adaengine/ada/ada-visual-verification

Claude Code and agent skill by adaengine/ada

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Verify scene, rendering, gameplay and AdaUI changes by looking at the running game and playing it with scripted input.

Install

npx vskill@latest install adaengine/ada/ada-visual-verification

SKILL.md

Ada Visual Verification

Use this after any change whose success is visible or playable.

What counts as evidence

  • Game frame: a PNG of the running game's own camera (2D or 3D) returned by editor.play.capture, by render.capture_screenshot while Play is running, or by a capture step of editor.play.run_scenario. Look at the image. A path alone is not evidence.
  • Game state: snapshots from editor.play.run_scenario (entity transforms, component values) and logs (script prints/errors). State proves logic; a frame proves appearance. Use both for "bird falls", "space lifts it", "pipe gives +1", "collision ends the run", "R restarts".
  • Not evidence: compilation, a build success line, a saved scene, the editor window, or render.capture_screenshot without Play. Without a running game it captures the editor window and its result world says editor-window; never use that as game proof. editor.play.capture errors instead when no game runs.

Look at the game

  1. Build (editor.build.start, poll editor.task.status, read editor.output.read errors) and fix errors first.
  2. Start Play (editor.play.start) and wait until editor.task.status reports it running, then call editor.play.capture (optional cameraName, maxDimension). It waits for a completed frame and fails with an explicit message if the game is not rendering. Keep maxDimension at 640 unless detail matters.
  3. Inspect the image: is the subject visible and framed, is the background intended (not a flat default color), are lights/materials right, is the HUD readable?

Play the game

Use editor.play.run_scenario to test behavior without a person. It defaults to an isolated offscreen runtime of the AdaScript project (your Play window is untouched); target: "play" drives the game already running.

json
{"steps":[
{"t":0.2,"capture":"idle"},{"t":0.3,"snapshot":"before"},
{"t":0.5,"key":"space","tap":true},{"t":0.7,"capture":"after-flap"},{"t":0.7,"snapshot":"after-flap"},
{"t":6,"snapshot":"late"},{"t":6.1,"key":"r","tap":true},{"t":6.6,"snapshot":"restarted"}],
"watch":{"entities":["Bird"],"components":["Transform"]},"duration":7}
  • Step forms: {t,key,down|tap}, {t,mouse:'left',down|tap,x,y}, {t,move:{x,y}}, {t,capture:label,camera?}, {t,snapshot:label}. Same-time steps run in written order; tap presses and releases after hold seconds.
  • Limits: 60 s, 400 events, 12 frames, 40 snapshots, frames up to 1280 px. Timing is wall-clock, so compare behavior (direction, order, thresholds) not exact positions.
  • Read status, errors, scriptErrorCount, diagnostics, logs, frames[].path/error, and compare snapshots. A frame error is a manualChecks entry, not a pass.
  • Make state observable: snapshots list each watched entity's components and its scriptable objects' @export fields (scripts[].fields). Script globals/statics and System.print output are NOT readable (print goes to the process stdout, logs only has errors). Keep score/phase/alive flags in @export var fields of a scriptable object on a named entity (update them every frame) and assert from snapshots.
  • worldElapsedSeconds and frameSequence in each snapshot must grow; if they are flat the game is not advancing.
  • Each frame reports meanRGB and uniform; a uniform: true frame (flat color) carries a warning and is not proof. Use warmup:false to capture startup frames when hunting flashes.
  • Scene HUD/UI overlays are not rendered offscreen; verify HUD layout with target: "play" and editor.play.capture, or with ui.capture_node_screenshot.

Other captures

Use ui.capture_node_screenshot for AdaUI or editor layout, not for game output. For static scene appearance outside Play, the scene viewport is the editor camera; it does not show what the game camera sees.

When a check is unavailable

If the tool is missing, the host cannot render (no GPU/display), Play fails to show frames, or a frame call returns an error: do not retry in a loop and do not claim it passed. Record the exact check as manual (what to look at, how to trigger it), keep the evidence you do have (build, snapshots, logs), and continue with the remaining work. Report manual checks in the final summary.

Blank or white frames

A viewport used to turn transparent (showing the panel behind it) for a few frames whenever its size changed, which looked like a white flash; the engine now keeps the last frame until the resized one is ready. If a frame is still blank or white, check the scene: no Camera, a camera clear color not set, no light, or no Environment3D/background so geometry floats on a flat clear color. Inspect with entity.find/editor.scene.get, set the camera backgroundColor and clear flags, add a light and (for 3D) an environment, rebuild, and capture again. See ada-scene-authoring.

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