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Copy file name to clipboardExpand all lines: .agents/skills/architecture-decision/SKILL.md
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5.5. **Engine Specialist Validation** — Before saving, spawn the **primary engine specialist** via Codex subagent delegation to validate the drafted ADR:
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- Read `.codex/docs/technical-preferences.md``Engine Specialists` section to get the primary specialist
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- If no engine is configured (`[TO BE CONFIGURED]`), skip this step
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- Spawn `subagent_type: [primary specialist]` with: the ADR's Engine Compatibility section, Decision section, Key Interfaces, and the engine reference docs path. Ask them to:
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- Spawn `[primary specialist]` via Codex subagent delegation with: the ADR's Engine Compatibility section, Decision section, Key Interfaces, and the engine reference docs path. Ask them to:
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1. Confirm the proposed approach is idiomatic for the pinned engine version
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2. Flag any APIs or patterns that are deprecated or changed post-training-cutoff
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3. Identify engine-specific risks or gotchas not captured in the current ADR draft
Copy file name to clipboardExpand all lines: .agents/skills/architecture-review/SKILL.md
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After completing the engine audit above, spawn the **primary engine specialist** via Codex subagent delegation for a domain-expert second opinion:
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- Read `.codex/docs/technical-preferences.md``Engine Specialists` section to get the primary specialist
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- If no engine is configured, skip this consultation
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- Spawn `subagent_type: [primary specialist]` with: all ADRs that contain engine-specific decisions or `Post-Cutoff APIs Used` fields, the engine reference docs, and the Phase 5 audit findings. Ask them to:
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- Spawn `[primary specialist]` via Codex subagent delegation with: all ADRs that contain engine-specific decisions or `Post-Cutoff APIs Used` fields, the engine reference docs, and the Phase 5 audit findings. Ask them to:
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1. Confirm or challenge each audit finding — specialists may know of engine nuances not captured in the reference docs
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2. Identify engine-specific anti-patterns in the ADRs that the audit may have missed (e.g., using the wrong Godot node type, Unity component coupling, Unreal subsystem misuse)
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3. Flag ADRs that make assumptions about engine behaviour that differ from the actual pinned version
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