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fix: Deduplicate and restructure pause-point skill prose#1975

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hatayama merged 2 commits into
feature/skill-prose-compressionfrom
feature/skill-prose-pause-point
Jul 24, 2026
Merged

fix: Deduplicate and restructure pause-point skill prose#1975
hatayama merged 2 commits into
feature/skill-prose-compressionfrom
feature/skill-prose-pause-point

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@hatayama

@hatayama hatayama commented Jul 24, 2026

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Summary

The pause-point skill body had grown to 29.3KB (~7k tokens) across ten verification-feedback rounds, with the same facts restated in 2–4 places and field-report narration in the physics-callback caveat. The skill body loads into agent context on every trigger, so this is a per-use token cost.

This PR compresses it to 20.2KB (-31%) as a fact-preserving edit: every deleted sentence's fact either remains stated once at a canonical location in SKILL.md or moves to a lazily-loaded reference.

  • Deduplicate facts stated multiple times (pre-line snapshot, --resume-play, domain-reload clearing, JIT inlining, Step-after-hit, manual-pause countdown) and drop historical rationale / sales prose
  • New references/troubleshooting.md: timeout diagnosis fields, entry-line bisection, JIT inlining, physics-callback misses (rewritten from field-log style into symptom → confirmation → recovery order), pre-bound delegates, sequence-point enable failures
  • New references/fast-progressing-games.md: freeze→build→resume workflow, ResumePlayResult semantics, Time.timeScale warning, residual race handling, paused-state injection caveats
  • references/captured-variables.md absorbs Step sessions, Rigidbody mid-solver values, preview budget scaling, and raw-capture tuple usage

Test plan

  • dist/darwin-arm64/uloop skills install --claude --agents regenerated copies; source and generated files verified byte-identical (including the two new references)
  • All in-file section cross-references ("see Fast-Progressing Games", "see Timeout Checks", etc.) and references/ links verified against existing targets
  • Fact-preservation pass: each removed sentence checked to still be stated exactly once in SKILL.md or a reference

Review in cubic

The pause-point SKILL.md had grown to 29.3KB across ten feedback
rounds, with the same facts restated in two to four places (pre-line
snapshot semantics, --resume-play behavior, domain-reload clearing,
JIT inlining, Step-after-hit) and field-log style narration in the
physics-callback caveat. Since the skill body loads into agent context
on every trigger, this size is a per-use token cost.

Compress it to 20.2KB without dropping any contract fact:

- State each fact once at a canonical location and remove restatements,
  historical rationale, and sales prose
- Move failure-time-only content to a new references/troubleshooting.md
  (timeout diagnosis fields, entry-line bisection, JIT inlining,
  physics-callback misses, pre-bound delegates, sequence-point errors)
- Move the self-progressing-game workflow details to a new
  references/fast-progressing-games.md (ResumePlayResult semantics,
  Time.timeScale warning, residual race, paused-state injection)
- Move interpretation details (Step sessions, Rigidbody mid-solver
  values, preview budget scaling, raw capture tuple usage) into the
  existing references/captured-variables.md

References load lazily, so the hot path shrinks by ~9KB while every
fact stays reachable exactly once.
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Review details
⚙️ Run configuration

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro Plus

Run ID: 209df3b7-f048-48da-a49e-411ad981933f

📥 Commits

Reviewing files that changed from the base of the PR and between ae8d0f5 and 5ef6fb1.

📒 Files selected for processing (9)
  • .agents/skills/uloop-pause-point/SKILL.md
  • .agents/skills/uloop-pause-point/references/captured-variables.md
  • .agents/skills/uloop-pause-point/references/fast-progressing-games.md
  • .claude/skills/uloop-pause-point/SKILL.md
  • .claude/skills/uloop-pause-point/references/captured-variables.md
  • .claude/skills/uloop-pause-point/references/fast-progressing-games.md
  • Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/SKILL.md
  • Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/references/captured-variables.md
  • Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/references/fast-progressing-games.md
📝 Walkthrough

Walkthrough

This documentation-only change aligns pause-point command semantics, captured-variable interpretation, marker workflows, fast-progressing-game procedures, and troubleshooting guidance across the agent, Claude, and package skill references.

Changes

Pause-point documentation

Layer / File(s) Summary
Command and evidence contracts
.agents/skills/uloop-pause-point/SKILL.md, .claude/skills/uloop-pause-point/SKILL.md, Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/SKILL.md
Clarifies --trigger, --await, --resume-play, derived marker IDs, capture modes, and snapshot versus live captured values.
Marker and runtime-condition workflows
.agents/skills/uloop-pause-point/SKILL.md, .claude/skills/uloop-pause-point/SKILL.md, Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/SKILL.md
Documents file:line versus id-only markers, dynamic-code watchers, simulated-input pauses, and exact Editor Step counts.
Captured-variable reference details
.agents/skills/uloop-pause-point/references/captured-variables.md, .claude/skills/uloop-pause-point/references/captured-variables.md, Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/references/captured-variables.md
Adds physics snapshot caveats, preview rendering and cap details, Step Sessions, and TryGetCapturedValue usage semantics.
Operational workflows and diagnostics
.agents/skills/uloop-pause-point/{SKILL.md,references/*}, .claude/skills/uloop-pause-point/{SKILL.md,references/*}, Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/{SKILL.md,references/*}
Updates line placement, timeout, safety, fast-progressing-game, and pause-point troubleshooting guidance.

