Rocket Jam β Today’s Work
2026-10-05 Β· MKCGI
Today's Work
- π Returned to Rocket Jam β reopened the project that was paused while Roll Sort shipped, and measured its real state before touching anything.
- π₯οΈ Project measured β Unity 6000.0.77f1, URP 17.0.4, Input System 1.19.0, currently on the Windows platform, no version control yet. The active scene holds 35 root objects; the project has 79 scripts and 17 scenes.
- π§ Baseline reset β set the current stage back to stage 1, so every later check starts from one known state.
- πΊοΈ Stage order confirmed from the build, not from old notes β 1 basic, 2 pure puzzle, 3 small door, 4 belt, 5 door + belt mixed. Earlier notes had stages 3 and 4 the other way around.
- π Planning rebuilt β rewrote the plan, roadmap, task board and handover so they describe the scene as it actually is, treating the build as the source of truth.
- π§ͺ Checks run β EditMode tests 8/8 pass. A scene scan found 10 missing script references, all on fuel-carrier bodies.
- βΆοΈ Play test β stage 4 loads and shows the rocket line, control core, docking slots, fuel carriers and the lower belt, with the stage number and counts on screen.
Progress So Far
- The core puzzle is real: carriers, slots, colour fuelling, rockets and the belt all exist and run.
- The build is not release-ready. Three problems repeat in play: missing script references, a rocket model with read/write disabled, and a convex collider above the polygon limit.
- The start scene is still an empty sample, so a build does not open the game yet.
Next Tasks
- Make the main scene the first scene in the build.
- Remove the 10 missing script references.
- Clear the rocket model runtime errors, then run a clean 60-second session with no repeated errors.
- Then finish stage 1 from start to success in one flow.
