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refactor(godot): update PolyPetAvatar to use Control type
Changed the PolyPetAvatar node type from Node2D to Control in
multiple scenes to ensure compatibility with Godot's UI system.
This adjustment allows the avatar to properly fit within its
Control rect and supports better layout management.
Rules: keep Core engine-agnostic; PolyPetName is display-only; seed generation stays in PolyPet
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Rules: keep Core engine-agnostic; PolyPetName is display-only; seed generation stays in PolyPet; Godot PolyPetAvatar is Control-based and must fit its Control rect; Unity PolyPetAvatar must support FrameSize and Canvas RectTransform framing
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Verify after code changes, run: .\scripts\verify.ps1 -NoPause
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Limits: sample folders are scaffolding; no sample scenes or Godot/Unity editor compile harness here
Rules: keep Core engine-agnostic; PolyPetName is display-only; seed generation stays in PolyPet
11
+
Rules: keep Core engine-agnostic; PolyPetName is display-only; seed generation stays in PolyPet; Godot PolyPetAvatar is Control-based and must fit its Control rect; Unity PolyPetAvatar must support FrameSize and Canvas RectTransform framing
12
12
Verify after code changes, run: .\scripts\verify.ps1 -NoPause
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13
Limits: sample folders are scaffolding; no sample scenes or Godot/Unity editor compile harness here
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