Space MMO prototype based on the Iron Exiles universe. Design docs live in docs/; the active game client is a Unity project (see ADR-034 in .adlc/context/architecture.md).
| Stack | Status |
|---|---|
Unity 6 LTS (Client/) | Active — foundation (REQ-051) + 6DOF flight (REQ-033) + HUD/camera (REQ-034) |
| Unreal Engine 5 (repo root) | Legacy — REQ-032/033 reference; do not extend |
See .adlc/knowledge/lessons/LESSON-002-engine-pivot-unity.md for the pivot rationale.
| Tool | Version |
|---|---|
| Unity Hub | Latest |
| Unity Editor | 6000.0.32f1 (Unity 6 LTS — pinned in Client/ProjectSettings/ProjectVersion.txt) |
| .NET SDK | Per Unity version requirements |
Optional: Scripts/unity-root.local.ps1 (copy from example) to point batchmode scripts at your Hub editor install.
.\Scripts\Launch-UnityEditor.ps1 (or open Client/ in Unity Hub).Assets/Scenes/Test/EmptySector.unity.Client/README.md).# Open Unity Editor with Client/
.\Scripts\Launch-UnityEditor.ps1
# Open EmptySector for play-testing (press Play in the Editor)
.\Scripts\Run-UnityGame.ps1
# Run Edit Mode tests (batchmode — close Unity Editor first)
.\Scripts\Run-UnityTests.ps1
Client/ # Unity project (Iron Exiles) — REQ-051
legacy/unreal/ # Planned home for deprecated UE tree
IronExiles.uproject # Legacy UE5 (root until moved)
Source/IronExiles/ # Legacy C++ module
Scripts/ # Repo automation (Unity dev scripts; UE legacy under Scripts/legacy/)
docs/ # Game design documents
.adlc/ # Spec-driven development artifacts
deploy/ # Docker/K8s scaffolding (backend — REQ-042+)
Project tasks live in .zed/tasks.json. In VS Code / Cursor, use Run and Debug (.vscode/launch.json) or Tasks: Run Task (.vscode/tasks.json).
| Task | Script |
|---|---|
| Local Multiplayer Dev (Server + Unity) | Scripts/Launch-LocalMultiplayerDev.ps1 |
| Start Dedicated Server | Scripts/Run-UnityDedicatedServer.ps1 |
| Open Unity Editor | Scripts/Launch-UnityEditor.ps1 |
| Play EmptySector | Scripts/Run-UnityGame.ps1 |
| Edit Mode tests | Scripts/Run-UnityTests.ps1 |
In Zed: task: spawn (or Alt+Shift+T) → Iron Exiles: Local Multiplayer Dev (Server + Unity).
That starts the dedicated server in one terminal and opens Unity with EmptySector. Press Play, then Connect To Server on NetworkSessionManager (or enable Auto Connect In Editor on EmptySectorMultiplayerBootstrap first).
# Same flow from a shell (builds server automatically on first run)
.\Scripts\Launch-LocalMultiplayerDev.ps1
Legacy Unreal tasks are prefixed Legacy UE5: and live under Scripts/legacy/.
.github/workflows/unity-ci.yml (added with REQ-051) — batchmode build + Edit/Play Mode tests..github/workflows/compile-editor.yml — manual workflow_dispatch only; requires self-hosted ue5 runner.Incremental delivery is spec-driven. See .adlc/specs/REQ-031-delivery-roadmap/ for the REQ sequence.
Current milestone: REQ-034 chase camera + flight HUD shipped. Next: REQ-035 dedicated server bootstrap.
The UE5 scaffold at repo root was completed under REQ-032/033. It is superseded and frozen. Scripts are under Scripts/legacy/.
Prerequisites: Unreal 5.5.x, Visual Studio 2022, Scripts/legacy/ue-root.local.ps1 (copy from Scripts/legacy/ue-root.local.ps1.example).
Copy-Item Scripts/legacy/ue-root.local.ps1.example Scripts/legacy/ue-root.local.ps1
# Edit UE_ROOT path, then:
.\Scripts\legacy\Build-Editor.ps1
.\Scripts\legacy\Launch-UEEditor.ps1
.\Scripts\legacy\Initialize-Content.ps1
.\Scripts\legacy\Run-FoundationTests.ps1
.\Scripts\legacy\Run-FlightTests.ps1
Proprietary — Iron Exiles.
