v0.5.6
(2026-02-04)
Summary
- Fixed a critical DOTS async lifetime bug where
Allocator.Temp NativeArrays were surviving across await, causing ObjectDisposedException during scene/world loading.
- Hardened the MainGameScene NetCode bootstrap path with cancellation-aware async flow to prevent async continuations running after scene unload.
- Added world creation re-entry protection to stop overlapping
CreateHostWorlds / CreateClientWorldOnly calls.
- Added an explicit bootstrap completion signal so test tooling no longer races async world creation and falsely reports missing worlds.
- Reduced compile noise and modernised tools by removing unnecessary
async wrappers and updating deprecated Unity editor APIs.
v0.5.5
(2026-01-29)
Summary
- Conducted an extensive investigation into a severe and persistent native memory leak occurring during the game flow transition from Lobby → MainGameScene (Netcode for Entities).
- Identified that the leak does not originate from Unity Transport, Relay, or active network traffic, but is instead tied to world / scene lifecycle mismanagement and legacy bootstrap logic.
- Confirmed that the leak begins immediately upon entering the MainGameScene and can persist or worsen when returning to the Lobby after a match.
- Systematically eliminated multiple suspected causes including logging systems, dev tools, transport traffic, scene assets, and SubScene content.
- Discovered that legacy bootstrap and persistent helper systems (some no longer visible in the editor) were silently creating and retaining objects across scene transitions, contributing to uncontrolled memory growth.
- Determined that recent cleanup efforts accidentally removed core logic responsible for ClientWorld and ServerWorld creation, which is fundamental to the intended architecture.
- Based on all findings, made the explicit decision to roll the project back to v0.5.4 to preserve core functionality and re-approach the problem with a clearer architectural strategy.
-️ Important:
- Although this session is documented as v0.5.5 for learning and investigation purposes, the project state has been rolled back to v0.5.4 after this session.
v0.5.4
(2025-11-28)
Summary
- Confirmed that ECS-based environment objects are now correctly baked with PhysicsColliders, LocalTransforms, and render components across both ClientWorld and ServerWorld.
- Established a working setup where static environment geometry (ground, platforms, fences, terrain objects) behaves as proper physics-enabled collision surfaces for DOTS-based player movement.
- Successfully separated static vs. dynamic entities, identifying correct use of Static Colliders, Dynamic Bodies, and Kinematic entities for traps, platforms, and moving obstacles.
- Introduced a hybrid rendering workaround allowing GameObject-based custom water to coexist with fully rendered Entities-based world — without breaking physics or entity streaming.
- Visual and physics behavior in baked SubScene now matches expected runtime behavior in standalone builds.
v0.5.3
(2025-11-27)
Summary
- Achieved successful streaming of ECS-based SubScene entity data into ClientWorld and ServerWorld during game bootstrap.
- Confirmed that ECS entity content now loads correctly in standalone builds, not just in the Editor.
- Visual scene content continues to load as expected, but now ECS worlds also contain physics, transforms, and simulation-ready entity data.
- This establishes the foundation for true DOTS-based simulation, multiplayer Ghost networking, ECS physics, and high-performance world streaming.
v0.5.2
(2025-11-22)
Summary
- Preparing transition to a new, simplified dynamic subscene management system.
- This version serves as a backup of the old ECS-based approach before moving to a more flexible MonoBehaviour-driven system.
- Worlds now initialize correctly — Server, Client, and a permanent Default World — providing stable multiplayer session flow.
- Introduced a persistent SceneRegistry GameObject in the Login scene, replacing the older SceneRegistry scene approach.
- Future direction may involve removing the SceneRegistry scene and exploring Addressables for subscene loading and reference management.
v0.5.1
(2025-11-16)
Summary
- Added a scene registry workflow so map metadata can be baked without loading all subscenes at startup.
- Improved world lifecycle stability by ensuring the DefaultWorld remains persistent across scene transitions.
- Added a watchdog design to detect and log catastrophic DefaultWorld failures.
- Cleaned up legacy lobby and relay tutorial code and removed deprecated scripts.
- Produced internal diagrams and folder-structure plans to document the new ECS/World architecture.
v0.5.0
(2025-11-10)
Summary
- A new system was added to quietly filter out non-critical Netcode warnings that were flooding the console. This keeps the game running smoothly and prevents unnecessary performance dips caused by excessive log spam.- Implemented a persistent entity scene registry system to guarantee all core world maps are included and stream correctly in standalone builds.
- Unified the scene streaming process using a new
EntityScenesToIncludeInBuild architecture that keeps key maps always accessible while preventing missing-scene errors outside the editor.
- Refactored the game’s bootstrap sequence to properly initialize and link scene streaming systems within custom worlds, fixing a long-standing issue where worlds failed to load baked content in Player builds.
- Introduced smarter auto-loading and unloading logic, ensuring baked map data registers correctly before client and server worlds are created.
- Enhanced runtime stability by synchronizing entity scene activation across Default, Server, and Client worlds — eliminating desyncs between editor and standalone runtime environments.
- Improved build consistency by making the scene inclusion process explicit, transparent, and reproducible across environments and rebuilds.
- Optimized development workflow and debugging visibility through clearer runtime logs, streamlined loading checks, and organized world initialization behavior.
v0.4.4
(2025-11-06)
Summary
- Improved workflow efficiency by automatically opening the Dev Log after generating a new entry from the Unity Editor menu.
- Developers can now instantly review or edit new entries without manually navigating to the file.
v0.4.3
(2025-11-04)
Summary
- Restored project to v0.4.1, removing experimental editor tools introduced in 0.4.2.x.
