Remove Unity project configuration fluff for Rust/Bevy migration #2

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opened 2026-07-09 08:42:50 +00:00 by coilyco-ops · 3 comments
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The project is moving away from Unity + C# toward Rust + Bevy. Start the cleanup by removing Unity-specific project configuration and generated/editor package fluff that will not be needed in the new Bevy repo.

Scope this first pass conservatively:

  • Remove Unity project configuration such as ProjectSettings/, Packages/, Unity solution/project metadata where it is only tied to Unity/C#.
  • Remove Unity package/plugin/editor fluff that is not reusable in a Rust/Bevy project.
  • Preserve docs, business logic, and assets that may inform or feed the migration. Do not delete gameplay/source logic merely because it is C# unless it is clearly generated/config-only; we likely want to port behavior from it.
  • Preserve art/material/scene assets when there is uncertainty about reuse; prefer leaving reusable assets over deleting aggressively.
  • Update README or repo notes only if needed to explain the transitional state.

Please make the cleanup, commit it, and land according to the repo's normal ward workflow. Closes this issue when complete.

The project is moving away from Unity + C# toward Rust + Bevy. Start the cleanup by removing Unity-specific project configuration and generated/editor package fluff that will not be needed in the new Bevy repo. Scope this first pass conservatively: - Remove Unity project configuration such as `ProjectSettings/`, `Packages/`, Unity solution/project metadata where it is only tied to Unity/C#. - Remove Unity package/plugin/editor fluff that is not reusable in a Rust/Bevy project. - Preserve docs, business logic, and assets that may inform or feed the migration. Do not delete gameplay/source logic merely because it is C# unless it is clearly generated/config-only; we likely want to port behavior from it. - Preserve art/material/scene assets when there is uncertainty about reuse; prefer leaving reusable assets over deleting aggressively. - Update README or repo notes only if needed to explain the transitional state. Please make the cleanup, commit it, and land according to the repo's normal ward workflow. Closes this issue when complete.
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🔒 Reserved by ward agent --harness codex — container engineer-codex-factory-game-v3-2 on host kais-macbook-pro-2.local is carrying this issue (reserved 2026-07-09T08:42:55Z). Concurrent ward agent runs are blocked until it finishes or the reservation goes stale (1h TTL); --force overrides.

Do not comment on or edit this issue to steer the run while it is reserved. The engineer seeded the body once at launch and never re-reads it, so a comment or edit reaches only human readers, never the running engineer. A correction goes to a new issue, dispatched fresh — that is the only channel that reaches a run in flight. Where the forge supports it, ward locks this conversation to make that a road-block rather than a convention (ward#494).

run seed context — what this run is carrying (ward#609)
  • Resolved: coilyco-gaming/factory-game-v3#2 · branch issue-2 · harness codex · workflow pr
  • Run: engineer-codex-factory-game-v3-2 · ward v0.485.0 · dispatched 2026-07-09T08:42:55Z
  • Comment thread: 0 included in the pre-flight read, 0 stripped (ward's own automated comments).

Static container doctrine and seed boilerplate are identical every run and omitted here (they ride ward v0.485.0).

— Codex, via ward agent

<!-- ward-agent-reservation --> 🔒 Reserved by `ward agent --harness codex` — container `engineer-codex-factory-game-v3-2` on host `kais-macbook-pro-2.local` is carrying this issue (reserved 2026-07-09T08:42:55Z). Concurrent `ward agent` runs are blocked until it finishes or the reservation goes stale (1h TTL); `--force` overrides. **Do not comment on or edit this issue to steer the run while it is reserved.** The engineer seeded the body once at launch and never re-reads it, so a comment or edit reaches only human readers, never the running engineer. A correction goes to a **new issue, dispatched fresh** — that is the only channel that reaches a run in flight. Where the forge supports it, ward locks this conversation to make that a road-block rather than a convention (ward#494). <details><summary>run seed context — what this run is carrying (ward#609)</summary> - **Resolved:** `coilyco-gaming/factory-game-v3#2` · branch `issue-2` · harness `codex` · workflow `pr` - **Run:** `engineer-codex-factory-game-v3-2` · ward `v0.485.0` · dispatched `2026-07-09T08:42:55Z` - **Comment thread:** 0 included in the pre-flight read, 0 stripped (ward's own automated comments). Static container doctrine and seed boilerplate are identical every run and omitted here (they ride ward v0.485.0). </details> <!-- ward-agent-signature --> — Codex, via `ward agent`
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WARD-OUTCOME: blocked - review summary: blocked: ADVISORY-ONLY REVIEW: no reviewer family was available for codex, so the adversarial panel could not run and did NOT gat...

Review panel verdicts:

Panel note: ADVISORY-ONLY REVIEW: no reviewer family was available for codex, so the adversarial panel could not run and did NOT gate this diff. Dropped: codex (unavailable: codex launch probe failed (exit -1): R...

— Codex, via ward agent

WARD-OUTCOME: blocked - review summary: blocked: ADVISORY-ONLY REVIEW: no reviewer family was available for codex, so the adversarial panel could not run and did NOT gat... Review panel verdicts: Panel note: ADVISORY-ONLY REVIEW: no reviewer family was available for codex, so the adversarial panel could not run and did NOT gate this diff. Dropped: codex (unavailable: codex launch probe failed (exit -1): R... <!-- ward-agent-signature --> — Codex, via `ward agent`
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WARD-OUTCOME: blocked - review gate failed closed; no runnable reviewer family was available
workflow: pr; review summary: blocked: ADVISORY-ONLY REVIEW: no reviewer family was available for codex, so the adversarial panel could not run and did NOT gat...
The cleanup itself was straightforward once the Unity-only trees were isolated. The only real friction was the review gate: the diff looks low-risk, but I cannot treat the run as landed without a runnable reviewer.

WARD-OUTCOME: blocked - review gate failed closed; no runnable reviewer family was available workflow: pr; review summary: blocked: ADVISORY-ONLY REVIEW: no reviewer family was available for codex, so the adversarial panel could not run and did NOT gat... The cleanup itself was straightforward once the Unity-only trees were isolated. The only real friction was the review gate: the diff looks low-risk, but I cannot treat the run as landed without a runnable reviewer.
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coilyco-gaming/factory-game-v3#2
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