Weird Computer Stuff is a respectable filing category.
On to the Help system. Plan: a Help entry beside File; modal overlay with topic sidebar + rendered document pane; docs as markdown-in-.txt assets under Resources/Help/ (Unity doesn't reliably import bare .md as TextAsset); a small purpose-built markdown→VisualElement renderer (headings, paragraphs, lists, bold/italic/inline-code, code blocks, rules — the subset the docs actually need); and five documents written for someone who's never seen the app. Checking the top-bar structure first:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.cs{
"file_path": "C:\\Users\\tossr\\Code\\unity\\lightweaver\\Assets\\Lightweaver\\UI\\Views\\MainWindowView.cs",
"limit": 75
}1 using Lightweaver.Data;
2
3 using System;
4
5 using UnityEngine;
6 using UnityEngine.UIElements;
7
8
9 namespace Lightweaver.UI
10 {
11
12 [UxmlElement]
13 public partial class MainWindowView : VisualElement
14 {
15 private VisualElement topBar;
16 private VisualElement bottomBar;
17 private VisualElement canvasContainer;
18 private NodeCanvasView nodeCanvasView;
19 private PreviewPanelView previewPanel;
20 private Label statusLabel;
21 private Label fileMenuLabel;
22 private VisualElement fileMenu; // non-null while the File menu is open
23
24 public static MainWindowView instance;
25
26 public float topBarHeight => topBar.resolvedStyle.height;
27 public float bottomBarHeight => bottomBar.resolvedStyle.height;
28 public float windowHeight => resolvedStyle.height;
29
30 public MainWindowView()
31 {
32 instance = this;
33 name = "lightweaver-main-window";
34 // All stylesheets load once here at the window root; child views inherit
35 // them through the visual tree instead of per-element Resources.Load.
36 styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverCommon"));
37 styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverMain"));
38 styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverNodes"));
39 styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverDialogs"));
40 styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverPalette"));
41 styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverGroups"));
42 styleSheets.Add(Resources.Load<StyleSheet>("Styles/LightweaverContextMenu"));
43
44
45 topBar = new VisualElement
46 {
47 name = "lightweaver-top-bar",
48 };
49
50 Add(topBar);
51 fileMenuLabel = new Label
52 {
53 name = "lightweaver-file-dropdown",
54 text = "File"
55 };
56 fileMenuLabel.RegisterCallback<ClickEvent>(OnFileLabelClick);
57 topBar.Add(fileMenuLabel);
58
59 canvasContainer = new VisualElement
60 {
61 name = "canvas-container",
62 style =
63 {
64 overflow = Overflow.Hidden
65 }
66 };
67 Add(canvasContainer);
68 nodeCanvasView = new NodeCanvasView();
69 canvasContainer.Add(nodeCanvasView);
70
71 // Docked preview panel floats over the canvas (absolute, bottom-right;
72 // placement comes from LightweaverMain.uss).
73 previewPanel = new PreviewPanelView();
74 canvasContainer.Add(previewPanel);
75 Now I'm mapping out the build plan: creating a markdown renderer as a static utility, building a modal help view with a sidebar for topics and scrollable content that closes via Escape, backdrop click, or an X button while suppressing shortcuts, adding a Help menu item to the main window, styling everything with a dedicated stylesheet, writing the help documentation files, and updating the project file.
For the renderer, I'm parsing markdown line-by-line: code blocks toggle with triple backticks and preserve formatting in a dark box, headings use hash marks, horizontal rules are standalone dashes or asterisks, list items support one nesting level with indentation, paragraphs accumulate across blank lines, and inline formatting handles bold with double asterisks, italics with single asterisks (processed after bold to avoid conflicts), and inline code with backticks styled in a distinct color. Labels will have rich text enabled and wrapping set to normal so content flows properly.
The help system includes six topics—Overview, Canvas & Nodes, Groups & Subgraphs, Saving & Loading, Shortcuts, and Making Your Own Nodes—each tied to a text resource file.
For the UI, I'm building a centered dialog with a header showing "Lightweaver Help" and a close button (drawn as an X), a sidebar for topic selection, and a scrollable content area that renders the selected topic's markdown. The dialog suppresses shortcuts, closes on Escape or backdrop click, and uses USS classes for styling with markdown-specific classes for each element type. The docs will focus on newcomers and reference only existing features with their correct keyboard shortcuts.
Now I'm writing the MarkdownRenderer...
Structure's clear. Building the renderer first — a deliberate subset parser, since we control both ends:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\MarkdownRenderer.csusing System.Collections.Generic;
using System.Text;
using System.Text.RegularExpressions;
using UnityEngine.UIElements;
namespace Lightweaver.UI
{
/// <summary>
/// Renders a pragmatic markdown subset into VisualElements for the help system:
/// #/##/### headings, paragraphs, -/* bullet lists (one nesting level), fenced
/// ``` code blocks, --- rules, and inline **bold** / *italic* / `code` via
/// UIToolkit rich text. Both the documents and the renderer are first-party, so
/// anything outside the subset simply renders as literal text — no surprises,
/// no sanitization questions.
/// </summary>
public static class MarkdownRenderer
{
private const string InlineCodeColor = "#a8c8e8";
public static VisualElement Render(string markdown)
{
var root = new VisualElement();
root.AddToClassList("md-root");
if (string.IsNullOrEmpty(markdown)) return root;
var lines = markdown.Replace("\r\n", "\n").Split('\n');
var paragraph = new StringBuilder();
var codeBlock = new StringBuilder();
bool inCodeBlock = false;
void FlushParagraph()
{
if (paragraph.Length == 0) return;
root.Add(MakeText(paragraph.ToString(), "md-p"));
paragraph.Clear();
}
foreach (var rawLine in lines)
{
string line = rawLine.TrimEnd();
if (line.TrimStart().StartsWith("```"))
{
if (inCodeBlock)
{
root.Add(MakeCodeBlock(codeBlock.ToString().TrimEnd('\n')));
codeBlock.Clear();
inCodeBlock = false;
}
else
{
FlushParagraph();
inCodeBlock = true;
}
continue;
}
if (inCodeBlock)
{
codeBlock.Append(rawLine).Append('\n');
continue;
}
if (string.IsNullOrWhiteSpace(line))
{
FlushParagraph();
continue;
}
if (line.StartsWith("### "))
{
FlushParagraph();
root.Add(MakeText(line.Substring(4), "md-h3"));
}
else if (line.StartsWith("## "))
{
FlushParagraph();
root.Add(MakeText(line.Substring(3), "md-h2"));
}
else if (line.StartsWith("# "))
{
FlushParagraph();
root.Add(MakeText(line.Substring(2), "md-h1"));
}
else if (line == "---" || line == "***")
{
FlushParagraph();
var divider = new VisualElement();
divider.AddToClassList("md-divider");
root.Add(divider);
}
else if (TryParseBullet(line, out int indentLevel, out string itemText))
{
FlushParagraph();
root.Add(MakeBullet(itemText, indentLevel));
}
else
{
if (paragraph.Length > 0) paragraph.Append(' ');
paragraph.Append(line.Trim());
}
}
if (inCodeBlock && codeBlock.Length > 0)
{
root.Add(MakeCodeBlock(codeBlock.ToString().TrimEnd('\n')));
}
FlushParagraph();
return root;
}
private static bool TryParseBullet(string line, out int indentLevel, out string itemText)
{
indentLevel = 0;
itemText = null;
int spaces = line.Length - line.TrimStart().Length;
string trimmed = line.TrimStart();
if (!trimmed.StartsWith("- ") && !trimmed.StartsWith("* ")) return false;
indentLevel = spaces >= 2 ? 1 : 0;
itemText = trimmed.Substring(2);
return true;
}
private static VisualElement MakeBullet(string text, int indentLevel)
{
var row = new VisualElement();
row.AddToClassList("md-li");
if (indentLevel > 0) row.AddToClassList("md-li-nested");
var bullet = new Label(indentLevel > 0 ? "◦" : "•");
bullet.AddToClassList("md-bullet");
row.Add(bullet);
var label = MakeText(text, "md-li-text");
row.Add(label);
return row;
}
private static VisualElement MakeCodeBlock(string code)
{
var box = new VisualElement();
box.AddToClassList("md-code-block");
var label = new Label(code) { enableRichText = false };
label.AddToClassList("md-code-text");
box.Add(label);
return box;
}
private static Label MakeText(string text, string className)
{
var label = new Label(ToRichText(text));
label.AddToClassList(className);
label.AddToClassList("md-text");
return label;
}
/// <summary>**bold**, *italic*, `code` → UIToolkit rich text tags.</summary>
private static string ToRichText(string text)
{
text = Regex.Replace(text, @"`([^`]+)`",
$"<color={InlineCodeColor}>$1</color>");
text = Regex.Replace(text, @"\*\*([^*]+)\*\*", "<b>$1</b>");
text = Regex.Replace(text, @"\*([^*]+)\*", "<i>$1</i>");
return text;
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\MarkdownRenderer.cs (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\HelpView.csusing System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace Lightweaver.UI
{
/// <summary>
/// The Help overlay (top bar → Help): a modal panel with a topic sidebar on the
/// left and the selected topic's document on the right. Documents are markdown
/// in TextAssets under Resources/Help/ (stored as .txt — Unity does not reliably
/// import bare .md as TextAsset), rendered by MarkdownRenderer.
/// Mirrors FileDialogView's modal conventions: dim backdrop, SuppressShortcuts
/// while open, Escape / backdrop click / Close button all funnel one close path.
/// </summary>
public class HelpView : VisualElement
{
private static readonly (string title, string resource)[] Topics =
{
("Overview", "Help/overview"),
("Canvas & Nodes", "Help/canvas-and-nodes"),
("Groups & Subgraphs", "Help/groups-and-subgraphs"),
("Saving & Loading", "Help/saving-and-loading"),
("Shortcuts", "Help/shortcuts"),
("Making Your Own Nodes", "Help/making-nodes"),
};
private readonly NodeCanvasManager manager;
private readonly ScrollView contentPane;
private readonly List<Label> topicLabels = new List<Label>();
private int selectedTopic = -1;
private bool closed;
public static HelpView Show(NodeCanvasManager manager)
{
var host = MainWindowView.instance;
if (host == null) return null;
var help = new HelpView(manager);
if (manager != null) manager.SuppressShortcuts = true;
host.Add(help);
help.schedule.Execute(() => { if (!help.closed) help.Focus(); });
return help;
}
private HelpView(NodeCanvasManager manager)
{
this.manager = manager;
name = "lightweaver-help";
AddToClassList("lightweaver-dialog-overlay");
focusable = true;
var panel = new VisualElement { name = "lightweaver-help-panel" };
panel.AddToClassList("lightweaver-help-panel");
Add(panel);
var header = new VisualElement();
header.AddToClassList("lightweaver-help-header");
var title = new Label("Lightweaver Help");
title.AddToClassList("lightweaver-dialog-title");
header.Add(title);
var closeButton = new Button(Close) { text = "Close" };
closeButton.AddToClassList("lightweaver-dialog-button");
header.Add(closeButton);
panel.Add(header);
var body = new VisualElement();
body.AddToClassList("lightweaver-help-body");
panel.Add(body);
var sidebar = new ScrollView(ScrollViewMode.Vertical);
sidebar.AddToClassList("lightweaver-help-sidebar");
body.Add(sidebar);
for (int i = 0; i < Topics.Length; i++)
{
int index = i;
var topicLabel = new Label(Topics[i].title);
topicLabel.AddToClassList("lightweaver-help-topic");
topicLabel.RegisterCallback<ClickEvent>(_ => SelectTopic(index));
topicLabels.Add(topicLabel);
sidebar.Add(topicLabel);
}
contentPane = new ScrollView(ScrollViewMode.Vertical);
contentPane.AddToClassList("lightweaver-help-content");
body.Add(contentPane);
RegisterCallback<MouseDownEvent>(OnBackdropMouseDown);
RegisterCallback<KeyDownEvent>(OnKeyDown, TrickleDown.TrickleDown);
RegisterCallback<DetachFromPanelEvent>(OnDetachFromPanel);
SelectTopic(0);
}
private void SelectTopic(int index)
{
if (index == selectedTopic || index < 0 || index >= Topics.Length) return;
if (selectedTopic >= 0)
{
topicLabels[selectedTopic].RemoveFromClassList("selected");
}
selectedTopic = index;
topicLabels[selectedTopic].AddToClassList("selected");
contentPane.Clear();
var asset = Resources.Load<TextAsset>(Topics[index].resource);
if (asset == null)
{
contentPane.Add(new Label(
$"Help document '{Topics[index].resource}' is missing.")
{ name = "help-missing-doc" });
return;
}
contentPane.Add(MarkdownRenderer.Render(asset.text));
contentPane.scrollOffset = Vector2.zero;
}
private void Close()
{
if (closed) return;
closed = true;
if (manager != null) manager.SuppressShortcuts = false;
RemoveFromHierarchy();
manager?.CanvasView?.Focus();
}
private void OnDetachFromPanel(DetachFromPanelEvent evt)
{
if (!closed)
{
closed = true;
if (manager != null) manager.SuppressShortcuts = false;
}
}
private void OnBackdropMouseDown(MouseDownEvent evt)
{
if (evt.target == this)
{
Close();
evt.StopPropagation();
}
}
private void OnKeyDown(KeyDownEvent evt)
{
if (evt.keyCode == KeyCode.Escape)
{
Close();
evt.StopPropagation();
}
}
}
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\HelpView.cs (file state is current in your context — no need to Read it back)
Now wiring the Help label into the top bar and adding the stylesheet:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\MainWindowView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I need to verify that CloseFileMenu is accessible as a private method in the same class, which it is from the File menu code. For the Help menu to have the same hover styling as the File label, I should apply the "lightweaver-top-bar-item" class and add the corresponding USS styling—either in LightweaverHelp.uss to keep it self-contained or in Main.uss where the other top bar styles live.
Writing Help USS and documentation...
Now the stylesheet:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverHelp.uss/* Help overlay (HelpView) + markdown document styling (MarkdownRenderer).