Space MMO prototype based on the Iron Exiles universe. Design docs live in docs/; the active game client is a Unity project (see ADR-034 in .adlc/context/architecture.md).
| Stack | Status |
|---|---|
Unity 6 LTS (Client/) | Active — foundation (REQ-051) + 6DOF flight (REQ-033) + HUD/camera (REQ-034) |
| Unreal Engine 5 (repo root) | Legacy — REQ-032/033 reference; do not extend |
See .adlc/knowledge/lessons/LESSON-002-engine-pivot-unity.md for the pivot rationale.
| Tool | Version |
|---|---|
| Unity Hub | Latest |
| Unity Editor | 6000.0.32f1 (Unity 6 LTS — pinned in Client/ProjectSettings/ProjectVersion.txt) |
| .NET SDK | Per Unity version requirements |
Optional: Scripts/unity-root.local.ps1 (copy from example) to point batchmode scripts at your Hub editor install.
.\Scripts\Launch-UnityEditor.ps1 (or open Client/ in Unity Hub).Assets/Scenes/Test/EmptySector.unity.Client/README.md).# Open Unity Editor with Client/
.\Scripts\Launch-UnityEditor.ps1
# Open EmptySector for play-testing (press Play in the Editor)
.\Scripts\Run-UnityGame.ps1
# Run Edit Mode tests (batchmode — close Unity Editor first)
.\Scripts\Run-UnityTests.ps1
Client/ # Unity project (Iron Exiles) — REQ-051
legacy/unreal/ # Planned home for deprecated UE tree
IronExiles.uproject # Legacy UE5 (root until moved)
Source/IronExiles/ # Legacy C++ module
Scripts/ # Repo automation (Unity dev scripts; UE legacy under Scripts/legacy/)
docs/ # Game design documents
.adlc/ # Spec-driven development artifacts
deploy/ # Docker/K8s scaffolding (backend — REQ-042+)
Project tasks live in .zed/tasks.json. In VS Code / Cursor, use Run and Debug (.vscode/launch.json) or Tasks: Run Task (.vscode/tasks.json).
| Task | Script |
|---|---|
| Local Multiplayer Dev (Server + Unity) | Scripts/Launch-LocalMultiplayerDev.ps1 |
| Start Dedicated Server | Scripts/Run-UnityDedicatedServer.ps1 |
| Open Unity Editor | Scripts/Launch-UnityEditor.ps1 |
| Play EmptySector | Scripts/Run-UnityGame.ps1 |
| Edit Mode tests | Scripts/Run-UnityTests.ps1 |
In Zed: task: spawn (or Alt+Shift+T) → Iron Exiles: Local Multiplayer Dev (Server + Unity).
That starts the dedicated server in one terminal and opens Unity with EmptySector. Press Play, then Connect To Server on NetworkSessionManager (or enable Auto Connect In Editor on EmptySectorMultiplayerBootstrap first).
# Same flow from a shell (builds server automatically on first run)
.\Scripts\Launch-LocalMultiplayerDev.ps1
Legacy Unreal tasks are prefixed Legacy UE5: and live under Scripts/legacy/.
.github/workflows/unity-ci.yml (added with REQ-051) — batchmode build + Edit/Play Mode tests..github/workflows/compile-editor.yml — manual workflow_dispatch only; requires self-hosted ue5 runner.Incremental delivery is spec-driven. See .adlc/specs/REQ-031-delivery-roadmap/ for the REQ sequence.
Current milestone: REQ-034 chase camera + flight HUD shipped. Next: REQ-035 dedicated server bootstrap.
The UE5 scaffold at repo root was completed under REQ-032/033. It is superseded and frozen. Scripts are under Scripts/legacy/.
Prerequisites: Unreal 5.5.x, Visual Studio 2022, Scripts/legacy/ue-root.local.ps1 (copy from Scripts/legacy/ue-root.local.ps1.example).
Copy-Item Scripts/legacy/ue-root.local.ps1.example Scripts/legacy/ue-root.local.ps1
# Edit UE_ROOT path, then:
.\Scripts\legacy\Build-Editor.ps1
.\Scripts\legacy\Launch-UEEditor.ps1
.\Scripts\legacy\Initialize-Content.ps1
.\Scripts\legacy\Run-FoundationTests.ps1
.\Scripts\legacy\Run-FlightTests.ps1
Proprietary — Iron Exiles.