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[W5b] #1433 Player build: fix magenta occluder shader + wire CombatSurfaceClient live#1435

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feat/1433-w5b-wiring
Jul 8, 2026
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[W5b] #1433 Player build: fix magenta occluder shader + wire CombatSurfaceClient live#1435
100yenadmin merged 1 commit into
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feat/1433-w5b-wiring

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Closes the two gaps between the running WorldOSPlayer.app (#1322 / PR #1432) and the T3 gate. Box work on GEX44 (claim → release on #1322).

1) Magenta blocks = stripped runtime occluder shader

  • The Occluder_* depth-proxy cubes in M1CombatV1_canonical.unity used WorldOS/OccluderDepth, created AT RUNTIME by paint_combat_v1.cs via ShaderUtil.CreateShaderAsset and serialized inline → not compiled into a standalone player build → pink error shader = magenta (fine in-editor, only breaks the player). Pipeline is built-in RP (Standard/Unlit/* were never the issue).
  • Fix (byte-identical editor color): commit Assets/OccluderDepth.shader (source byte-for-byte the runtime string — ColorMask 0, depth-only); reassign the scene's occluder material to the committed asset (now m_Shader guid: 8c8c25e6…, type: 3); add it to Always-Included Shaders; paint_combat_v1 now prefers Shader.Find (runtime fallback keeps captures byte-identical).
  • Build log proves inclusion: Importing … Assets/OccluderDepth.shader (ShaderImporter) + Compiling shader "WorldOS/OccluderDepth" + Serialized binary data. Build Succeeded, 0 errors, Universal (x64ARM64), 158.4 MB. (qa/evidence/1433/.)

2) CombatSurfaceClient wired live

  • Attached to M1CombatV1_canonical (was unattached, W5a-flagged). Runtime-only → editor captures unaffected.
  • Actor resolution: GameObject.Find("Actor_" + token.id) (current Actor_char_<hash> registry naming) — replaces the stale HeroFighter/MonsterGoblin lookups.
  • Cell↔world mirrors paint_combat_v1 exactly (grid from surface, cell 2.0, row-flip) — was the stale 14×10/cell-5 math. Bounds-centered on the cell → no jump on first poll; _AO/_Core/_Ring follow.
  • Input: click → floor raycast → cell → POST /move, existing kinds only (move_to_cell / on-turn attack), payloads byte-exact to qa/drive_gfx_combat.py. Pure consumer; engine = sole writer. Reads WORLDOS_ENGINE_BASE_URL/WORLDOS_CAMPAIGN_ID (feat(macos): W5 player-build launch handoff (#1322) #1430).

Guard rails

Additive. paint_combat_v1 capture flow preserved (shader fallback + runtime-only client). W5bWireScene is an #if UNITY_EDITOR migration MenuItem (excluded from the player assembly).

Delivery / T3

Rebuilt .app scp'd to the Mac at ~/worldos-session-notes/w5a-build/WorldOSPlayer.app.zip (overwrite). T3 gate run is NOT this lane — the orchestrator smoke-tests the built player locally first (macOS build can't run on the Linux box). Remaining for T3: live-loop smoke against a running engine (verify no magenta + click-to-move round-trips), and that combat foe tokens have a matching Actor_* in the static scene (runtime spawn is a separate future item — the player build can only reposition pre-placed actors).

Refs #1322, PR #1430, PR #1432. Admin-merge per #1389 when CI is green.

…urfaceClient live

- Commit WorldOS/OccluderDepth as a build-included .shader asset (was runtime ShaderUtil
  CreateShaderAsset -> stripped from the player build -> magenta occluder cubes). paint_combat_v1
  prefers the committed shader (runtime fallback keeps the editor capture flow byte-identical).
- CombatSurfaceClient: resolve actors by Actor_<token.id> registry naming (was stale HeroFighter/
  MonsterGoblin lookups); cell<->world mirrors paint_combat_v1 (grid from surface, cell 2.0, row-flip);
  click -> POST /move with the existing kinds only (move_to_cell / on-turn attack), payloads byte-exact
  to qa/drive_gfx_combat.py. Attached to M1CombatV1_canonical via the W5bWireScene migration MenuItem.
- Evidence in qa/evidence/1433/ (build report + shader-inclusion log + before-magenta smoke frame).

Refs #1322, PR #1430, PR #1432.
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Review details
⚙️ Run configuration

Configuration used: Organization UI

Review profile: ASSERTIVE

Plan: Pro Plus

Run ID: e1e3933c-860c-4615-a555-9092e61aeedb

📥 Commits

Reviewing files that changed from the base of the PR and between 8475c59 and 1df027c.

⛔ Files ignored due to path filters (2)
  • extensions/renderers/unity/shaders/OccluderDepth.shader is excluded by !**/*.shader
  • qa/evidence/1433/before_first_mac_player_launch_magenta.png is excluded by !**/*.png
📒 Files selected for processing (6)
  • extensions/renderers/unity/scripts/CombatSurfaceClient.cs
  • extensions/renderers/unity/scripts/W5bWireScene.cs
  • extensions/renderers/unity/scripts/paint_combat_v1.cs
  • qa/evidence/1433/NOTES.md
  • qa/evidence/1433/build-report.txt
  • qa/evidence/1433/shader-inclusion.txt
✨ Finishing Touches
🧪 Generate unit tests (beta)
  • Create PR with unit tests
  • Commit unit tests in branch feat/1433-w5b-wiring

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