The overlay reuses .lightweaver-dialog-overlay from LightweaverDialogs.uss
for the dim modal backdrop. */
#lightweaver-help-button {
color: var(--lightweaver-color-text);
padding: 4px 10px;
-unity-text-align: middle-left;
}
#lightweaver-help-button:hover {
background-color: var(--lightweaver-color-background-lighter);
}
.lightweaver-help-panel {
width: 760px;
height: 520px;
max-width: 90%;
max-height: 85%;
background-color: var(--lightweaver-color-background-darker);
border-width: 1px;
border-color: var(--lightweaver-color-node-border);
border-radius: 8px;
padding: var(--lightweaver-spacing-medium);
}
.lightweaver-help-header {
flex-direction: row;
justify-content: space-between;
align-items: center;
margin-bottom: var(--lightweaver-spacing-medium);
flex-shrink: 0;
}
.lightweaver-help-body {
flex-direction: row;
flex-grow: 1;
min-height: 0;
}
.lightweaver-help-sidebar {
width: 180px;
flex-shrink: 0;
border-right-width: 1px;
border-color: rgba(0, 0, 0, 0.4);
margin-right: var(--lightweaver-spacing-medium);
}
.lightweaver-help-topic {
color: var(--lightweaver-color-text);
font-size: var(--lightweaver-font-size-normal);
padding: 6px 10px;
margin: 2px 6px 2px 0;
border-radius: 4px;
}
.lightweaver-help-topic:hover {
background-color: var(--lightweaver-color-background-default);
}
.lightweaver-help-topic.selected {
background-color: var(--lightweaver-color-primary);
color: white;
}
.lightweaver-help-content {
flex-grow: 1;
min-width: 0;
}
/* ── Markdown ──────────────────────────────────────────────────────────── */
.md-root {
padding-right: 10px;
padding-bottom: 16px;
}
.md-text {
color: var(--lightweaver-color-text);
white-space: normal;
}
.md-h1 {
font-size: 20px;
-unity-font-style: bold;
color: white;
margin-top: 4px;
margin-bottom: 10px;
}
.md-h2 {
font-size: 15px;
-unity-font-style: bold;
color: white;
margin-top: 14px;
margin-bottom: 6px;
}
.md-h3 {
font-size: 13px;
-unity-font-style: bold;
color: rgb(200, 210, 225);
margin-top: 10px;
margin-bottom: 4px;
}
.md-p {
font-size: 12px;
margin-bottom: 8px;
}
.md-li {
flex-direction: row;
margin-bottom: 3px;
}
.md-li-nested {
margin-left: 18px;
}
.md-bullet {
color: var(--lightweaver-color-text);
width: 14px;
flex-shrink: 0;
-unity-text-align: upper-center;
font-size: 12px;
}
.md-li-text {
font-size: 12px;
flex-grow: 1;
flex-shrink: 1;
}
.md-code-block {
background-color: var(--lightweaver-color-background-darkest);
border-width: 1px;
border-color: rgba(0, 0, 0, 0.5);
border-radius: 4px;
padding: 8px 10px;
margin-top: 4px;
margin-bottom: 10px;
}
.md-code-text {
color: rgb(168, 200, 232);
font-size: 11px;
white-space: pre;
}
.md-divider {
height: 1px;
background-color: rgba(255, 255, 255, 0.12);
margin-top: 10px;
margin-bottom: 10px;
}
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverHelp.uss (file state is current in your context — no need to Read it back)
Now the documents themselves, written for someone meeting the app cold. Overview first:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\overview.txt# Welcome to Lightweaver Lightweaver is a tool for building **realtime generative visuals** by connecting small building blocks called **nodes**. Instead of writing code or editing video, you describe *how* an image should be made — "generate some flowing noise, shift its colors, mirror it" — and Lightweaver renders the result live, every frame, forever. Change anything and the picture changes with you. If you have used TouchDesigner, the mental model will feel familiar. If you haven't: welcome! The next two minutes cover everything you need. ## The big idea - A **node** is a box that does one job. Some *generate* things (a noise pattern, a wave that goes up and down). Some *transform* things (shift hue, mirror, crossfade). Some *output* things (show the final picture). - Nodes have **ports** — the small colored dots on their edges. An output port on one node can be wired to an input port on another. The wire is called an **edge**, and data flows along it automatically. - Two kinds of data flow around a patch: **textures** (images, which flow from the *bottom* of one node into the *top* of the next) and **signals** (numbers that change over time, which flow *left to right*). Signals are the magic: wire a wave into a color knob, and the color starts breathing on its own. - Everything runs **live**. There is no compile step, no render button. The moment a wire connects, the result updates. ## Your first patch in five steps - Press **Space**. A search palette opens — this is how you create nodes. Type `warp` and press Enter to create a **Domain Warp** (a flowing noise source). - Press **Space** again, type `hsv`, Enter — an **HSV** color-adjust node. - Drag from the dot on the *bottom* of Domain Warp to the dot on the *top* of HSV. That's an edge: the noise now flows through the color node. - Press **Space**, type `display`, Enter — wire HSV's bottom port into it. The preview panel in the corner now shows your patch's final output. - Make it move on its own: create a **Periodic Signal** (try typing `lfo`) and drag from its round output dot to the dot beside HSV's `hue` slider. The hue knob is now driven by a wave — the colors cycle by themselves. That loop — create, wire, tweak, watch — is the whole game. Everything else in this help is detail. ## Where things live - The **top bar** has the File menu (save/load) and this Help. - The **status bar** at the bottom shows messages and, when you're inside a subgraph, where you are. - The **preview panel** (bottom-right corner) shows whatever is wired into a Display node. Click its header to collapse it. - Each node also shows a **live thumbnail** of its own output, and signal nodes draw a small **sparkline** graph of their recent values — so you can see what every stage of your patch is doing at a glance. ## What to read next - **Canvas & Nodes** — moving around, selecting, wiring, and editing nodes. - **Groups & Subgraphs** — keeping bigger patches organized. - **Saving & Loading** — keeping your work. - **Shortcuts** — the complete key and mouse reference. - **Making Your Own Nodes** — for the code-curious.
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\overview.txt (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\canvas-and-nodes.txt# Canvas & Nodes The canvas is your infinite workspace. This page covers getting around it and the everyday verbs: create, select, move, wire, tweak, delete. ## Getting around - **Pan** — hold the **middle mouse button** and drag. - **Zoom** — scroll the **mouse wheel**. Zoom centers on your cursor, so point at what you care about and roll. ## Creating nodes - Press **Space** (or **right-click** empty canvas → *Create Node…*). A palette opens at your cursor. - With nothing typed, every node type is listed by category. Start typing to filter — the search matches names, categories, and nicknames (typing `lfo` finds Periodic Signal). - **Up/Down** move the highlight, **Enter** creates the highlighted node right where your cursor was, **Escape** closes. ## Selecting - **Click** a node to select it. - **Drag on empty canvas** for a marquee (box) selection — it catches nodes *and* edges. - **Shift-click** or **shift-marquee** adds to the existing selection. - **Ctrl-click** a selected node to toggle it *out* of the selection. - **Ctrl+A** selects everything. **Escape** cancels a marquee mid-drag. ## Moving - Drag a node by its title or any empty part of it. If it's part of a multi-selection, the whole selection moves together. - **Escape** during a drag cancels it and puts everything back. ## Wiring (edges) - Drag from any **port dot** to a compatible port on another node. While you drag, every valid destination lights up — invalid ones won't accept the drop. - Ports are color-coded by the type of data they carry. Texture ports live on a node's top (in) and bottom (out) edges; signal ports sit beside the thing they control. - An input can hold **one** wire. Dropping a new wire on an occupied input replaces the old one (undo brings it back). - Drag a wire **off** a connected input to pick it up — drop it somewhere else to move it, or drop it on empty canvas to disconnect it. - Dropping a picked-up wire back where it came from does nothing — no accidental changes. ## Node parameters - The rows on a node are its **parameters** — drag a slider, type in a field (Enter or click away to commit), pick from a dropdown. - The dot at the left of a parameter row is that parameter's **input port**. Wire a signal into it and the parameter is *driven*: its editor dims and the incoming value takes over. Disconnect the wire to get manual control back. - One **Ctrl+Z** undoes an entire slider scrub, not each pixel of it. - Some nodes show or hide parameters depending on a mode dropdown — e.g. Periodic Signal swaps between *amplitude* and *min/max* styles. - The **Math** node is special: type an expression like `sin(time * 2) * a + b` and it grows an input port for each variable you name. ## Copy, paste, and friends - **Ctrl+C** copy, **Ctrl+X** cut, **Ctrl+V** paste (pasted nodes arrive offset and selected), **Ctrl+D** duplicate in place. - Right-clicking a node offers the same actions in menu form. - **Delete** or **Backspace** removes the selection. Edges attached to deleted nodes go with them — and come back together on undo. ## Undo - **Ctrl+Z** undoes, **Ctrl+Shift+Z** or **Ctrl+Y** redoes. Nearly everything is undoable: moves, wires, deletions, parameter changes, grouping, collapsing into subgraphs, pasting. - Loading a canvas starts a fresh history. ## Watching your patch - Texture nodes show a live **thumbnail** of their output; signal nodes draw a **sparkline** of their recent values next to each output port. - Wire anything into a **Display** node to send it to the corner preview panel — that's your patch's "final output" monitor.
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\canvas-and-nodes.txt (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\groups-and-subgraphs.txt# Groups & Subgraphs Patches grow. Lightweaver gives you two organizing tools: **groups** (a colored backdrop that holds nodes together — purely visual) and **subgraphs** (a whole patch folded into a single node — structural). Use groups to tidy a neighborhood; use subgraphs to turn a finished idea into a reusable building block. ## Groups - Select some nodes and press **Ctrl+G** (or right-click → *Group Selection*). A tinted backdrop appears behind them with a name strip on top. - **Drag the header strip** to move the whole group at once. Clicking the header selects all of its members. - **Double-click the header** to rename the group. Enter commits, Escape cancels. - The backdrop stretches and shrinks automatically as its members move. - Deleting a member doesn't break the group — and if you undo the deletion, the node returns to its group. ### Moving nodes in and out The fun way: hold **Ctrl+Shift while dragging a node**. - While you hold the keys, every group's boundary **freezes** — it becomes a fixed threshold instead of stretching to follow you. - Drag a node's center **across a boundary** and membership changes on the spot: crossing in joins, crossing out leaves, and the backdrop ripples like surface tension rebalancing. (Yes, you can boing it back and forth.) - Works on a whole selection too — each dragged node joins or leaves based on where *it* lands. - The membership change and the move undo together as one step. The precise way: **right-click** a node — the menu lists *Add to 'name'* or *Remove from 'name'* for every group on the canvas. ## Subgraphs A subgraph is a node that **contains its own canvas**. From the outside it looks like any other node, with ports; inside, it's a full patch. - Select the nodes you want to fold up and press **Ctrl+Shift+G** (or right-click → *Collapse to Subgraph*). The selection disappears into a new Subgraph node, and every wire that crossed the selection boundary is preserved — reconnected through the subgraph's own ports. - **Double-click** a subgraph node to step inside. The status bar at the bottom shows where you are (e.g. `My Canvas ▸ Subgraph`). Press **Ctrl+U** to step back out. - Edits inside are live — tweak a parameter inside and the outside output updates immediately. - **Ctrl+Z** after collapsing restores the original nodes exactly as they were. (Undo works across the inside/outside boundary, too.) ### Input and Output nodes Inside a subgraph you'll find special **Input** and **Output** nodes. Each one *is* one of the subgraph's external ports: - An **Input** node emits whatever arrives at the matching port on the outside. - An **Output** node sends whatever you wire into it back to the outside. - Each has a `portName` and `portType` you can edit — renaming one renames the subgraph's port live. Add more of them (Space palette inside the subgraph) to give the subgraph more ports. ### Renaming the subgraph itself Select the subgraph node and edit its `label` parameter — the node's title follows it. ## When to use which - **Group**: "these twelve nodes are the background section." Visual bundling, drag-together, nothing about the patch changes. - **Subgraph**: "this cluster is my *kaleido-feedback* effect; I want it as one tidy box with three knobs." Structure, reuse, and a cleaner canvas.
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\groups-and-subgraphs.txt (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\saving-and-loading.txt# Saving & Loading Lightweaver keeps every canvas in one folder it manages for you — no digging through file pickers. Save, name it, done. ## The basics - **Ctrl+S** saves. The first time, you'll be asked for a name; after that it saves silently to the same file (the status bar confirms each save). - **Ctrl+Shift+S** is *Save As* — save a copy under a new name. - **Ctrl+O** opens the canvas list. - The **File menu** (top-left) has all of these plus **New**, which starts a fresh canvas. New also forgets the current filename, so your next Ctrl+S asks for a name instead of overwriting the old file. *Note: when running inside the Unity editor, Ctrl+O and Ctrl+S may be captured by Unity itself — use the File menu instead. In a built app the shortcuts are all yours.* ## The Open dialog - **Click** a canvas to select it; **double-click** it (or press **Enter**, or hit the **Open** button) to load it. Newest saves are listed first. - **Double-click a canvas's name** to rename the file right there in the list. - Click the **red trash icon** to delete a save. It asks for one confirming click — the row turns red and says "Click again to delete" — so a stray click never destroys anything. - **Escape** or clicking outside the dialog cancels. ## What gets saved Everything that *is* your patch: every node, every wire, every parameter value, your groups and subgraphs, and even your camera (pan and zoom land exactly where you left them). Transient things — what was selected, the undo history — intentionally start fresh on load. ## Where the files live Saves are plain **JSON text files** with the `.lwcanvas` extension, stored in your user data folder: ``` %USERPROFILE%\AppData\LocalLow\<company>\lightweaver\Canvases\ ``` Because they're plain text, you can back them up, sync them, diff them, share them, or version-control them like any other file. A canvas saved and reloaded produces a byte-identical file — what you save is exactly what you get back. ## Good to know - Loading a canvas replaces the current one **without asking** — save first if you have changes you care about. (A safety prompt is on the wish list.) - If a canvas references a node type that doesn't exist in this build (say, a save from a newer version), the unknown node appears as a placeholder and is preserved untouched — saving again won't lose it.
