Reference
The rest of the wiki, as behavior plus the generated snapshot.
Loop
SlumberState starts the app scope. SessionState shows the title and, after a profile is chosen, builds a Player scope and runs PlayerState. PlayerState is the level-select hub: play a level, open inventory, or leave back to the title. Playing a level builds a Level scope and runs LevelState. LevelState resolves the loadout, builds a Gameplay scope, and runs GameplayState until that life ends.
Session
From the title, the player can start a new profile, continue the last profile, load a saved profile, or quit. The cursor and the shared UI canvas are on this chapter. New game asks for a name through the profile name dialog, then IProfileService creates the profile and SessionState enters it. Continue uses the last played profile. Load lists profiles and enters the chosen one.
Coop
A development co-op lobby produces a CoopMatchConfig. From level select, a party can ready and start a level together. The host's start carries the level id, the match seed, and each seat's kit. Gameplay then simulates from that seed and from seat inputs. The sim clock and sim RNG for that life are on this chapter's as-built page. Seats can be occupied or empty. A shop barrier holds the party together between offers. If the player is down, the run continues until the party is wiped or the match ends another way.
Loadout
From level select the player opens the inventory screen and equips owned weapons and spells into the profile loadout. At the start of a life, LevelState resolves that loadout through the item catalog into a ResolvedLoadout for the local seat. Hardcore replaces that resolved kit with the hardcore start before gameplay builds. Co-op seats use the kit on the match when one was sent; an empty local kit falls back to the saved loadout.
Player
PlayerController is the body for a seat. The local seat reads look and move from the input service on this chapter. The motor can be the custom kinematic motor. PlayerModel holds the tuning, including jetpack fuel when jetpack is enabled. Dash and ground slam are spells that move this body; their rules are in the spells chapter. One-way platforms and the level environment (water, kill volumes) affect the body while the life runs.
Combat
Shots and spells damage targets through the hit registry and hit volumes. The player body has health and can recharge under HealthRechargeConfig. Hurt feedback uses PlayerHurtConfig. Level collision for the sim uses the SDF assets listed on this page. The sim clock and sim RNG are on the co-op chapter.
Hud
While a life runs, the HUD shows health, mana, weapon energy, the spell bar, the round, style score, the crosshair, damage direction, jetpack, credits, and a boss health bar when a boss is active. Pause opens from gameplay. IPauseService is the pause state, listed with the pause screen on this chapter. PauseResult is the choice the pause screen returns.
Presentation
The player sees the first-person view through the pixel pipeline and the gauntlet viewmodel, sees weapon and area VFX, and hears level audio that LevelState starts with the level and stops when the level scope ends. Camera feel, color grade, and VFX configs are assets on the as-built page.
Containers
Nothing directly. SessionContainerFactory, PlayerContainerFactory, LevelContainerFactory, and GameplayContainerFactory are the scopes in the loop. Editor tools under Assets/Scripts/Editor are in this chapter's as-built page, including the wiki exporter.