Estimated code review effort: 2 (Simple) | ~10 minutes

Sequence Diagram(s)

sequenceDiagram
  participant CLI
  participant PausePoint
  participant PlayMode
  CLI->>PausePoint: arm marker
  PausePoint-->>CLI: confirm arming
  CLI->>PlayMode: resume when requested
  CLI->>PausePoint: dispatch trigger
  PausePoint-->>CLI: return hit and captured evidence
Loading

Possibly related PRs

🚥 Pre-merge checks | ✅ 5
✅ Passed checks (5 passed)
Check name Status Explanation
Title check ✅ Passed The title accurately summarizes the main change: deduplicating and restructuring pause-point skill documentation.
Description check ✅ Passed The description is clearly related to the documented doc refactor, added references, and token-reduction goals.
Docstring Coverage ✅ Passed No functions found in the changed files to evaluate docstring coverage. Skipping docstring coverage check.
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.
✨ Finishing Touches
🧪 Generate unit tests (beta)
  • Create PR with unit tests
  • Commit unit tests in branch feature/skill-prose-pause-point

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Actionable comments posted: 3

🤖 Prompt for all review comments with AI agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

Inline comments:
In @.agents/skills/uloop-pause-point/references/fast-progressing-games.md:
- Line 35: Separate direct-write verification from post-Step behavior in
fast-progressing-games.md: immediately reread the written value while paused to
verify the injection, then optionally run control-play-mode --action Step and
document the resulting value separately because Update may recompute it. Apply
this clarification at
.agents/skills/uloop-pause-point/references/fast-progressing-games.md lines
35-35, .claude/skills/uloop-pause-point/references/fast-progressing-games.md
lines 35-35, and
Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/references/fast-progressing-games.md
lines 35-35.

In
`@Packages/src/Editor/CliOnlyTools`~/PausePoint/Skill/references/captured-variables.md:
- Line 84: Update the captured-variables guidance at
Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/references/captured-variables.md:84
to explicitly resume PlayMode or pass --resume-play before sending simulated
input, then regenerate the same instruction in
.agents/skills/uloop-pause-point/references/captured-variables.md:84 and
.claude/skills/uloop-pause-point/references/captured-variables.md:84.

In `@Packages/src/Editor/CliOnlyTools`~/PausePoint/Skill/SKILL.md:
- Line 132: Update the mirrored pause-point examples to use the fully qualified
UnityEngine.Debug.Assert assertion. Apply the change at
Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/SKILL.md:132-132, then
regenerate or update the copies at
.agents/skills/uloop-pause-point/SKILL.md:132-132 and
.claude/skills/uloop-pause-point/SKILL.md:132-132.
🪄 Autofix (Beta)

Fix all unresolved CodeRabbit comments on this PR:

  • Push a commit to this branch (recommended)
  • Create a new PR with the fixes

ℹ️ Review info
⚙️ Run configuration

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro Plus

Run ID: ee88dd4c-a1d6-4da8-9fa0-b9650b31b584

📥 Commits

Reviewing files that changed from the base of the PR and between 6394326 and ae8d0f5.

📒 Files selected for processing (12)
  • .agents/skills/uloop-pause-point/SKILL.md
  • .agents/skills/uloop-pause-point/references/captured-variables.md
  • .agents/skills/uloop-pause-point/references/fast-progressing-games.md
  • .agents/skills/uloop-pause-point/references/troubleshooting.md
  • .claude/skills/uloop-pause-point/SKILL.md
  • .claude/skills/uloop-pause-point/references/captured-variables.md
  • .claude/skills/uloop-pause-point/references/fast-progressing-games.md
  • .claude/skills/uloop-pause-point/references/troubleshooting.md
  • Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/SKILL.md
  • Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/references/captured-variables.md
  • Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/references/fast-progressing-games.md
  • Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/references/troubleshooting.md

Comment thread .agents/skills/uloop-pause-point/references/fast-progressing-games.md Outdated
Comment thread Packages/src/Editor/CliOnlyTools~/PausePoint/Skill/SKILL.md Outdated
- Qualify the inline conditional-block example as
  UnityEngine.Debug.Assert so the example itself cannot be read as
  System.Diagnostics.Debug.Assert
- State the resume step explicitly in the self-progressing-game
  workflow: simulate-* input requires an unpaused PlayMode, so arm the
  next marker with --resume-play or run control-play-mode --action
  Play before sending the verifying input
- Split paused-state injection verification into two stages (immediate
  re-read to confirm the write landed, post-Step re-read to confirm it
  survives a frame) so a failed write is distinguishable from an
  Update() recompute
@hatayama
hatayama merged commit 7bc7540 into feature/skill-prose-compression Jul 24, 2026
2 checks passed
@hatayama
hatayama deleted the feature/skill-prose-pause-point branch July 24, 2026 09:31
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