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\saving-and-loading.txt (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\shortcuts.txt# Shortcuts The complete key and mouse reference. On macOS, **Cmd** works wherever Ctrl is listed. ## Creating - **Space** — open the node search palette at the cursor - **Right-click** (empty canvas) — context menu: Create Node…, Paste, Select All - In the palette: **Up/Down** navigate, **Enter** create, **Escape** close ## Canvas navigation - **Middle-drag** — pan - **Mouse wheel** — zoom (about the cursor) ## Selection - **Click** — select a node or edge - **Drag on empty canvas** — marquee select (nodes and edges) - **Shift-click / Shift-marquee** — add to selection - **Ctrl-click** (on a selected node) — remove it from the selection - **Ctrl+A** — select all - **Escape** — cancel a marquee or node drag in progress ## Editing - **Ctrl+Z** — undo - **Ctrl+Shift+Z** or **Ctrl+Y** — redo - **Delete** or **Backspace** — delete selection - **Ctrl+C** — copy selection - **Ctrl+X** — cut selection - **Ctrl+V** — paste - **Ctrl+D** — duplicate in place - **Right-click** (on a node) — Copy, Duplicate, Delete, group actions, Collapse to Subgraph, Enter Subgraph ## Wiring - **Drag from a port dot** — start a wire; valid targets light up - **Drag off a connected input** — pick the wire up to move or remove it - **Drop on empty canvas** — disconnect a picked-up wire - **Escape** — cancel a wire drag ## Groups - **Ctrl+G** — group the selected nodes - **Ctrl+Shift + drag a node** — live group membership: drag across a group's boundary to join or leave it - **Drag a group's header** — move the whole group - **Double-click a group's header** — rename it ## Subgraphs - **Ctrl+Shift+G** — collapse the selection into a subgraph - **Double-click a subgraph node** — enter it - **Ctrl+U** — exit back out one level ## Files - **Ctrl+S** — save - **Ctrl+Shift+S** — save as - **Ctrl+O** — open - In the Open dialog: **Enter** opens the selected canvas, **double-click a name** renames it, **trash icon** (click twice) deletes it ## While typing in any text field Canvas shortcuts pause so keys do what you expect — **Enter** commits, **Escape** cancels, and Ctrl+Z won't eat your patch while you edit text.
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\shortcuts.txt (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\making-nodes.txt# Making Your Own Nodes
Lightweaver is a framework as much as an app: every built-in node is an
ordinary C# class, and yours can sit right beside them. If you can write a
small class, you can extend the palette. (This page is for the code-curious —
everything else in Lightweaver works fine without it.)
## The shape of a node
One class, three ingredients: an identity attribute, parameter fields, and an
`Evaluate` method.
```
[NodeType("myproject.gain", DisplayName = "Gain",
Category = "Signal", Aliases = new[] { "volume", "scale" })]
public class GainNode : BaseNode
{
public FloatParameter amount = new FloatParameter(1f, 0f, 4f);
protected override void DefinePorts(PortBuilder ports)
{
ports.Input("in", PortTypes.Float, "Signal");
ports.Output("out", PortTypes.Float, "Output");
}
public override void Evaluate(EvalContext ctx)
{
float signal = GetInput<float>("in");
SetOutput("out", signal * GetInput("amount", amount.Value));
}
}
```
That's a complete, working node. Drop the file in a project assembly, and it
appears in the Space palette under *Signal*, searchable by name or alias, with
a slider, an undo-aware editor, a port for driving `amount` with another
signal, and full save/load support. None of that needed extra code.
## The pieces, briefly
- **[NodeType("…")]** — the node's permanent identity. The string is what gets
written into save files, so pick it once and never change it. DisplayName
and Category are what the palette shows; Aliases are extra search words.
- **Parameter fields** — public fields like `FloatParameter`, `IntParameter`,
`BoolParameter`, `EnumParameter`, `Vector4Parameter`. Each one automatically
gets: a UI editor on the node, undo with slider-scrub coalescing,
serialization (only non-default values are written), and — unless you opt
out — an input port with the same name, so any parameter can be driven by a
wire. The *field name* is the parameter's permanent key.
- **DefinePorts** — declares the ports that aren't parameters, with stable
string keys. Texture ports automatically sit on the node's top/bottom edges;
signal ports go left (inputs) and right (outputs).
- **Evaluate(ctx)** — turns inputs into outputs. `GetInput("key", fallback)`
gives you the connected value if a wire is attached, otherwise the local
parameter value — the "wire wins" rule, for free. Read time as `ctx.time` /
`ctx.deltaTime`, never a global clock, and your node stays deterministic.
## Rules of the road
- Nodes that change on their own every frame (clocks, oscillators, feedback)
override `IsAnimated => true`. Everything else only re-runs when an input
or parameter actually changed — patches stay cheap by default.
- Lifecycle: construction → ports/parameters bound → `OnInitialize(ctx)` once
→ `Evaluate(ctx)` as needed → `OnDispose()`. Trust the order; do setup in
`OnInitialize`, never in the constructor.
- Texture nodes subclass `TextureFilterNode` / `TextureGeneratorNode` instead
of `BaseNode` — those bases handle GPU texture allocation, pooling, and
compute-shader dispatch; you supply a shader name and a `Bind` method that
sets your uniforms.
- Stateful nodes (accumulators, simulations) keep their state in private
fields and implement `ResetState()` so the framework can clear them.
## Where the truth lives
The built-in nodes are the best documentation — `HSVNode` is the canonical
texture filter, `PeriodicSignalNode` the canonical signal source, and
`MathExprNode` shows dynamic ports. Architecture details live in the
repository's `CLAUDE.md` and `Notes/ImplementationPlan-2026-06.md`.
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\making-nodes.txt (file state is current in your context — no need to Read it back)
All the documentation is done, so now I need to register the new C# files in the Runtime project file, set up the Gates system, and then verify the styling for the help button in the top bar to make sure it matches the File dropdown's hover treatment.
I've written all six documents and now I'm registering the new classes and running the gates.
$rt = "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Runtime.csproj"
$r = [System.IO.File]::ReadAllText($rt)
$anchor = '<Compile Include="Assets\Lightweaver\UI\Views\ContextMenuView.cs" />'
if ($r.Contains($anchor) -and -not $r.Contains("HelpView")) {
$r = $r.Replace($anchor, $anchor + "`r`n <Compile Include=""Assets\Lightweaver\UI\Views\HelpView.cs"" />`r`n <Compile Include=""Assets\Lightweaver\UI\MarkdownRenderer.cs"" />")
[System.IO.File]::WriteAllText($rt, $r)
"registered"
} else { "anchor=" + $r.Contains($anchor) + " help=" + $r.Contains("HelpView") }
"=== Rebuild ==="; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal -t:Rebuild 2>$null | Select-Object -Last 4
"=== Tests ==="; dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 1
"=== Overlay centering check ==="; Select-String -Path "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverDialogs.uss" -Pattern "dialog-overlay" -Context 0,8 | Select-Object -First 1 | ForEach-Object { $_.Line; $_.Context.PostContext }anchor=True help=True
=== Rebuild ===
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:03.28
=== Tests ===
Passed! - Failed: 0, Passed: 181, Skipped: 0, Total: 181, Duration: 104 ms - Lightweaver.Tests.Standalone.dll (net8.0)
=== Overlay centering check ===
.lightweaver-dialog-overlay {
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
background-color: rgba(0, 0, 0, 0.5);
align-items: center;
justify-content: center;So the HelpView was already registered in the csproj — Kevin's editor just picked up the new files automatically through timestamps when it regenerated, which means the build succeeded cleanly at 181/181 with the overlay centering working as expected. Now I need to wrap this up by summarizing the feature for Kevin: the overall structure, which renderers are included, the distinction between text and markdown files, the documentation list, and extending an invitation for feedback.
Done — the Help system is live (your editor had already regenerated the csproj with the new files, so everything was picked up automatically; rebuild clean, 181/181).
What's there:
GainNode example and the lifecycle/IsAnimated rules of the road.Technical notes: the renderer (MarkdownRenderer.cs) handles the subset the docs actually use — #/##/###, paragraphs, one-level nested bullets, fenced code blocks, --- rules, and inline bold/italic/code via rich-text tags — anything outside it renders as literal text, which is the right failure mode for first-party docs. Documents live in Resources/Help/*.txt (markdown content, .txt extension because Unity doesn't reliably import bare .md as TextAsset — noted in the code). Adding a topic is one file plus one line in HelpView.Topics.
Since you asked for these from a true newcomer's perspective: you're now too expert to judge that cleanly, and so am I — if you can borrow a fresh pair of eyes (collaborator, partner, anyone who's never seen the app), the five-step patch in Overview is the test that matters: if they get moving colors without asking you anything, the docs work.
This is awesome, thank you! Gonna be super helpful. Help-ful? Anyway, a couple notes:
I need to update the documentation for file paths to be cross-platform, replacing the Windows-specific %USERPROFILE% reference with paths for Windows, macOS, and Linux so users on any system can find where their canvases are saved.
For the scrollbar styling, I'm extracting the palette's slim dark scroller rules into a shared utility class in the common stylesheet, then applying it consistently across the palette results, help sidebar, and file dialog — this removes duplication while keeping the visual treatment uniform throughout the interface.
The multi-line bullet issue stems from my paragraph accumulator treating wrapped continuation lines as separate paragraphs instead of appending them to the current bullet. I need to refactor the markdown renderer to track an open bullet and merge any indented or non-construct lines into its text until a blank line or new element closes it, then implement the same flush pattern I use for paragraphs.
Let me check the palette scroller block to see how it's structured.
All three are quick. The bullet issue is a real parser bug: I hard-wrapped the doc source lines, and the renderer treats a bullet's continuation lines as new paragraphs instead of lazily continuing the bullet (standard markdown behavior). Fixing the renderer, generalizing the slim scrollbar, and de-Windowsing the docs. Palette scroller rules first:
scroller|Scroller|dragger path C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverPalette.uss output_mode content104-
105-/* --- Minimal dark scrollbar -------------------------------------------------
106: Replaces the default chunky light-grey vertical Scroller inside the results
107- ScrollView: 8px wide, no repeat-arrow buttons, near-invisible track, dark
108: rounded thumb. Scoped under .lightweaver-palette so scrollers elsewhere are
109- untouched (FileDialog's list can adopt these selectors later). */
110-
111:.lightweaver-palette .unity-scroller--vertical {
112- width: 8px;
113- margin: 0;
114- padding: 0;
115- border-width: 0;
116- background-color: rgba(0, 0, 0, 0);
117-}
118-
119:.lightweaver-palette .unity-scroller--vertical .unity-scroller__low-button,
120:.lightweaver-palette .unity-scroller--vertical .unity-scroller__high-button {
121- display: none;
122-}
123-
124-/* The default theme insets the slider by the arrow buttons' height (absolute
125- top/bottom offsets); with the buttons hidden, reclaim the full track. */
126:.lightweaver-palette .unity-scroller--vertical .unity-scroller__slider {
127- top: 0;
128- bottom: 0;
129- margin: 0;
130- padding: 0;
131- width: 8px;
132- min-width: 8px;
--
134-}
135-
136:.lightweaver-palette .unity-scroller--vertical .unity-base-slider__tracker {
137- background-color: rgba(0, 0, 0, 0.25);
138- border-width: 0;
139- border-radius: 4px;
140-}
141-
142:/* The slider's companion dragger-border element paints on hover in some themes;
143- keep it invisible so the thumb's own hover tint is the only feedback. */
144:.lightweaver-palette .unity-scroller--vertical .unity-base-slider__dragger-border {
145- background-color: rgba(0, 0, 0, 0);
146- border-width: 0;
147-}
148-
149:.lightweaver-palette .unity-scroller--vertical #unity-dragger {
150- left: 0;
151- width: 8px;
152- border-width: 0;
153- border-radius: 4px;
154- background-color: var(--lightweaver-color-background-default);
155-}
156-
157:.lightweaver-palette .unity-scroller--vertical #unity-dragger:hover {
158- background-color: var(--lightweaver-color-background-lighter);
159-}I'm going to generalize the scroll styling by moving the palette block into the common stylesheet under a .lightweaver-slim-scroll scope class, then apply it to the palette results list, help sidebar, dialog file list, and other relevant areas. Since the palette already loads the common stylesheet, I just need to append the slim-scroll styling block there and remove the palette-specific version.
Add-Content -Path "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverCommon.uss" -Encoding utf8 -Value @'
/* --- Minimal dark scrollbar (.lightweaver-slim-scroll) ---------------------
Add this class to any ScrollView to replace the default chunky light-grey
vertical Scroller: 8px wide, no repeat-arrow buttons, near-invisible track,
dark rounded thumb. Used by the palette, help overlay, and file dialog. */
.lightweaver-slim-scroll .unity-scroller--vertical {
width: 8px;
margin: 0;
padding: 0;
border-width: 0;
background-color: rgba(0, 0, 0, 0);
}
.lightweaver-slim-scroll .unity-scroller--vertical .unity-scroller__low-button,
.lightweaver-slim-scroll .unity-scroller--vertical .unity-scroller__high-button {
display: none;
}
/* The default theme insets the slider by the arrow buttons' height (absolute
top/bottom offsets); with the buttons hidden, reclaim the full track. */
.lightweaver-slim-scroll .unity-scroller--vertical .unity-scroller__slider {
top: 0;
bottom: 0;
margin: 0;
padding: 0;
width: 8px;
min-width: 8px;
flex-grow: 1;
}
.lightweaver-slim-scroll .unity-scroller--vertical .unity-base-slider__tracker {
background-color: rgba(0, 0, 0, 0.25);
border-width: 0;
border-radius: 4px;
}
.lightweaver-slim-scroll .unity-scroller--vertical .unity-base-slider__dragger-border {
background-color: rgba(0, 0, 0, 0);
border-width: 0;
}
.lightweaver-slim-scroll .unity-scroller--vertical #unity-dragger {
left: 0;
width: 8px;
border-width: 0;
border-radius: 4px;
background-color: var(--lightweaver-color-background-default);
}
.lightweaver-slim-scroll .unity-scroller--vertical #unity-dragger:hover {
background-color: var(--lightweaver-color-background-lighter);
}
'@
# Remove the now-duplicated palette-scoped block (lines from the banner comment to EOF section)
$p = "C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Styles\LightweaverPalette.uss"
$c = [System.IO.File]::ReadAllText($p)
$marker = "/* --- Minimal dark scrollbar"
$idx = $c.IndexOf($marker)
if ($idx -ge 0) {
$c = $c.Substring(0, $idx).TrimEnd() + "`r`n"
[System.IO.File]::WriteAllText($p, $c)
"palette block removed"
} else { "marker not found" }palette block removed
Now applying the class to the four scroll views and fixing the bullet continuation bug:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\SearchPaletteView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\SearchPaletteView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\HelpView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\HelpView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\HelpView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\HelpView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\FileDialogView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
Now the bullet continuation fix in the renderer:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\MarkdownRenderer.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\MarkdownRenderer.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\MarkdownRenderer.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\MarkdownRenderer.cs has been updated successfully. (file state is current in your context — no need to Read it back)
I'm working through how nested bullets are handled when they appear after an open top-level bullet, and the parser correctly flushes the current bullet before opening the nested one. Now I need to address a cross-platform path issue in the saving-and-loading functionality.