- Fixed major rendering and connection issues caused by missing metadata, restoring proper visuals and service functionality.
- The game now cleanly connects from authentication → lobby → gameplay → back to authentication, as originally intended.
- Improved the DevLog export system to properly support nested lists and line spacing in the generated HTML output.
- The exported changelog now displays structured content more accurately, matching the intended Markdown formatting.
- Integrated a new Markdown rendering system using a dedicated package for more reliable formatting.
- Replaced the old regex-based parser to improve list handling, spacing, and overall readability in exported logs.
v0.4.2
(2025-11-04)
Summary
- Built new SubScene validation and baking utilities to streamline ECS asset preparation.
- Identified a critical issue: SubScenes load correctly in the Editor but fail in standalone builds due to unresolved entity headers.
- Root cause: Unity only includes SubScenes in builds if they are referenced by a parent scene or explicitly added to Build Settings.
- Decision made to archive v0.4.2 (experimental) and roll back to v0.4.1 for a cleaner reimplementation using a runtime-only SceneSystem flow.
v0.4.1
(2025-10-28)
Summary
- Tested RPC communication using a simple implementation to verify handling between clients and server instances.
- Identified critical architectural issues with world initialization and subscene loading that require a fix.
- Improved the Dev Log Exporter tool to include embedded website widgets for chat support and analytics tracking in the generated HTML output.
v0.4.0
(2025-10-20)
Summary
- Improved background and performance monitoring by ensuring the game continues running when out of focus and adding a new FPS monitor for debugging.
v0.3.6
(2025-10-14)
Summary
- Completed the foundation for the multiplayer system, including authentication, lobby handling, and session relay support.
- Added early versions of the game’s branding assets (icon and logos).
- Performed additional cleanup to remove unused components.
- Improved development tools by ensuring the debug manager now persists across all scenes for consistent functionality.
v0.3.5
(2025-10-12)
Summary
- Fixed a critical multiplayer bug preventing clients and hosts from connecting to new sessions after quitting a previous one.
- Implemented proper disconnect handling and corrected event persistence issues in the StartGameManager.
- The public changelog now serves directly as the website’s landing page, displaying current update information and project progress.
- Removed unused in-game systems to streamline the project and reduce unnecessary code overhead.
- Improved version control performance by ignoring unnecessary Unity-generated folders during change checks.
v0.3.4
(2025-10-08)
Summary
- Created a troubleshooting document to record and address critical development issues.
- Added the first entry, "Networking not working?", explaining how to properly configure Netcode build settings for different environments.
- Major overhaul to the Lobby scene focused on resolving issues with starting and finishing multiplayer sessions using Relay.
- Authentication has been fully moved to the Login scene, while the Lobby now focuses purely on lobby population and session management.
- Further work is still required on the LobbyManager to stabilize session restarts and authentication transitions.
v0.3.3
(2025-10-08)
Summary
- Improved internal logging tool for more consistent DevLog formatting.
- Added developer console support to the Login screen.
- Ensured key development tools persist correctly between scenes.
- Improved Lobby stability by restructuring game management logic.
- Refined scene transition handling for better reliability.
- Added a safety mechanism to ensure the application always starts on the correct scene.
- Improved in-game overlay behavior by auto-hiding the system information panel after the first user interaction.
- Prevents the debug overlay from blocking other UI elements or interfering with menu navigation.
v0.3.2
(2025-10-08)
Summary
- Fixed regex issues with the DevLogExporter.
- Generated HTML now expects
bg.jpg instead of bg.png (smaller file size).
- Exporter now outputs both internal (
devlog.html) and public (changelog.html) HTML versions.
- Improved nested list parsing and Markdown structure for consistent output.
- Added compatibility for em-dash (
—) in version headers without breaking layout.
- Added build meta data generator.
v0.3.1
(2025-10-07)
Summary
- New Menu Tool:
DevLogExporter.cs — Converts DevLog.md into an interactive HTML changelog for documentation and website use.
- Added automatic sidebar navigation with version anchors for quick reference.
- Applied frosted-glass UI theme for better readability and visual polish.
- Updated background handling to top-anchored scaling (
bg.jpg).
- Improved Markdown-to-HTML conversion stability (regex fixes and header sanitization).
- Fixed anchor and formatting issues in the DevLog HTML export.
v0.3.0
(2025-10-07)
Summary
- Changed DevLog to Markdown file (.md) instead of .doc file.
- New Scene:
Login.scene
- New login / splash screen images
- Login scene now handles user authentication
- Login scene version info added
- New Script / GO:
DevelopToolsManager to handle all scripts / objects used to assist development only (must be removed upon shipping)
- New Script:
DevToolsManager.cs — Provides system information on screen. Attached to GameObject: DeveloperToolsManager--DONOTSHIP--
- New Unity Editor Menu Tool + Script:
Editor/DevLogUpdater.cs — Adds new entry to the DevLog.md based on current project version including timestamp.
v0.2.0
(2025-10-01)
Summary
- Removed the outdated Rock–Paper–Scissors (RPS) subscene from the main game.
- Introduced a new Entities Subscene to handle ECS-based gameplay logic.
- Cleaned up scene structure for improved performance and modularity.
v0.1.0
(2025-09-28)
Summary
- Performed a complete project reset and setup from a clean base.
- Introduced the new TT_MainGameScene as the primary gameplay scene.
- Fixed scene migration issues between lobby and main game.
- Added the new scene to Build Settings.