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feat: add the polyspatial-playtest skill and recording-analyst agent - #51

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What

  • skills/polyspatial-playtest: record a Play session as a PolySpatial .qrec, drive the game with simulated input, then answer from the recorded per-frame scene state instead of a screenshot. Also resolves annotation references (<recording>#<id>) that people leave on recordings from the Editor.
  • agents/recording-analyst.md: a Claude Code sub-agent the skill delegates measuring to. It only runs the polyspatial_* query commands and never reads project source, so its answer is a measurement. references/codex-recording-analyst.toml is the Codex equivalent, since Codex plugins cannot ship agents.

Why

A screenshot shows what one frame looked like; the recording shows what every entity was on every frame and can be queried after Play mode ends. The skill makes the agent measure from the recording first and read code second.

Requirements

A running Editor with com.unity.pipeline and the polyspatial_* recording commands (unity command --query polyspatial), provided by the PolySpatial package's recording CLI (in review). When they are missing the skill says so and falls back to editor_play plus capture_game_view.

Verified

Installed as a project-scoped plugin against a Feel sample scene. Given an annotation reference and "how many turns did this cupcake rotate", the agent resolved the reference, pulled the rotation timelines, and reported 0.15 turns in the annotated frame, 6.94 in the surrounding burst and 13.89 over the recording, noting that the spin lives on the parent entity.

Same skill content as Unity-Technologies/skills#72.

Prove gameplay changes by recording a Play session as a PolySpatial .qrec, driving the game with simulated input, and answering from the recorded per-frame scene state. Resolves annotation references (<recording>#<id>) left on recordings. The recording-analyst sub-agent measures strictly from the recording; the Codex equivalent ships as a toml under references/.
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