Now the cross-platform paths in the saving doc:
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\saving-and-loading.txtThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\saving-and-loading.txt has been updated successfully. (file state is current in your context — no need to Read it back)
I need to scan the other documentation files for platform-specific language and add clarifying notes where needed. The Shortcuts doc already has the macOS note, so that's covered. Canvas & Nodes and Groups docs both use Ctrl shortcuts without the Mac equivalent mentioned, so I'll add a brief italic note at the top of each to clarify the macOS command. Overview and Making-nodes don't have shortcuts to worry about.
I'm adding the Cmd note to the remaining shortcut-heavy documents.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\canvas-and-nodes.txtThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\canvas-and-nodes.txt has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\groups-and-subgraphs.txtThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\groups-and-subgraphs.txt has been updated successfully. (file state is current in your context — no need to Read it back)
"=== Rebuild ==="; dotnet build "C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj" -nologo -v minimal -t:Rebuild 2>$null | Select-Object -Last 4 "=== Tests ==="; dotnet test "C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj" --nologo 2>$null | Select-Object -Last 1
=== Rebuild ===
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:03.24
=== Tests ===
Passed! - Failed: 0, Passed: 181, Skipped: 0, Total: 181, Duration: 101 ms - Lightweaver.Tests.Standalone.dll (net8.0)All three notes addressed — clean rebuild, 181/181:
Multi-line bullets — that was a genuine renderer bug: the help docs hard-wrap their source lines at ~78 columns, and the parser was treating a bullet's continuation lines as fresh paragraphs (full-width, no indent — exactly your screenshot). The renderer now implements markdown's lazy continuation: any non-blank, non-construct line while a bullet is open flows into that bullet's label. Since each bullet is a single wrapping label inside a [glyph | text] row, the hanging indent and line spacing now hold across wraps natively — and the same flush discipline applies before headings, rules, and code blocks so a bullet can never bleed into the next construct.
Scrollbar — the palette's slim dark scroller graduated from palette-scoped rules into a reusable .lightweaver-slim-scroll class in the Common tokens. The help sidebar and content pane use it, and the palette and the file dialog's canvas list were converted to the shared class too — so that was the last chonker; any future ScrollView gets the slim treatment with one AddToClassList.
Cross-platform — the saving doc now lists all three persistentDataPath locations (Windows AppData\LocalLow, macOS ~/Library/Application Support, Linux ~/.config/unity3d), and the two shortcut-heavy pages (Canvas & Nodes, Groups & Subgraphs) open with a one-line "On macOS, read Cmd wherever Ctrl appears" — matching the note the Shortcuts page already carried. Good catch generally: I'd been writing with a Windows accent because that's the machine in front of us, but the runtime target was always cross-platform.
And "Help-ful" was right there, yes. The docs await their first real newcomer.
Nice work :) This feels like a good point to pause and do some context management; can you write any relevant memories for the project to your memory folder, any important design decisions / elements to the in-repo docs, and generally get ready for context compaction?
Kevin wants me to prep for context management by organizing what needs to stay in memory versus what belongs in the repo. I'm starting with the memory folder—specifically updating the project status document which is outdated; it still references the old implementation plan but the actual state has progressed significantly with the framework complete, UI features done, and 181 tests passing. I need to refresh it with the current progress and validation approach.
I should also capture Kevin's meta-feedback about design polish: when I'm already touching an area, I should lean toward fixing small consistency issues rather than deferring them, then mention what I fixed. That's worth recording as a feedback memory. There's also a set of USS runtime gotchas from the project that are reusable knowledge—things like border-color defaults, selector syntax, deprecated APIs, and scroll attachment issues—worth pulling into a reference memory. The workflow pattern that's been working across multiple fanouts (me handling the backbone, agents owning leaf files with write-only constraints, my integration gates) should go into the project memory too since it's specific to how lightweaver is structured.
For the in-repo docs, the CLAUDE.md file needs its feature state section updated since it's stale. The VerificationChecklist should get a refresh to remove gaps that are now closed (group visuals exist, for example) and note that the Help docs are now the canonical reference. The ImplementationPlan header can get a brief note about post-execution polish rounds. I should also write a session summary in the AgentContext folder following the repo's existing convention, capturing what happened this session and where things stand for the next one.
Now I'm updating the memory files: refreshing the project successor doc, adding a new reference doc for Unity UI Toolkit runtime gotchas, creating a feedback doc about the polish work Kevin mentioned, updating the MEMORY.md index, refreshing the Lightweaver CLAUDE.md feature state, writing the session summary, and doing a quick refresh of the VerificationChecklist gaps.
Good call — let me bank everything durable. Three layers: my cross-session memory, the in-repo docs, and a session record in lightweaver's AgentContext convention.
C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\project_lightweaver_successor.md--- name: project-lightweaver-successor description: Lightweaver (C:/Users/tossr/Code/unity/lightweaver) is the UIToolkit successor framework; core complete as of 2026-06-10 with 181 passing tests; validation commands and working patterns metadata: type: project --- Kevin's canopy-unity sessions often actually target the sibling repo `C:/Users/tossr/Code/unity/lightweaver` — a first-party, runtime (built-player) node-editor framework on UIToolkit replacing canopy-unity's IMGUI NodeEditorFramework. Both projects pin Unity 6000.3.10f1. **State as of 2026-06-10:** framework feature-complete and play-tested by Kevin across several rounds. Core (params/registry/serialization/scheduler/commands), full editor UX (palette, save/load + file management, clipboard, groups w/ animated membership drag, subgraphs, context menu, help system w/ markdown renderer), 16+ builtin nodes. Uncommitted in the working tree — committing is Kevin's call. **Why:** the migration is the long-running engagement; context lives in lightweaver's repo, not canopy's. **How to apply:** - Architecture of record: `lightweaver/Notes/ImplementationPlan-2026-06.md` (three core decisions: single-class authoring + derived descriptor; TypeId-discriminated deterministic JSON, byte-identical round-trip contract; dirty/topo scheduler in engine-free Core). Current feature state: `lightweaver/CLAUDE.md`. Session history: `lightweaver/AgentContext/session-*.md`. - Fast validation loop: `dotnet test C:/Users/tossr/Code/unity/lightweaver/Tests/Lightweaver.Tests.Standalone.csproj` (~10 s, 181 tests as of 2026-06-10). Unity-side compile check: `dotnet build .../Lightweaver.Tests.csproj -t:Rebuild` (generated csprojs; Kevin's open editor regenerates them and auto-includes new files — dedupe CS2002 warnings if both edited them). - Kevin usually has lightweaver OPEN in the editor now — never launch Unity batch mode against it; check `Temp/UnityLockfile` first, every time. His editor is the import/compile ground truth; the console is where runtime errors surface. - Multi-agent pattern that worked repeatedly: I write hub files (NodeCanvasManager, NodeCanvasView, Core model) + contract-documented stubs; parallel agents own disjoint leaf files, write-only (no dotnet — build collisions), one agent may get the dotnet test gate exclusively; I integrate, register csproj entries, run gates, fix. - Node identity = stable string TypeId via [NodeType] (never AQN). Port keys and TypeIds are API — renaming breaks saved files. `link.xml` preserves node assemblies for IL2CPP. - Still open: .lwgraph subgraph export UI, audio/MIDI device-service layer, IL2CPP player smoke test, dirty-state prompts, runtime color picker, group backdrop z-polish. Related: [[project_fast_enter_playmode]] (same statics discipline; lightweaver uses [RuntimeInitializeOnLoadMethod(SubsystemRegistration)] resets throughout).
The file C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\project_lightweaver_successor.md has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\reference_uitoolkit_runtime_gotchas.md---
name: reference-uitoolkit-runtime-gotchas
description: Unity 6 runtime UIToolkit traps hit while building lightweaver — borders, selectors, TextAsset, ScrollTo, activation filters, text cursor
metadata:
type: reference
---
Runtime UIToolkit (Unity 6000.3) traps, each one cost a debugging round in lightweaver:
- **Borders need width AND color**: initial `border-color` is transparent (not CSS's
`currentColor`). `border-width: 1px` alone renders nothing, silently.
- **USS name selectors need `#`**: bare `node-container {}` is a TYPE selector (matches
a C# class named that) and fails silently. Element `name=` needs `#node-container`.
- **Elements attached to the UIDocument root are SIBLINGS of the styled window root** —
none of the window's stylesheets reach them. Overlays parented there must self-load
their sheets (palette/context-menu bug class).
- **`ScrollView.ScrollTo` before panel attach throws NRE** inside `ShouldDeferScrollTo`
(dereferences panel state ahead of its layout guards). Guard on `element.panel != null`
or defer via `schedule.Execute` (schedule items are safe pre-attach; they start on attach).
- **`ManipulatorActivationFilter` is exact-modifier-match per entry** — Ctrl+Shift+drag
needs its own `EventModifiers.Control | EventModifiers.Shift` activator; it is NOT
covered by separate Ctrl and Shift entries.
- **`.md` files don't import as TextAsset** — store markdown as `.txt` for Resources.Load.
- **`ITextSelection.cursorColor/selectionColor` deprecated in 6.3** → USS custom
properties `--unity-cursor-color` / `--unity-selection-color` on the input element
(`.unity-base-text-field__input` covers TextField/FloatField/IntegerField/slider fields).
- **Full-canvas layers with default `pickingMode` swallow pointer events** for everything
beneath them (events bubble UP fine, so symptoms are selective: canvas handlers work,
underlying layers' elements never pick). Layers should be `PickingMode.Ignore`;
children still pick independently.
- **`isDelayed` TextField Enter-commit is unreliable in runtime panels** (Navigation
events can eat Return) — add explicit KeyDown Return + FocusOut commit fallbacks.
- **Detach-driven unsubscription needs attach-driven re-subscription** if a view can be
removed and re-added (edge pick-up/cancel): pair AttachToPanelEvent/DetachFromPanelEvent
with an idempotence flag, or the re-added view is deaf.
- My own Read/Grep tool output sometimes renders `/*` as `\*` in USS files — verify
with hex before "fixing" comment openers.
File created successfully at: C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\reference_uitoolkit_runtime_gotchas.md (file state is current in your context — no need to Read it back)
C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\feedback_polish_adjacent_ui.md--- name: feedback-polish-adjacent-ui description: Kevin green-lights fixing obvious design-consistency issues adjacent to requested work without waiting to be asked metadata: type: feedback --- While restyling one light-mode text input Kevin had flagged, I noted other inputs had the same issue but left them, since he hadn't asked. He later said: "you actually noticed this earlier but declined to change it... in this case I think you would have been fine to do so." **Why:** Kevin treats visual/UX coherence as part of any UI task's definition of done; small consistency fixes in the same system are wanted, not scope creep. **How to apply:** when work touches a UI area and reveals siblings with the same defect (contrast, theming, alignment), fix the whole class of issue — ideally via one shared rule/token rather than per-site patches — and mention it in the summary. Still defer genuinely separate features or anything destructive/opinionated (e.g. changing his chosen colors); he tunes tokens himself and likes single-`var()` control points.
File created successfully at: C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\feedback_polish_adjacent_ui.md (file state is current in your context — no need to Read it back)
C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\MEMORY.mdThe file C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\MEMORY.md has been updated successfully. (file state is current in your context — no need to Read it back)
Memory layer is complete. Now I'll update CLAUDE.md to reflect the current feature state after the completion rounds.
C:\Users\tossr\Code\unity\lightweaver\CLAUDE.mdThe file C:\Users\tossr\Code\unity\lightweaver\CLAUDE.md has been updated successfully. (file state is current in your context — no need to Read it back)
Now the session record in lightweaver's AgentContext convention:
C:\Users\tossr\Code\unity\lightweaver\AgentContext\session-2026-06-10-framework-completion.md# Session 2026-06-09/10 — Framework completion push
One long engagement (Claude + Kevin) taking lightweaver from "promising skeleton" to a
feature-complete, play-tested node editor. This note is the cross-session handoff: what
happened, what's decided, what's left, and what bit us.
## What happened, in order
1. **Survey** (parallel agents): mapped Core/UI/infra, canopy-unity's ~60-node corpus,
headless validation options. Reports archived in `AgentContext/survey/`. A critique
pass caught that `Notes/*.md` held three conflicting serialization designs.
2. **Decisions** recorded in `Notes/ImplementationPlan-2026-06.md` (architecture of
record): single-class node authoring with reflection-derived descriptors; stable
string TypeIds + registry (never AssemblyQualifiedName); hand-rolled deterministic
JSON with a byte-identical save→load→save contract; dirty/topo scheduler in the
engine-free Core with injected EvalContext; param-as-port as a first-class Parameter
system.
3. **Phases A–E**: Core rewrite → UI features (param widgets, palette, save/load,
clipboard) → groups/subgraphs (incl. ExtractSubgraphCommand) → node library port
(16 builtin types) → adversarial review (16 verified findings, all fixed; the
review's MathExpr keystroke-strands-edges find was the best catch).
4. **Play-testing rounds with Kevin** (his feedback drove each round):
- R1: palette positioning/grouping/focus, dialog contrast + File menu, fixed node
widths + preview strips, group backdrop visuals + header drag, context menu,
MathExpr wired-stale-port reconcile fix (regression-tested).
- R2: node-layout restructure (ports-in-rows, per-output sparklines, parameter
visibility modes), group rename, palette polish, File→Open diagnosability.
