Instruction file imported from The-Dregs/AlbuRIOTnew (
.cursor/rules/cursor-projectrules.mdc). Copyright stays with the author.
title: AlbuRIOT (Unity/Photon) — Pointer Rules
Canonical Instructions
- Primary project guidance lives in
CLAUDE.mdat repository root. - Use this rules file as a compact enforcement layer and quick pointer.
Always Enforce
- Do NOT edit generated/vendor paths unless explicitly requested:
Library/,Temp/,obj/,bin/,Packages/,Assets/Photon/,Assets/TextMesh Pro/,Assets/Imported Assets/,*.meta. - Keep gameplay changes multiplayer-safe for Photon PUN 2.
- Ownership/authority rules:
- only owners mutate owned state (
photonView.IsMine) - shared authority stays on
PhotonNetwork.IsMasterClient(or offline)
- only owners mutate owned state (
- For players, never use
FindWithTag("Player"); usePlayerRegistry.AllandPlayerRegistry.GetLocalPlayerTransform(). - Keep spawn/transition logic centralized through
PlayerSpawnCoordinator. - Keep edits minimal and localized; avoid large formatting/rename churn.
Unity-Specific Working Rules
- New gameplay code belongs under
Assets/Scripts/. - Do not create editor tooling unless explicitly requested.
- If scene/inspector wiring is required, provide a short Unity setup checklist.
Validation Focus
For network/gameplay/transition edits, verify:
- Unity compile health (no introduced script errors)
- host/client transition consistency
- single local spawn at expected marker
- input/camera restoration after transitions/cutscenes