Remove the retained Unity asset tree and its scaffolding #86

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opened 2026-08-07 00:44:22 +00:00 by coilyco-ops · 0 comments
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What

Delete Assets/ and everything that exists only to accommodate it.

Why

docs/FEATURES.md justifies the tree as "inert inputs for future Bevy presentation work". That holds for the PNG textures and for nothing else, because Bevy cannot read any of the rest:

  • TextMesh Pro, 81 files, 4.1 MB - a Unity text system. Bevy has its own. Includes 14 .shader, 4 .cginc, and 1 .hlsl written in ShaderLab and HLSL against Unity's render pipeline, while Bevy is wgpu and WGSL.
  • .mat, .shadergraph, .asset, .unity - Unity serialization formats with no reader outside the editor.
  • 78 .meta sidecars - GUIDs for a Unity project that no longer exists in this repo.

Roughly 4.5 MB of the 7.6 MB is retained for a purpose it cannot serve. The accepted runtime sprites were already extracted into crates/factory_shell/assets/factory/, which is the pattern that works: pull what is needed into the Rust crate rather than keep the whole editor tree standing.

Nothing in the build references Assets/. Every reference is either an exclusion that exists because of it or prose describing it.

Scope

  • Assets/ in full, including Resources art. Git history and the LFS objects on the canonical remote retain it, so a later sprite pass can recover any source image.
  • The eight exclude: ^Assets/ entries in .pre-commit-config.yaml.
  • The two excludes = ["Assets/"] entries in pyproject.toml.
  • The Unity block in .gitignore.
  • The .gitattributes comment describing a retained Unity image library.
  • The trifecta prose in AGENTS.md, README.md, and docs/FEATURES.md.

Out of scope: the historical migration records under docs/ (csharp-decommission.md, unity-decommission-plan.md, unity-feature-audit.md, unity-parity*.md). Those explain why the code looks the way it does and cost nothing to keep.

Acceptance

  • Assets/ is gone and git ls-files Assets returns nothing.
  • No exclusion, ignore rule, or attribute remains whose only purpose was that tree.
  • The trifecta no longer describes a retained art library.
  • ward exec test passes with the reduced hook configuration, proving the excludes were not masking a real violation elsewhere.
  • The native and browser viewers still build and render, since the runtime sprites live in the crate and not in Assets/.
  • Land through direct-to-main.
## What Delete `Assets/` and everything that exists only to accommodate it. ## Why `docs/FEATURES.md` justifies the tree as "inert inputs for future Bevy presentation work". That holds for the PNG textures and for nothing else, because Bevy cannot read any of the rest: - **TextMesh Pro, 81 files, 4.1 MB** - a Unity text system. Bevy has its own. Includes 14 `.shader`, 4 `.cginc`, and 1 `.hlsl` written in ShaderLab and HLSL against Unity's render pipeline, while Bevy is wgpu and WGSL. - **`.mat`, `.shadergraph`, `.asset`, `.unity`** - Unity serialization formats with no reader outside the editor. - **78 `.meta` sidecars** - GUIDs for a Unity project that no longer exists in this repo. Roughly 4.5 MB of the 7.6 MB is retained for a purpose it cannot serve. The accepted runtime sprites were already extracted into `crates/factory_shell/assets/factory/`, which is the pattern that works: pull what is needed into the Rust crate rather than keep the whole editor tree standing. Nothing in the build references `Assets/`. Every reference is either an exclusion that exists because of it or prose describing it. ## Scope - `Assets/` in full, including `Resources` art. Git history and the LFS objects on the canonical remote retain it, so a later sprite pass can recover any source image. - The eight `exclude: ^Assets/` entries in `.pre-commit-config.yaml`. - The two `excludes = ["Assets/"]` entries in `pyproject.toml`. - The Unity block in `.gitignore`. - The `.gitattributes` comment describing a retained Unity image library. - The trifecta prose in `AGENTS.md`, `README.md`, and `docs/FEATURES.md`. Out of scope: the historical migration records under `docs/` (`csharp-decommission.md`, `unity-decommission-plan.md`, `unity-feature-audit.md`, `unity-parity*.md`). Those explain why the code looks the way it does and cost nothing to keep. ## Acceptance - `Assets/` is gone and `git ls-files Assets` returns nothing. - No exclusion, ignore rule, or attribute remains whose only purpose was that tree. - The trifecta no longer describes a retained art library. - `ward exec test` passes with the reduced hook configuration, proving the excludes were not masking a real violation elsewhere. - The native and browser viewers still build and render, since the runtime sprites live in the crate and not in `Assets/`. - Land through direct-to-main.
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coilyco-gaming/factory-game-v3#86
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