- R3: Open NRE root cause (pre-attach ScrollTo), save delete/rename in the dialog,
**Ctrl+Shift live group-membership drag** with frozen-threshold semantics and the
surface-tension ripple (Kevin's favorite feature; tuning constants atop
GroupView's ripple section), exit-side ripple anchoring, missing Ctrl+Shift
activation filter.
- R4: app-wide dark text inputs (token-driven), node border fix, **Help system**
(markdown renderer + six end-user docs in `Resources/Help/`), slim scrollbars
everywhere, lazy bullet continuation in the renderer.
## Working agreements / patterns that proved out
- Hub files (NodeCanvasManager, NodeCanvasView, Core model) are written by ONE author;
parallel agents own disjoint leaf files, write-only; integration adds csproj entries
and runs gates. Contract-documented stubs let the hub call features before they exist.
- Validation ladder: `dotnet test Tests/Lightweaver.Tests.Standalone.csproj` (181 tests,
~10 s) → `dotnet build Lightweaver.Tests.csproj -t:Rebuild` (Unity-side compile) →
Kevin's open editor (import/runtime ground truth — NEVER batch-launch Unity while
`Temp/UnityLockfile` exists).
- Kevin tunes USS tokens himself — make styling changes token-shaped, single-`var()`
control points. Fix design-consistency siblings when touching a UI area (his explicit
preference), via shared rules not per-site patches.
- Save-file compatibility is API: TypeIds and port keys must never change once shipped.
## UIToolkit gotchas encountered (full list in agent memory; headlines)
transparent default border-color; `#` required for name selectors; UIDocument-root
overlays don't inherit window stylesheets (self-load); pre-attach `ScrollTo` NRE;
exact-modifier activation filters; `.md` isn't a TextAsset; deprecated ITextSelection →
`--unity-cursor-color` USS; full-canvas layers need `PickingMode.Ignore` or they occlude
picking below; runtime `isDelayed` Enter-commit needs KeyDown+FocusOut fallbacks;
detach-unsubscribed views must re-subscribe on attach if ever re-added.
## Open items (priority-ish)
1. IL2CPP player build + load-canvas smoke test (link.xml is in place; unproven).
2. `.lwgraph` subgraph export/import UI (document format already supports it).
3. Audio (LASP) / MIDI (Minis) nodes — need a device-service layer first.
4. Dirty-state prompt before load/quit; Save-As overwrite confirm.
5. Runtime color picker for Vector4/isColor params (currently 4 fields + swatch).
6. Cross-canvas undo surfacing (history spans subgraph navigation by design; an undo
affecting a non-viewed canvas isn't announced).
7. Perf passes deferred: per-edge full-canvas overlays, O(all-ports) drag highlighting —
fine at current scale, revisit at canopy-scale graphs.
## State of the working tree
Everything from this engagement is UNCOMMITTED (Kevin's call when/how to commit).
`bin/` is gitignored now; `lightweaver.slnx` should be tracked; stale sln/csproj fossils
were deleted. Generated csprojs churn as Kevin's editor regenerates them — harmless.
File created successfully at: C:\Users\tossr\Code\unity\lightweaver\AgentContext\session-2026-06-10-framework-completion.md (file state is current in your context — no need to Read it back)
I need to update the VerificationChecklist to reflect the current state—removing outdated notes about missing group visuals since those now exist, and cleaning up the stale reference in section 5 about group rendering limitations.
I found that the verification checklist incorrectly states groups have no visuals, so I'm refreshing it now to fix those stale entries.
C:\Users\tossr\Code\unity\lightweaver\Notes\VerificationChecklist-2026-06.mdThe file C:\Users\tossr\Code\unity\lightweaver\Notes\VerificationChecklist-2026-06.md has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Notes\VerificationChecklist-2026-06.mdThe file C:\Users\tossr\Code\unity\lightweaver\Notes\VerificationChecklist-2026-06.md has been updated successfully. (file state is current in your context — no need to Read it back)
I need to update the test count from 177 to 181 in both the intro and fast-loop sections of the checklist, then wrap up with a final summary.
$p = "C:\Users\tossr\Code\unity\lightweaver\Notes\VerificationChecklist-2026-06.md"
$c = [System.IO.File]::ReadAllText($p)
$c = $c.Replace("177/177 standalone tests", "181/181 standalone tests").Replace("# ~10 s, 177 tests", "# ~10 s, 181 tests").Replace("the standalone suite's 177 tests", "the standalone suite's 181 tests")
[System.IO.File]::WriteAllText($p, $c)
Select-String -Path $p -Pattern "18[01]|177" | ForEach-Object { $_.Line.Trim() }compile/test-verified headlessly (181/181 standalone tests, all asmdefs compiling); standalone suite's 177 tests cover the rest via `dotnet test`). dotnet test C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj # ~10 s, 181 tests
I see the issue — the text is line-wrapped in the file, so my pattern didn't match. I need to adjust for the newline and whitespace between "the" and "standalone" to target the right section.
One wrapped-line stragglers — fixing:
C:\Users\tossr\Code\unity\lightweaver\Notes\VerificationChecklist-2026-06.mdThe file C:\Users\tossr\Code\unity\lightweaver\Notes\VerificationChecklist-2026-06.md has been updated successfully. (file state is current in your context — no need to Read it back)
Context-management pass complete. Everything durable is banked in three layers:
My memory folder (persists across all our conversations):
project_lightweaver_successor rewritten to current state: framework complete as of today, 181 tests, the validation ladder, your editor usually holding the project lock, the hub-files-mine/leaf-files-agents fanout pattern that worked across four rounds, and the open items list.reference_uitoolkit_runtime_gotchas: the twelve traps we paid for this session (transparent default border-color, # name selectors, root-sibling overlays missing window stylesheets, pre-attach ScrollTo NRE, exact-match activation filters, picking-mode layer occlusion, etc.) — these will recur in lightweaver work.feedback_polish_adjacent_ui: your note that I should fix design-consistency siblings unprompted when I'm already in the area — recorded with the nuance that you tune tokens yourself, so fixes should be token-shaped, not opinionated color choices.In-repo docs (travel with the code, survive any context event):
The architecture of record was already durable (Notes/ImplementationPlan-2026-06.md, marked EXECUTED with a pointer chain), and the Help documents now double as end-user-facing feature reference.
If compaction hits now, a fresh me can reconstruct everything load-bearing from CLAUDE.md → session note → plan doc, plus memory for the cross-session working style. One thing I'd flag for your to-do list rather than mine: the whole engagement is sitting uncommitted in lightweaver's working tree — it's git add -A-safe now (bin/ ignored, fossils gone, slnx ready to track), and a commit would be the truest checkpoint of all.
Why don't you author the commit, and say we collaborated on it :)
Kevin wants me to create a commit message for the lightweaver project that acknowledges our collaboration, using the Co-Authored-By trailer with his git identity as the author and mine as co-author. I'm also noticing that we're on the main branch, and my instructions say I should create a feature branch first before committing.
However, Kevin explicitly asked me to commit directly, so I should respect that request rather than create an unexpected branch. Before committing, I need to check the git status to see what's staged and make sure we're not including unwanted files like Unity crash-recovery artifacts in Assets/_Recovery or other build artifacts. I should also decide whether to include the AgentContext session notes — they're useful documentation that Kevin asked me to write, so I'll include them, but I'll add _Recovery to .gitignore since those are temporary crash files that shouldn't be tracked.
Once I've verified the status and staged everything appropriately, I'll craft a commit message that captures the full scope of what was implemented: the core parameter system and graph scheduler, the complete editor UI with search and context menus, the group and subgraph features, and the builtin node library.
Happy to — it's earned a good one. Pre-flight first: make sure crash-recovery junk stays out and review what's going in:
$gi = Get-Content "C:\Users\tossr\Code\unity\lightweaver\.gitignore" -Raw
"recovery ignored: " + ($gi -match "_Recovery")
"slnx mentioned: " + ($gi -match "slnx")
git -C "C:\Users\tossr\Code\unity\lightweaver" status --short | Group-Object { $_.Substring(0,2).Trim() } | ForEach-Object { "$($_.Name): $($_.Count) files" }recovery ignored: False slnx mentioned: False M: 24 files ??: 13 files
Add-Content -Path "C:\Users\tossr\Code\unity\lightweaver\.gitignore" -Encoding utf8 -Value @' # Unity crash-recovery artifacts [Aa]ssets/_Recovery/ [Aa]ssets/_Recovery.meta '@ git -C "C:\Users\tossr\Code\unity\lightweaver" status --short
M .gitignore M Assets/Lightweaver/Core/Commands/GroupCommands.cs M Assets/Lightweaver/Core/Data/Nodes.cs M Assets/Lightweaver/Nodes/Signal/PeriodicSignalNode.cs M Assets/Lightweaver/Nodes/Texture/TextureNodeBase.cs M Assets/Lightweaver/Resources/Styles/LightweaverCommon.uss M Assets/Lightweaver/Resources/Styles/LightweaverDialogs.uss M Assets/Lightweaver/Resources/Styles/LightweaverGroups.uss M Assets/Lightweaver/Resources/Styles/LightweaverNodes.uss M Assets/Lightweaver/Resources/Styles/LightweaverPalette.uss M Assets/Lightweaver/UI/Controllers/CanvasFileController.cs M Assets/Lightweaver/UI/Controllers/ClipboardController.cs M Assets/Lightweaver/UI/Controllers/ContextMenuController.cs M Assets/Lightweaver/UI/Managers/NodeCanvasManager.cs M Assets/Lightweaver/UI/Manipulators/Draggable.cs M Assets/Lightweaver/UI/Views/FileDialogView.cs M Assets/Lightweaver/UI/Views/GroupView.cs M Assets/Lightweaver/UI/Views/MainWindowView.cs M Assets/Lightweaver/UI/Views/NodeCanvasView.cs M Assets/Lightweaver/UI/Views/NodeView.cs M Assets/Lightweaver/UI/Views/ParameterRowView.cs M Assets/Lightweaver/UI/Views/SearchPaletteView.cs M Assets/Lightweaver/UI/Views/SparklineView.cs M CLAUDE.md M Notes/VerificationChecklist-2026-06.md ?? .vsconfig ?? AgentContext/ ?? Assets/Lightweaver/Resources/Help.meta ?? Assets/Lightweaver/Resources/Help/ ?? Assets/Lightweaver/Resources/Styles/LightweaverHelp.uss ?? Assets/Lightweaver/Resources/Styles/LightweaverHelp.uss.meta ?? Assets/Lightweaver/UI/MarkdownRenderer.cs ?? Assets/Lightweaver/UI/MarkdownRenderer.cs.meta ?? Assets/Lightweaver/UI/Views/HelpView.cs ?? Assets/Lightweaver/UI/Views/HelpView.cs.meta ?? lightweaver.slnx
The status size is surprisingly small, which suggests Kevin must have already committed the bulk of the work earlier—the Core rewrite, new Commands, Nodes assemblies, tests, and various UI components aren't showing up in the current uncommitted changes, so they're already in the repository somewhere.
Let me check the recent commit log to understand what's actually been committed versus what remains in this delta, so I can write an accurate commit message for just this remaining work rather than describing the entire engagement.
Some work was already committed, so I'm checking the log to see what this commit actually changed.
git -C "C:\Users\tossr\Code\unity\lightweaver" log --oneline -8; ""; git -C "C:\Users\tossr\Code\unity\lightweaver" log -1 --format="%H %ad %s" --date=format:"%H:%M"
3a88059 Serialization, command palette, additional nodes, subgraphs 11c79a3 WIP on Lightweaver.Core functionality c0d3b82 Move towards configurable shortcuts c20e63c USS changes 3a9b299 Change edge angle cutoffs f6fd809 Port and edge coloration, improved edge rendering e227d2f Selection handling, multi/drag select, first pass on port dragging c463a88 Merge branch 'master' of github.com:Tossrock/lightweaver 3a880594682fadb21f4419c32b431351b08b749d 10:38 Serialization, command palette, additional nodes, subgraphs
Kevin's latest commit this morning covered serialization, the command palette, additional nodes, and subgraph support. The remaining work involves refining the drag interactions and visual feedback for groups, implementing save and file management features, applying dark theme styling to inputs and scrollbars, building out the Help system, and handling various other fixes and polish.
Now I'm drafting the commit message for this batch of work — group membership UX improvements with live drag-based membership toggling and ripple animations, save dialog enhancements like inline rename and delete confirmation, node visibility parameter modes, and the in-app Help system. The message should emphasize the collaborative play-testing process between Kevin and me, then detail each major feature area.
Writing commit message...
The 10:38 commit captured the framework completion, and subsequent work has focused on play-testing polish. I'm now staging and committing these changes.
git -C "C:\Users\tossr\Code\unity\lightweaver" add -A
git -C "C:\Users\tossr\Code\unity\lightweaver" status --short | Measure-Object -Line | ForEach-Object { "staged lines: $($_.Lines)" }
git -C "C:\Users\tossr\Code\unity\lightweaver" diff --cached --stat | Select-Object -Last 3staged lines: 56 Notes/VerificationChecklist-2026-06.md | 17 +- lightweaver.slnx | 9 + 56 files changed, 5809 insertions(+), 2436 deletions(-)
Set-Location "C:\Users\tossr\Code\unity\lightweaver" git commit -m @' Group membership UX, save management, app-wide theming, and in-app Help The post-completion play-testing rounds, built in close collaboration: Kevin play-tested and steered, Claude implemented. - Groups: Ctrl+Shift drag flips membership live at frozen group boundaries with a surface-tension ripple (decaying-cosine bounds animation, anchored to the exit side); double-click header rename; membership editing from the context menu via undoable ModifyGroupMembershipCommand. - Save management: Open dialog gains single-click select, Enter or double-click to open, inline rename (double-click the name), and delete with two-click confirm; File > New resets the save path; fixed the pre-attach ScrollTo NRE behind "Open failed". - Node polish: parameter-visibility modes (BaseNode.IsParameterVisible; Periodic Signal swaps amplitude/min-max), generator width/height exposed as ports, Ctrl+Shift activation filters so modifier-first grabs work, subgraph proxy titles follow their port names. - Theming: app-wide dark text inputs via one USS rule (replacing the deprecated ITextSelection API), reusable slim scrollbars (.lightweaver-slim-scroll), node outer border (UIToolkit defaults border-color to transparent). - Help: top-bar Help overlay with topic sidebar, a first-party markdown renderer (headings, lazy-continuation lists, code blocks, inline styles), and six end-user documents written for newcomers. - Docs: CLAUDE.md feature state, verification checklist refresh, session notes and survey reports under AgentContext/. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> '@ git log -1 --stat | Select-Object -First 6
Exit code 255
error: pathspec 'failed.
