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CoreAI Backlog

This document tracks future work that should not block the current CoreAI/RedoSchool MVP gate. Items here are intentionally not active TODO checkboxes.

Provider-Specific Work

  • Add explicit Anthropic-style cache_control breakpoints 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.

Release And Operations

  • 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.yml aligned 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.

Benchmarking

  • Extend the existing SkillSetBenchmarkPlayModeTests into 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.

Lua And World Runtime

  • 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 WorldEdit and Full.

Shipped: Lua now runs on the WebGL/IL2CPP player via Lua-CSharp, a managed, AOT-safe VM. SecureLuaEnvironment.IsSupported is gated by the SecureLuaEnvironment.WebGlLuaOptIn capability flag (wired from ICoreAISettings.EnableLuaOnWebGl / CoreAISettingsAsset.EnableLuaOnWebGl, on by default for new assets) instead of a hard false. IL2CPP stripping is held off by the package link.xml (Assets/CoreAiUnity/link.xml, preserving the Lua / Lua.Annotations assemblies 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. The Full reflection tier (unity_* bindings) stays disabled on WebGL — CoreAILifetimeScope forces effectiveFullLuaAccess = false under UNITY_WEBGL && !UNITY_EDITOR. See the WebGlLuaSelfTest demo and SecureLuaEnvironment.TryRunSelfTest for an in-player smoke test. Remaining open question: binary-size impact and how a host can prune unused bindings for the smallest web build.

Product Ideas

  • STT -> Agent -> TTS for NPCs.
  • Visual AgentBuilder editor workflow.
  • Streaming emotions / function-driven animations.

Idea / positioning bets (from the 2026-07-10 idea-improvement audit, since deleted)

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 .unity scene 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.md contract exist; the replayer itself is the next build.
  • Public mod gallery on top of the shared mod format (MOD_SHARING.md): a curated .lua repo 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 IContentFilter module + wordlist filter ship and are tested; wiring it into the pipeline by default (not just available) is the follow-up that unblocks education/console.