This document tracks future work that should not block the current CoreAI/RedoSchool MVP gate. Items here are intentionally not active TODO checkboxes.
- Add explicit Anthropic-style
cache_controlbreakpoints when CoreAI gets an Anthropic-compatible backend. Current OpenAI/DeepSeek-compatible local backends rely on provider-side automatic stable-prefix caching, and CoreAI already keeps summaries/world state/memory updates out of the frozen prefix.
- Create public release tags from the final package version after the verified changes land on the target branch.
- Publish packages to OpenUPM when the repository state, tags, package metadata, and CI release gate are ready.
- Refresh README media with GIF/video captures from
DEMO_RECORDING_GUIDE.md. - Keep funding links in
.github/FUNDING.ymlaligned with the current public channels. - Maintain GameCI secrets (
UNITY_LICENSE,UNITY_EMAIL,UNITY_PASSWORD) in repository settings. CI already skips licensed Unity test execution cleanly when secrets are unavailable, such as forked pull requests.
- Extend the existing
SkillSetBenchmarkPlayModeTestsinto a reproducible multi-model benchmark matrix. - Capture per-model JSON/Markdown results for crafting, merchant, GameMaster/Lua, tool-calling, and memory scenarios: pass/fail, tool-call count, Lua syntax validity, turn duration, real usage tokens, retries, and timeout classification.
- Add undo for applied world commands. This requires command-specific inverse snapshots for spawn, move, transform, active-state, color/material, physics, and custom handlers; scene-loading commands should remain explicitly non-undoable unless a host game supplies a checkpoint system.
- Add role-configured Lua capability tiers and optional player confirmation for dangerous capabilities such as
WorldEditandFull.
Shipped: Lua now runs on the WebGL/IL2CPP player via Lua-CSharp, a managed, AOT-safe VM.
SecureLuaEnvironment.IsSupportedis gated by theSecureLuaEnvironment.WebGlLuaOptIncapability flag (wired fromICoreAISettings.EnableLuaOnWebGl/CoreAISettingsAsset.EnableLuaOnWebGl, on by default for new assets) instead of a hardfalse. IL2CPP stripping is held off by the packagelink.xml(Assets/CoreAiUnity/link.xml, preserving theLua/Lua.Annotationsassemblies plus the WebGL-active Lua binding types). Lua-CSharp uses source-generated marshalling rather than a reflection-based interpreter fallback, so host-callback marshalling works without emitted IL. TheFullreflection tier (unity_*bindings) stays disabled on WebGL —CoreAILifetimeScopeforceseffectiveFullLuaAccess = falseunderUNITY_WEBGL && !UNITY_EDITOR. See theWebGlLuaSelfTestdemo andSecureLuaEnvironment.TryRunSelfTestfor an in-player smoke test. Remaining open question: binary-size impact and how a host can prune unused bindings for the smallest web build.
- STT -> Agent -> TTS for NPCs.
- Visual AgentBuilder editor workflow.
- Streaming emotions / function-driven animations.
The idea audit concluded the moat is pillars 1+3: "local-first agentic runtime for Unity games, proven by the only LLM game-creation benchmark." These are the open, non-code bets it recommended pursuing. Most concrete artifacts it asked for already shipped (SHIPPING_PLAYER_MACHINES, DETERMINISM_AND_REPLAY, CONTENT_SAFETY, CLOUD_COST_BUDGETING, BENCHMARK_LEADERBOARD, MOD_SHARING); these are what remained open.
- Director-AI demo scene (beyond the chat box): a standalone
.unityscene for the ambient/scheduled agent that observes game state and acts through the same tools with no chat UI. The controller recipe exists (Assets/CoreAI.Demos/DirectorAi/); a featured scene + PlayMode acceptance is the remaining step. - Audit-log replay → determinism / anti-cheat / debugging. The hash-chained audit log + the
DETERMINISM_AND_REPLAY.mdcontract exist; the replayer itself is the next build. - Public mod gallery on top of the shared mod format (
MOD_SHARING.md): a curated.luarepo with one-click import from the Hub — the one moat that grows through other people's hands (UGC loop). - Self-serve indie commercial tier with a public price (owner decision): removes the "email me for a license" friction that filters out exactly the solo devs who would evangelize the project.
- Ship one real jam-scale game on CoreAI local-first and write the postmortem — the single highest trust-per-effort artifact (one shipped case study beats any feature list). Needs an owner.
- Content-safety auto-wiring: the
IContentFiltermodule + wordlist filter ship and are tested; wiring it into the pipeline by default (not just available) is the follow-up that unblocks education/console.