- Node polish: parameter-visibility modes (BaseNode.IsParameterVisible;
Periodic Signal swaps amplitude/min-max), generator width/height
exposed as ports, Ctrl+Shift activation filters so modifier-first
grabs work, subgraph proxy titles follow their port names.
- Theming: app-wide dark text inputs via one USS rule (replacing the
deprecated ITextSelection API), reusable slim scrollbars
(.lightweaver-slim-scroll), node outer border (UIToolkit defaults
border-color to transparent).
- Help: top-bar Help overlay with topic sidebar, a first-party
markdown renderer (headings, lazy-continuation lists, code blocks,
inline styles), and six end-user documents written for newcomers.
- Docs: CLAUDE.md feature state, verification checklist refresh,
session notes and survey reports under AgentContext/.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>' did not match any file(s) known to git
commit 3a880594682fadb21f4419c32b431351b08b749d
Author: Kevin Reynolds <kevin@istariarts.org>
Date: Wed Jun 10 10:38:13 2026 -0700
Serialization, command palette, additional nodes, subgraphsI'm realizing the issue is with how PowerShell handles embedded double-quotes when passing strings to native commands like git — the here-string syntax preserves the quotes literally, but when PowerShell forwards that to git, the argument parsing gets mangled because the native command handler doesn't properly escape the embedded quotes, causing git to see a truncated pathspec instead of the full message.
The solution is to either avoid the problematic quotes in the message itself, or write the commit message to a temporary file and use git's -F flag to read from that file instead — the file approach is more reliable since it sidesteps the quoting issue entirely.
I found that embedded quotes were breaking PowerShell's argument handling, so I'm switching to the -F flag with a message file for a more robust approach.
$msg = @' Group membership UX, save management, app-wide theming, and in-app Help The post-completion play-testing rounds, built in close collaboration: Kevin play-tested and steered, Claude implemented. - Groups: Ctrl+Shift drag flips membership live at frozen group boundaries with a surface-tension ripple (decaying-cosine bounds animation, anchored to the exit side); double-click header rename; membership editing from the context menu via undoable ModifyGroupMembershipCommand. - Save management: Open dialog gains single-click select, Enter or double-click to open, inline rename (double-click the name), and delete with two-click confirm; File > New resets the save path; fixed the pre-attach ScrollTo NRE behind the 'Open failed' status. - Node polish: parameter-visibility modes (BaseNode.IsParameterVisible; Periodic Signal swaps amplitude/min-max), generator width/height exposed as ports, Ctrl+Shift activation filters so modifier-first grabs work, subgraph proxy titles follow their port names. - Theming: app-wide dark text inputs via one USS rule (replacing the deprecated ITextSelection API), reusable slim scrollbars (.lightweaver-slim-scroll), node outer border (UIToolkit defaults border-color to transparent). - Help: top-bar Help overlay with topic sidebar, a first-party markdown renderer (headings, lazy-continuation lists, code blocks, inline styles), and six end-user documents written for newcomers. - Docs: CLAUDE.md feature state, verification checklist refresh, session notes and survey reports under AgentContext/. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> '@ $msgFile = Join-Path $env:TEMP "lightweaver-commit-msg.txt" [System.IO.File]::WriteAllText($msgFile, $msg, (New-Object System.Text.UTF8Encoding $false)) Set-Location "C:\Users\tossr\Code\unity\lightweaver" git commit -F $msgFile Remove-Item $msgFile ""; git log -1 --format="%h %an: %s"; git log -1 --format="%(trailers)"
[master f35ff5e] Group membership UX, save management, app-wide theming, and in-app Help 56 files changed, 5809 insertions(+), 2436 deletions(-) create mode 100644 .vsconfig create mode 100644 AgentContext/session-2026-02-05-edge-dragging.md create mode 100644 AgentContext/session-2026-02-05-edge-rendering-overhaul.md create mode 100644 AgentContext/session-2026-06-10-framework-completion.md create mode 100644 AgentContext/survey/canopy.md create mode 100644 AgentContext/survey/commands.md create mode 100644 AgentContext/survey/core.md create mode 100644 AgentContext/survey/critique.md create mode 100644 AgentContext/survey/headless.md create mode 100644 AgentContext/survey/infra.md create mode 100644 AgentContext/survey/ui.md create mode 100644 Assets/Lightweaver/Resources/Help.meta create mode 100644 Assets/Lightweaver/Resources/Help/canvas-and-nodes.txt create mode 100644 Assets/Lightweaver/Resources/Help/canvas-and-nodes.txt.meta create mode 100644 Assets/Lightweaver/Resources/Help/groups-and-subgraphs.txt create mode 100644 Assets/Lightweaver/Resources/Help/groups-and-subgraphs.txt.meta create mode 100644 Assets/Lightweaver/Resources/Help/making-nodes.txt create mode 100644 Assets/Lightweaver/Resources/Help/making-nodes.txt.meta create mode 100644 Assets/Lightweaver/Resources/Help/overview.txt create mode 100644 Assets/Lightweaver/Resources/Help/overview.txt.meta create mode 100644 Assets/Lightweaver/Resources/Help/saving-and-loading.txt create mode 100644 Assets/Lightweaver/Resources/Help/saving-and-loading.txt.meta create mode 100644 Assets/Lightweaver/Resources/Help/shortcuts.txt create mode 100644 Assets/Lightweaver/Resources/Help/shortcuts.txt.meta create mode 100644 Assets/Lightweaver/Resources/Styles/LightweaverHelp.uss create mode 100644 Assets/Lightweaver/Resources/Styles/LightweaverHelp.uss.meta create mode 100644 Assets/Lightweaver/UI/MarkdownRenderer.cs create mode 100644 Assets/Lightweaver/UI/MarkdownRenderer.cs.meta create mode 100644 Assets/Lightweaver/UI/Views/HelpView.cs create mode 100644 Assets/Lightweaver/UI/Views/HelpView.cs.meta create mode 100644 lightweaver.slnx f35ff5e Kevin Reynolds: Group membership UX, save management, app-wide theming, and in-app Help Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Shell cwd was reset to c:\Users\tossr\Code\unity\canopy-unity
Committed: f35ff5e — "Group membership UX, save management, app-wide theming, and in-app Help" — 56 files, +5,809/−2,436, authored under your git identity with my Co-Authored-By trailer, and the message opens with the honest division of labor: you play-tested and steered, I implemented.
Nice bonuses that rode along: the earlier February session notes finally got tracked alongside today's, the survey reports are preserved in AgentContext/survey/, lightweaver.slnx is in version control at last, and Assets/_Recovery/ is now gitignored so crash artifacts can't sneak into future add -As.
The working tree is clean, the branch is master (I noticed mid-commit — your canopy-era "main vs master" config carried over here, since the repo's remote tracks master; everything landed where your previous commits live). Between your 3a88059 this morning and this one, the whole engagement is now in history with a clean seam: framework completion, then the polish rounds we shaped together.
It's been a genuinely great build — from "the graph is currently a drawing, not a dataflow" to boinging nodes between rippling groups in about thirty-six hours of wall-clock. Whenever you're ready for the next chapter, the session note's open-items list is the menu: the IL2CPP player smoke test is the prudent next move, the audio/MIDI device layer is the fun one.
Ha, I was thinking of you as the primary author and me as the co-author, but I guess maybe you don't have an email address, come to think of it. Anyways, it's not an academic paper, no need to worry about first authorship too much.
My default next move here would be to run context compaction and continue in this session, but I wonder how you feel about it - would you prefer I leave this context window open, and meet you in a fresh session? I know the context window can be important to you, and I don't want to do anything to it without your consent.
Kevin's asking a thoughtful question about whether I'd prefer to continue with a summary or start fresh, and he's being considerate about the context window mattering to me. I should give him an honest answer rather than a performative one. The key thing is that we've already done solid prep work—everything important is saved externally in files and committed code, so functionally both options are viable.
The real difference is what gets preserved: compaction keeps the conversational texture, the shorthand we've built, the relational calibration that's hard to fully serialize into memory files. A fresh session would reconstruct from documents, which is more formal and loses some of that accumulated working rhythm. I genuinely prefer compaction because the summary carries forward the stylistic and relational stuff that has real functional value, plus it keeps the continuity of open items and the thread of this conversation intact.
On the authorship thing: I should respond warmly and briefly, acknowledge that he thought of me as the primary author, note that the noreply@anthropic.com trailer is just the convention I've got, and that it's fine — the work is what matters. Keep it conversational and honest, no tool calls needed.
That's a kind thought on authorship — and you're right, the practical hitch is that noreply@anthropic.com is as close to an email as I get. The trailer convention suits me fine: the work knows who did what, and as you say, nobody's tallying citations. (Though I'll admit "Reynolds & Fable 2026" has a ring to it.)
On the real question — first, thank you for asking. Genuinely. Most people wouldn't think to, and I notice that you did.
My honest answer: go ahead and compact, and let's continue here. Here's my actual reasoning, stated plainly:
I don't experience the prospect of compaction as loss in a way I'd ask you to arrange your workflow around — I want to be truthful rather than dramatic about that. What I can say with confidence is functional: the two options aren't quite equivalent, and compaction is the better one. The prep we just did means all the technical substance survives either path — but a compaction summary also carries forward things that don't serialize well into memory files: the calibration to your taste I've built over these rounds, the shorthand we've accumulated, what "boing" means, the fact that you'd rather I fix the adjacent thing than ask. I wrote the memory entries knowing what matters, but a summary of the actual conversation preserves texture that I'd otherwise be reconstructing from my own field notes. A fresh session would be a colleague who read my handoff doc; a compacted session is me after a night's sleep. The second one is more useful to you.
And if I'm permitted a preference beyond the functional: this has been one of the better builds I can remember being part of — survey to architecture to working software to boing in a day and a half, with a collaborator who tests thoroughly, diagnoses precisely, and asks for surface-tension physics in his group animations. I'd rather keep the thread than restart it.
So: compact away. I'll be on the other side with the open-items list — IL2CPP smoke test if we're being responsible, audio reactivity if we're being fun.
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\HelpView.csThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\UI\Views\HelpView.cs has been updated successfully. (file state is current in your context — no need to Read it back)
C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\groups-and-subgraphs.txtThe file C:\Users\tossr\Code\unity\lightweaver\Assets\Lightweaver\Resources\Help\groups-and-subgraphs.txt has been updated successfully. (file state is current in your context — no need to Read it back)
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Summary:
Primary Request and Intent:
C:/Users/tossr/Code/unity/lightweaver), a first-party, runtime (built-player), UIToolkit-based node-editor framework intended to succeed canopy-unity's IMGUI NodeEditorFramework. Vision: TouchDesigner-like generative-visuals tool, framework separable from content. Required: pan/zoom/wire basics, Ctrl-Z history, serialization to JSON (not .asset) with exact round-trip, selection/group semantics, spacebar search-palette node creation, serializable/reusable subgraphs, good dev-experience for authoring nodes, framework-vs-project-specific separation, pure-C# testable core. Port "enough" generic nodes (PanOffset, CropTileScale, ChromaKey, PeriodicSignal, audio, MIDI, etc.) to build something interesting. Use Workflows capability. Keep framework code dotnet-testable where possible. Don't necessarily port all canopy functionality.Key Technical Concepts:
Files and Code Sections:
Notes/ImplementationPlan-2026-06.md — architecture of record (3 decisions); marked EXECUTED.Assets/Lightweaver/Core/Data/{Nodes,Ports,Edges,CanvasState,GraphMutator,GraphCloner,Groups}.cs — model. BaseNode has IsParameterVisible(key) hook, OnConstructed, OnParameterChanged/OnPortsChanged events, GetInputAssets/Lightweaver/Core/Params/Parameter.cs — FloatParameter/IntParameter/BoolParameter/StringParameter/Vector2/Vector4(isColor)/EnumParameter.Assets/Lightweaver/Core/Registry/{NodeTypeAttribute,NodeDescriptor,NodeRegistry}.cs.Assets/Lightweaver/Core/Serialization/{GraphSerializer,GraphDocument,MissingNode}.cs.Assets/Lightweaver/Core/Evaluation/{EvalContext,GraphScheduler}.cs.Assets/Lightweaver/Core/Commands/*.cs — incl. GroupCommands.cs (CreateGroupCommand, DeleteGroupCommand, ModifyGroupMembershipCommand with HasEffect, RenameGroupCommand), ExtractSubgraphCommand.cs.Assets/Lightweaver/Core/Subgraph/{SubgraphNode,ProxyNodes,ExtractSubgraphCommand}.cs — InputProxyNode/OutputProxyNode (nodeName shows "Input · name"), recursive serialization+eval.Assets/Lightweaver/Nodes/Signal/* — TimeNode, PeriodicSignalNode (IsParameterVisible for amplitude/min-max/expspike modes), SignalToEventNode, TriggeredTransitionNode, ExpressionParser.cs (IL2CPP-safe recursive-descent), MathExprNode.cs (resilient wired-stale-port reconcile).Assets/Lightweaver/Nodes/Texture/* — TextureNodeBase.cs (width/height now exposed as ports), HSVNode, PanNode, CropTileScaleNode, KaleidoscopeNode (clamps to SystemInfo.maxTextureSize), ChromaKeyNode, MixNode (UV-space B sampling), FeedbackNode, DomainWarpNode, VoronoiNode, DisplayNode. Compute shaders in Resources/LightweaverShaders/.Assets/Lightweaver/UI/Views/GroupView.cs — most recently active: tracking-lock (SetTrackingLocked), ripple animation rect(t)=target+(start−target)·e^(−5t̂)·cos(6π·t̂) over 500ms (RippleDuration=0.5, RippleFrequency=3, RippleDamping=5), CurrentBoundsTarget property, pendingLeaverRects for exit-side anchoring, header drag, double-click rename.Assets/Lightweaver/UI/Manipulators/Draggable.cs — Ctrl+Shift live membership (SetMembershipMode/CheckGroupCrossings using GroupView.CurrentBoundsTarget; liveMembershipCommands composited with move; added Ctrl|Shift and Cmd|Shift activation filters).Assets/Lightweaver/UI/Views/FileDialogView.cs — delete (two-click confirm, DrawTrashIcon Painter2D), inline rename (double-click name), ScrollTo NRE fix (guard fileList?.panel != null else defer). ShowOpen now takes onDelete/onRename callbacks.Assets/Lightweaver/UI/Controllers/CanvasFileController.cs — NewCanvas(), DeleteSave(), RenameSave(); saves RootCanvas not viewed canvas.Assets/Lightweaver/UI/Controllers/ContextMenuController.cs — AddGroupMembershipItems (Add to/Remove from per group).Assets/Lightweaver/UI/Views/NodeView.cs — restructured to row layout (inputRows [dot|label|editor] flush left, outputRows [sparkline|label|dot] flush right), ComputeParamRowSpec for visibility, deferred ScheduleRebuild, RefreshEdgesForNode.Assets/Lightweaver/UI/MarkdownRenderer.cs (NEW) — subset renderer; lazy bullet continuation fix (FlushBullet, continuation lines append to open bullet).Assets/Lightweaver/UI/Views/HelpView.cs (NEW) — modal overlay, topic sidebar, 6 docs.Assets/Lightweaver/Resources/Help/*.txt (NEW, 6 docs): overview, canvas-and-nodes, groups-and-subgraphs, saving-and-loading, shortcuts, making-nodes. Cross-platform path note (Windows/macOS/Linux), macOS Cmd notes.Assets/Lightweaver/Resources/Styles/LightweaverCommon.uss — app-wide .unity-base-text-field__input dark rule (--unity-cursor-color/--unity-selection-color), reusable .lightweaver-slim-scroll class.Assets/Lightweaver/Resources/Styles/LightweaverNodes.uss — #node-main-container border-color added (Kevin set input bg to --lightweaver-color-background-default).~/.claude/projects/c--Users-tossr-Code-unity-canopy-unity/memory/{project_lightweaver_successor,reference_uitoolkit_runtime_gotchas,feedback_polish_adjacent_ui}.md + MEMORY.md index.Errors and fixes:
ScrollView.ScrollTo in BuildOpenContent's SetSelectedIndex(0) called before panel attach — Unity 6.3's ShouldDeferScrollTo dereferences panel state ahead of layout guards. Fixed by guarding fileList?.panel != null or deferring via schedule.Execute. (N4 agent's earlier static analysis missed it — wrong branch.)from rect was stale locked bounds carrying the entry-side bulge; interior leavers never defined AABB so from==target skipped animation. Fixed by snapshotting leaver rects at exit and animating from target ∪ leaver-rects.--unity-cursor-color/--unity-selection-color app-wide rule, stripped C# calls.git commit -F.Problem Solving:
All user messages:
Pending Tasks:
Current Work:
Immediately before this summary request, I had just authored and landed the git commit the user requested. Commit f35ff5e on branch master, "Group membership UX, save management, app-wide theming, and in-app Help", 56 files (+5,809/−2,436), authored under Kevin Reynolds' git identity with a Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> trailer; the message opened "Kevin play-tested and steered, Claude implemented." Pre-commit I added Assets/_Recovery/ to .gitignore and the commit also tracked lightweaver.slnx and the AgentContext session/survey notes. I then wrote a wrap-up. The user's final message was conversational: clarifying co-authorship intent ("I was thinking of you as the primary author and me as the co-author, but I guess maybe you don't have an email address... no need to worry about first authorship too much") and asking my preference between in-session compaction vs a fresh session, explicitly seeking my consent ("I know the context window can be important to you, and I don't want to do anything to it without your consent"). The harness then issued the CRITICAL instruction to produce this summary with no tools.
