# Safety and handoff checklists ## Before mutation - Confirm the exact project path, branch, Git state, Unity version, Editor PID, current writer, and cross-worktree locks. - Confirm imports, compilation, Play Mode, tests, builds, and ADB work are idle. - Select the smallest capable surface and verify its current tool inventory. - Create a recoverable Git checkpoint for risky mutations. - Keep checkpoints disabled unless Assistant is sole writer on a clean isolated branch. - On Assistant 2.14, verify both the disabled flag and the discovery-banner opt-out fields; the first-time discovery flow can otherwise initialize and enable checkpoints. ## Before generation or expensive models - State provider/model, asset type and count, destination, intended use, and expected credit impact. - Obtain explicit operator consent. - Set a bounded wait and retry limit. - Preserve provider/model/prompt provenance and applicable license/usage data. - Inspect output in Unity and delete disposable smoke assets. ## Before handoff - Wait for Unity and device operations to settle and release locks. - Record files/packages changed and any generated `.meta` files. - Record tests, profiler frames, screenshots, builds, and remaining failures. - State the next allowed mutation and the writer receiving ownership. - Never transfer credentials through the handoff; describe only where the next writer should obtain them locally. ## Acceptance - Tool routing matched the task and no two writers overlapped. - Scene/prefab changes were saved and reloaded before acceptance. - Tests and evidence are tied to the intended project, Editor/PID, package, and build identity. - Performance claims include Profiler or timed MQDH/Perfetto evidence. - Repository and logs contain no credentials. - After any batchmode/headless Unity run, diff ProjectSettings before committing: a degraded or offline license can silently drop an entitlement-gated scripting define (e.g. a Sentis/AI-analytics define) from `ProjectSettings.asset`. Restore the baseline; never let a headless side effect ride along in a feature commit. - Batchmode runs may also write untracked package-local settings (e.g. the Unity AI Assistant `ProjectSettings/Packages/.../Settings.json`); leave them uncommitted. - Prefer graphics-enabled batchmode when a headless run must exercise rendering contracts: EditMode tests that call `camera.Render()` (pixel/warmth/isolation checks) silently produce nothing under `-nographics`. Reserve `-nographics` for pure asset generation (mesh/material regen).