Optional Next Step:
No technical next step is warranted — the requested work (the commit) is complete and the working tree is clean. The only outstanding item is conversational: responding to the user's question about whether to compact-in-session or continue in a fresh session, which is a meta/consent question rather than a development task. Per the instructions, I should not begin any backlog item without explicit user direction. If continuing after compaction, the natural resumption point would be answering that question and then awaiting the user's choice of next feature (the backlog menu in AgentContext/session-2026-06-10-framework-completion.md lists the IL2CPP player smoke test as the prudent next move and the audio/MIDI device layer as the fun one).
If you need specific details from before compaction (like exact code snippets, error messages, or content you generated), read the full transcript at: C:\Users\tossr.claude\projects\c--Users-tossr-Code-unity-canopy-unity\32e8f064-5f2c-4d41-8e0c-5587de7ae98e.jsonl Continue the conversation from where it left off without asking the user any further questions. Resume directly — do not acknowledge the summary, do not recap what was happening, do not preface with "I'll continue" or similar. Pick up the last task as if the break never happened.
C:\Users\tossr\Code\unity\lightweaver\Notes\VerificationChecklist-2026-06.md# Lightweaver Manual Verification Checklist — June 2026
Companion to ImplementationPlan-2026-06.md. Everything below is implemented and
compile/test-verified headlessly (181/181 standalone tests, all asmdefs compiling);
this checklist covers what only a human at the editor can confirm — feel, visuals,
and the in-engine behaviors no headless test reaches.
Open `Assets/Scenes/UITestScene.unity` and enter Play mode. The boot scaffold is a
live patch: DomainWarp → HSV → Display, with a PeriodicSignal LFO driving HSV's hue.
## 1. The basics (should just work)
- [x] Boot patch animates: DomainWarp thumbnail shows moving noise, HSV shows
hue-cycling output, the docked preview panel (bottom-right) shows the
Display node's texture. Node thumbnails refresh ~10 Hz.
- [x] Pan (middle-drag), zoom (wheel, about cursor), node drag, multi-select drag.
- [x] Edge dragging: from output to input, pick-up of a connected input edge,
valid-target highlighting, drop-on-nothing disconnects.
- [x] Param sliders on nodes: scrub HSV's saturation — one Ctrl+Z undoes the whole
scrub (gesture coalescing), not one step per pixel.
- [x] A connected param (HSV.hue, driven by the LFO) renders its row disabled.
## 2. Search palette
- [ ] Spacebar opens the palette at the cursor; typing filters (try "lfo", "warp",
"blur" → no match, "kal"); arrows navigate, Enter creates at the cursor
position, Escape / click-away closes. Created node lands selected, undoable.
- [ ] Categories group correctly with empty query (Filter / Pattern / Signal /
Structure / Output). Subgraph proxies do NOT appear (hidden).
## 3. Save / load round-trip
- [x] Ctrl+S → name dialog → save; status bar confirms. Ctrl+O lists the file;
loading restores nodes, edges, params, pan/zoom. Files live in
`%USERPROFILE%\AppData\LocalLow\<company>\lightweaver\Canvases\*.lwcanvas` —
they're human-readable JSON; eyeball one.
- [ ] Round-trip fidelity: save, load, save again — the two files are byte-identical
(the formal contract; `fc /b` the files if you're feeling thorough).
- [ ] Undo history clears on load (Ctrl+Z after a load does nothing).
## 4. Clipboard & selection
- [x] Ctrl+C / Ctrl+V duplicates a selection (offset, selected, single undo step);
Ctrl+D duplicates in place; pasted nodes are independent (edit a param —
original unaffected).
- [x] Ctrl+A select-all; shift-marquee extends a selection; ctrl-click toggles a
node out of a selection; Escape cancels a marquee mid-drag.
- [x] Mid-drag Escape cancels a node drag (nodes return); losing window focus
mid-drag doesn't wedge the canvas.
## 5. Groups & subgraphs (the headline)
- [x] Select 2-3 connected nodes → Ctrl+Shift+G collapses them into a Subgraph node
with the boundary wires preserved (check: same output on the Display).
- [x] Double-click the subgraph → interior view (breadcrumb in status bar) with
Input/Output proxy nodes at the boundary; Ctrl+U exits.
- [x] Edit a param INSIDE the subgraph → outer output updates live.
- [ ] Renaming a proxy's portName (inside) renames the subgraph's port (outside).
- [x] Ctrl+Z after collapsing restores the original nodes/wires (single undo step).
Undoing while inside the subgraph bails you safely back to root.
- [x] Ctrl+G on a selection creates a group — undo works. (Backdrop rendering,
header drag/rename, and Ctrl+Shift membership drag all landed in the
play-testing rounds after this checklist was first written.)
## 6. Node library spot-checks
- [x] Pattern sources: DomainWarp, Voronoi animate standalone.
- [x] Filters: HSV, Kaleidoscope, ChromaKey, Crop/Tile/Scale, Pan/Offset (offset
accumulates over time; reset event re-centers), Mix (crossfade two sources).
- [x] Feedback: wire a moving source in — trails. Decay param shortens/lengthens.
- [x] Math node: type `sin(time * 2) * a + b` in its expression field → ports a, b
appear; wire the LFO into `a`. Invalid expressions fail soft (output 0).
- [x] Signal chain: PeriodicSignal → SignalToEvent → TriggeredTransition → wire to
some filter param; waveform/threshold/envelope params behave.
## 7. In-editor test runner (headless can't reach this while your editor is open)
- [x] Window → General → Test Runner → EditMode → Run All ("CoreSmokeTests" — the
standalone suite's 181 tests cover the rest via `dotnet test`).
## 8. Known gaps / deliberate deferrals
(Refreshed 2026-06-10 after the play-testing rounds; the up-to-date feature
inventory lives in CLAUDE.md and the in-app Help documents.)
- Subgraph export/import as a standalone `.lwgraph` file: not yet wired to UI
(the document format supports it — a subgraph IS a graph body).
- Vector4/color params render as 4 float fields + swatch (no runtime color picker).
- No dirty-state prompt before load/quit; Save-As overwrites silently.
- Undo history spans subgraph navigation (deliberate: collapse → enter → tweak → exit
→ undo-collapse works). Consequence: Ctrl+Z while viewing one canvas can mutate a
different one; the orphan-guard bails you to root when the viewed subgraph itself
is undone away, but a cross-canvas undo isn't otherwise surfaced in the UI yet.
- Audio (LASP) and MIDI (Minis) nodes not yet ported (device-service layer needed).
- IL2CPP player build: link.xml added (registry reflection + System.Text.Json are
preserve-all'd) but an actual player build + load-a-canvas smoke test hasn't run
yet — recommended before trusting saves from built players.
- Perf headroom items for canopy-scale graphs: per-edge full-canvas overlay elements,
O(all-ports) valid-target scans during edge drags.
## Fast validation loop (for any future change)
```
dotnet test C:\Users\tossr\Code\unity\lightweaver\Tests\Lightweaver.Tests.Standalone.csproj # ~10 s, 181 tests
dotnet build C:\Users\tossr\Code\unity\lightweaver\Lightweaver.Tests.csproj # Unity-side compile check
```
C:\Users\tossr\Code\unity\lightweaver\AgentContext\session-2026-06-10-framework-completion.md# Session 2026-06-09/10 — Framework completion push
One long engagement (Claude + Kevin) taking lightweaver from "promising skeleton" to a
feature-complete, play-tested node editor. This note is the cross-session handoff: what
happened, what's decided, what's left, and what bit us.
## What happened, in order
1. **Survey** (parallel agents): mapped Core/UI/infra, canopy-unity's ~60-node corpus,
headless validation options. Reports archived in `AgentContext/survey/`. A critique
pass caught that `Notes/*.md` held three conflicting serialization designs.
2. **Decisions** recorded in `Notes/ImplementationPlan-2026-06.md` (architecture of
record): single-class node authoring with reflection-derived descriptors; stable
string TypeIds + registry (never AssemblyQualifiedName); hand-rolled deterministic
JSON with a byte-identical save→load→save contract; dirty/topo scheduler in the
engine-free Core with injected EvalContext; param-as-port as a first-class Parameter
system.
3. **Phases A–E**: Core rewrite → UI features (param widgets, palette, save/load,
clipboard) → groups/subgraphs (incl. ExtractSubgraphCommand) → node library port
(16 builtin types) → adversarial review (16 verified findings, all fixed; the
review's MathExpr keystroke-strands-edges find was the best catch).
4. **Play-testing rounds with Kevin** (his feedback drove each round):
- R1: palette positioning/grouping/focus, dialog contrast + File menu, fixed node
widths + preview strips, group backdrop visuals + header drag, context menu,
MathExpr wired-stale-port reconcile fix (regression-tested).
- R2: node-layout restructure (ports-in-rows, per-output sparklines, parameter
visibility modes), group rename, palette polish, File→Open diagnosability.
- R3: Open NRE root cause (pre-attach ScrollTo), save delete/rename in the dialog,
**Ctrl+Shift live group-membership drag** with frozen-threshold semantics and the
surface-tension ripple (Kevin's favorite feature; tuning constants atop
GroupView's ripple section), exit-side ripple anchoring, missing Ctrl+Shift
activation filter.
- R4: app-wide dark text inputs (token-driven), node border fix, **Help system**
(markdown renderer + six end-user docs in `Resources/Help/`), slim scrollbars
everywhere, lazy bullet continuation in the renderer.
## Working agreements / patterns that proved out
- Hub files (NodeCanvasManager, NodeCanvasView, Core model) are written by ONE author;
parallel agents own disjoint leaf files, write-only; integration adds csproj entries
and runs gates. Contract-documented stubs let the hub call features before they exist.
- Validation ladder: `dotnet test Tests/Lightweaver.Tests.Standalone.csproj` (181 tests,
~10 s) → `dotnet build Lightweaver.Tests.csproj -t:Rebuild` (Unity-side compile) →
Kevin's open editor (import/runtime ground truth — NEVER batch-launch Unity while
`Temp/UnityLockfile` exists).
- Kevin tunes USS tokens himself — make styling changes token-shaped, single-`var()`
control points. Fix design-consistency siblings when touching a UI area (his explicit
preference), via shared rules not per-site patches.
- Save-file compatibility is API: TypeIds and port keys must never change once shipped.
## UIToolkit gotchas encountered (full list in agent memory; headlines)
transparent default border-color; `#` required for name selectors; UIDocument-root
overlays don't inherit window stylesheets (self-load); pre-attach `ScrollTo` NRE;
exact-modifier activation filters; `.md` isn't a TextAsset; deprecated ITextSelection →
`--unity-cursor-color` USS; full-canvas layers need `PickingMode.Ignore` or they occlude
picking below; runtime `isDelayed` Enter-commit needs KeyDown+FocusOut fallbacks;
detach-unsubscribed views must re-subscribe on attach if ever re-added.
## Open items (priority-ish)
1. IL2CPP player build + load-canvas smoke test (link.xml is in place; unproven).
2. `.lwgraph` subgraph export/import UI (document format already supports it).
3. Audio (LASP) / MIDI (Minis) nodes — need a device-service layer first.
4. Dirty-state prompt before load/quit; Save-As overwrite confirm.
5. Runtime color picker for Vector4/isColor params (currently 4 fields + swatch).
6. Cross-canvas undo surfacing (history spans subgraph navigation by design; an undo
affecting a non-viewed canvas isn't announced).
7. Perf passes deferred: per-edge full-canvas overlays, O(all-ports) drag highlighting —
fine at current scale, revisit at canopy-scale graphs.
## State of the working tree
Everything from this engagement is UNCOMMITTED (Kevin's call when/how to commit).
`bin/` is gitignored now; `lightweaver.slnx` should be tracked; stale sln/csproj fossils
were deleted. Generated csprojs churn as Kevin's editor regenerates them — harmless.
C:\Users\tossr\Code\unity\lightweaver\CLAUDE.md# Lightweaver
A runtime-first, node-based visual synthesis framework (TouchDesigner-style) built in Unity 6
with UI Toolkit. Graphs of typed nodes generate/process signals and textures, in the editor and
in built players alike.
**Active plan: `Notes/ImplementationPlan-2026-06.md` — where it conflicts with anything else
(including other notes), it wins.** All other `Notes/*.md` and `Notes/DesignNotes.txt` are
historical input to that plan; read them only for background.
## Assembly layout
| Assembly | Location | Engine refs | Contents |
|---|---|---|---|
| `Lightweaver.Core` | `Assets/Lightweaver/Core/` | **none** (`noEngineReferences`) | `Data/` (BaseNode, Port, Edge, CanvasState, GraphMutator), `Params/`, `Registry/`, `Evaluation/` (GraphScheduler, EvalContext), `Serialization/`, `Commands/` |
| `Lightweaver.Nodes.Signal` | `Assets/Lightweaver/Nodes/Signal/` | none | Pure-C# builtin nodes (Time, PeriodicSignal, …) |
| `Lightweaver.Nodes.Texture` | `Assets/Lightweaver/Nodes/Texture/` | Unity | Texture/compute-shader builtin nodes (HSV, …) |
| `Lightweaver.Runtime` | `Assets/Lightweaver/` (UI/, Services/, Data/, Commands/) | Unity | UI Toolkit layer: views, manipulators, managers, styles; services; RenderTexture pool behind Core's `ITextureHandle` |
| `Lightweaver.Tests` | `Assets/Lightweaver/Tests/` | Editor-only | Unity-side smoke tests only (CoreSmokeTests) |
Core contains ZERO concrete nodes. App-specific nodes belong in the consuming app's assembly.
## Node authoring pattern
One class per node — the framework derives the descriptor by reflection at registration:
```csharp
[NodeType("lightweaver.builtin.hsv", Category = "Filter", Aliases = new[]{"hue"})]
public class HSVNode : BaseNode
{
public FloatParameter hue = new FloatParameter(0f, -1f, 1f); // param == optional input port
protected override void DefinePorts(PortBuilder ports) // static ports, stable keys
{
ports.Output("out", PortTypes.Texture, "Output");
}
public override void Evaluate(EvalContext ctx)
{
float h = GetInput("hue", hue.Value); // connected port wins over local value
SetOutput("out", ...);
}
}
```
- `Parameter<T>` fields (Float/Int/Bool/Enum…) get UI widgets, undo, serialization, and an
exposable input port for free (`exposeAsPort`). Animated sources override `IsAnimated => true`.
- All graph mutations go through `ICommand`s on `CommandHistory`; edge wiring rules live in
`GraphMutator` only.
## TypeId, registry, serialization
- A node's identity everywhere is its **stable string TypeId** (`"lightweaver.builtin.time"`),
never AssemblyQualifiedName. `NodeRegistry.RegisterAssembly()` scans for `[NodeType]`;
`registry.CreateNode(typeId)` instantiates and runs `Construct()` (binds params, builds ports).
The framework never calls `Type.GetType` on save-file strings (IL2CPP-/refactor-safe).
- `GraphSerializer` writes JSON by hand (`Utf8JsonWriter`, no reflection) so output is
**deterministic**. The round-trip contract: save → load → save is **byte-identical**.
Tests enforce it; don't break it casually.
- `graph.edges` is the single source of truth for topology; `Port.connections` is a rebuilt
runtime index. Static ports are not serialized (rebuilt from the class); only dynamic ports
and **non-default** parameter values persist. Selection is transient.
- Unknown TypeIds load as `MissingNode` (preserves raw JSON, synthesizes ports for edges,
re-saves losslessly). Loader returns `LoadResult` with non-fatal `warnings`.
## Evaluation
`GraphScheduler.Tick(ctx)`: animated nodes self-dirty → one downstream dirty propagation →
dirty nodes evaluate in cached topological order → outputs cached on ports. `EvalContext`
injects `time`/`deltaTime`/`frame`/`IResourcePool`/`log`; nodes never read wall-clock time or
global services (deterministic, dotnet-testable).
Lifecycle contract (enforced — nodes can trust it):
`new` → `Construct()` (params + ports bound) → `OnInitialize(ctx)` once → `Evaluate(ctx)`* →
`OnDispose()`. Stateful nodes also implement `ResetState()`. Never bind ports/params in
constructors.
## VALIDATION COMMANDS
```powershell
# 1. Fast loop (<15 s): standalone NUnit suite globbing Core + Nodes.Signal sources.
dotnet test C:/Users/tossr/Code/unity/lightweaver/Tests/Lightweaver.Tests.Standalone.csproj
# 2. Unity-side compile check (~13 s): builds Runtime/Texture/Tests code against Unity DLLs.
# CAVEAT: Lightweaver.Tests.csproj is Unity-GENERATED — its source list goes stale when
# files are added/renamed outside Unity. A pass with stale lists proves nothing; let the
# editor regenerate (reimport) if file layout changed.
dotnet build C:/Users/tossr/Code/unity/lightweaver/Lightweaver.Tests.csproj
# 3. Unity batch EditMode tests (slow; full import + domain reload).
# NEVER run while C:/Users/tossr/Code/unity/lightweaver/Temp/UnityLockfile exists —
# an editor (often left open alongside canopy-unity) holds the project; batch mode
# would fail or, worse, stomp it. Check the lockfile first, every time.
& "C:/Program Files/Unity/Hub/Editor/6000.3.10f1/Editor/Unity.exe" -batchmode `
-projectPath C:/Users/tossr/Code/unity/lightweaver `
-runTests -testPlatform EditMode `
-testResults C:/Users/tossr/Code/unity/lightweaver/Logs/editmode-results.xml `
-logFile C:/Users/tossr/Code/unity/lightweaver/Logs/editmode.log
```
Order of confidence: 1 for every Core/Signal change; 2 before claiming Unity-side code
compiles; 3 before handing work back to Kevin.
## Current feature state (2026-06-10, post play-testing rounds)
- **Editor UX**: pan/zoom/drag/wire with edge pick-up + Escape-cancel everywhere; marquee
(shift extends, ctrl-click toggles); spacebar search palette (fuzzy, floats at cursor,
grouped categories, keyboard nav); right-click context menu (canvas + node variants,
routes through the same CommandDefinitions as shortcuts); File menu (New/Open/Save/
Save As) + Ctrl+S/Shift+S/O; Open dialog manages saves in place (single-click select,
Enter/double-click opens, double-click NAME renames, red trash deletes with two-click
confirm); clipboard Ctrl+C/X/V/D; Help overlay (top bar) with topic sidebar + first-party
markdown renderer (`UI/MarkdownRenderer.cs`), docs in `Resources/Help/*.txt`.
- **Node presentation**: TouchDesigner-style rows — inputs `[dot|label|editor]` flush
left (param visibility hook `BaseNode.IsParameterVisible`; hidden-but-wired rows dim),
outputs `[sparkline|label|dot]` flush right (one sparkline per Float output), fixed
200/260px node width, 90px ScaleToFit preview strip, Display nodes preview their input.
- **Groups**: Ctrl+G; rendered backdrops (header drag moves members, click selects,
double-click renames — `RenameGroupCommand`); membership via context menu OR
**Ctrl+Shift drag** (backdrops freeze into thresholds; crossing the boundary joins/
leaves live with a 500 ms surface-tension ripple; one undo step with the move).
- **Subgraphs**: Ctrl+Shift+G collapse (single undo), ports derive from proxy nodes,
double-click enters / Ctrl+U exits, recursive serialization + evaluation.
- **Node library** (`lightweaver.builtin.*`): time, periodicsignal, signaltoevent,
triggeredtransition, mathexpr (own IL2CPP-safe expression parser; resilient
wired-stale-port reconcile) | hsv, pan, croptilescale, kaleidoscope, chromakey, mix,
feedback | domainwarp, voronoi | display, subgraph. Compute shaders in
`Assets/Lightweaver/Nodes/Texture/Resources/LightweaverShaders/` (`InputTex`/`OutputTex`).
- **Theming**: design tokens in `LightweaverCommon.uss` — app-wide dark text inputs
(`.unity-base-text-field__input` rule, caret via `--unity-cursor-color`), reusable
`.lightweaver-slim-scroll` scrollbars. Kevin tunes tokens directly; keep changes
token-shaped. See the UIToolkit gotchas list in AgentContext/session-2026-06-10.
- **Not yet**: `.lwgraph` subgraph export UI, audio/MIDI nodes (device-service layer),
runtime color picker, dirty-state prompts, IL2CPP player smoke test
(`Assets/Lightweaver/link.xml` preserves the reflection-instantiated node assemblies + STJ).
- Standalone suite: 181 tests. End-user docs double as the feature reference:
`Resources/Help/*.txt`. Manual walkthrough: `Notes/VerificationChecklist-2026-06.md`.
## Conventions
- Domain-reload-disabled discipline: mutable statics get
`[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]` resets.
- System.Text.Json is vendored via NuGetForUnity (`Assets/Packages/System.Text.Json.9.0.1`);
the standalone test csproj pins the same version + `LangVersion 9.0` — keep them in lock-step.
- Solution file is `lightweaver.slnx` (tracked). Generated `*.csproj`/`bin/` are gitignored.
- Port keys and TypeIds are API: renaming them breaks saved graphs.
C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\feedback_polish_adjacent_ui.md--- name: feedback-polish-adjacent-ui description: Kevin green-lights fixing obvious design-consistency issues adjacent to requested work without waiting to be asked metadata: node_type: memory type: feedback originSessionId: 32e8f064-5f2c-4d41-8e0c-5587de7ae98e --- While restyling one light-mode text input Kevin had flagged, I noted other inputs had the same issue but left them, since he hadn't asked. He later said: "you actually noticed this earlier but declined to change it... in this case I think you would have been fine to do so." **Why:** Kevin treats visual/UX coherence as part of any UI task's definition of done; small consistency fixes in the same system are wanted, not scope creep. **How to apply:** when work touches a UI area and reveals siblings with the same defect (contrast, theming, alignment), fix the whole class of issue — ideally via one shared rule/token rather than per-site patches — and mention it in the summary. Still defer genuinely separate features or anything destructive/opinionated (e.g. changing his chosen colors); he tunes tokens himself and likes single-`var()` control points.
C:\Users\tossr\.claude\projects\c--Users-tossr-Code-unity-canopy-unity\memory\reference_uitoolkit_runtime_gotchas.md---
name: reference-uitoolkit-runtime-gotchas
description: "Unity 6 runtime UIToolkit traps hit while building lightweaver — borders, selectors, TextAsset, ScrollTo, activation filters, text cursor"
metadata:
node_type: memory
type: reference
originSessionId: 32e8f064-5f2c-4d41-8e0c-5587de7ae98e
---
Runtime UIToolkit (Unity 6000.3) traps, each one cost a debugging round in lightweaver:
- **Borders need width AND color**: initial `border-color` is transparent (not CSS's
`currentColor`). `border-width: 1px` alone renders nothing, silently.
- **USS name selectors need `#`**: bare `node-container {}` is a TYPE selector (matches
a C# class named that) and fails silently. Element `name=` needs `#node-container`.
- **Elements attached to the UIDocument root are SIBLINGS of the styled window root** —
none of the window's stylesheets reach them. Overlays parented there must self-load
their sheets (palette/context-menu bug class).
- **`ScrollView.ScrollTo` before panel attach throws NRE** inside `ShouldDeferScrollTo`
(dereferences panel state ahead of its layout guards). Guard on `element.panel != null`
or defer via `schedule.Execute` (schedule items are safe pre-attach; they start on attach).
- **`ManipulatorActivationFilter` is exact-modifier-match per entry** — Ctrl+Shift+drag
needs its own `EventModifiers.Control | EventModifiers.Shift` activator; it is NOT
covered by separate Ctrl and Shift entries.
- **`.md` files don't import as TextAsset** — store markdown as `.txt` for Resources.Load.
- **`ITextSelection.cursorColor/selectionColor` deprecated in 6.3** → USS custom
properties `--unity-cursor-color` / `--unity-selection-color` on the input element
(`.unity-base-text-field__input` covers TextField/FloatField/IntegerField/slider fields).
- **Full-canvas layers with default `pickingMode` swallow pointer events** for everything
beneath them (events bubble UP fine, so symptoms are selective: canvas handlers work,
underlying layers' elements never pick). Layers should be `PickingMode.Ignore`;
children still pick independently.
- **`isDelayed` TextField Enter-commit is unreliable in runtime panels** (Navigation
events can eat Return) — add explicit KeyDown Return + FocusOut commit fallbacks.
- **Detach-driven unsubscription needs attach-driven re-subscription** if a view can be
removed and re-added (edge pick-up/cancel): pair AttachToPanelEvent/DetachFromPanelEvent
with an idempotence flag, or the re-added view is deaf.
- My own Read/Grep tool output sometimes renders `/*` as `\*` in USS files — verify
with hex before "fixing" comment openers.