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clawgo/docs/unreal-world-sync.md
2026-03-16 21:06:46 +08:00

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# Unreal World Sync
This document defines the recommended integration contract between `clawgo` and an Unreal Engine client.
See also:
- [Unreal Bridge Example](/Users/lpf/Desktop/project/clawgo/docs/unreal-bridge-example.md)
## Authority
- `clawgo` remains the authoritative world server.
- Unreal is a renderer and input client.
- Web and Unreal should consume the same world APIs and action APIs.
## Read Path
Unreal should subscribe to:
- `GET /api/world`
- runtime websocket snapshots from `/api/runtime`
Key world payloads to consume:
- `world_id`
- `tick`
- `locations`
- `entities`
- `rooms`
- `occupancy`
- `entity_occupancy`
- `room_occupancy`
- `npc_states`
- `recent_events`
## Write Path
Player-originated actions should map to:
- `world_player_action`
- `move`
- `speak`
- `interact`
- `quest_accept`
- `quest_progress`
- `quest_complete`
World admin / god-view edits should map to:
- `world_entity_update`
- `world_entity_create`
- `world_npc_create`
- `world_quest_create`
## Placement Contract
Entities expose a stable placement payload:
```json
{
"id": "bench",
"location_id": "commons",
"placement": {
"model": "entity.table",
"scale": [1.2, 1.2, 1.2],
"rotation": [0, 1.57, 0],
"offset": [0.8, 0, -0.4]
}
}
```
Interpretation:
- `model`: shared logical asset key
- `scale`: local model scale
- `rotation`: radians, XYZ order
- `offset`: local offset inside the owning location
Unreal should treat `location_id + offset` as the effective placement anchor.
## Asset Pipeline
Recommended source workflow:
1. Author in Blender / Maya / DCC source files.
2. Export web assets as `GLB`.
3. Export Unreal assets as `FBX` or Unreal-preferred import format.
4. Keep the logical asset key the same across clients.
Example:
- logical key: `entity.table`
- web asset: `/models/furniture/table.glb`
- unreal asset: `/Game/World/Furniture/SM_Table`
## Animation Contract
Recommended shared action set for humanoid characters:
- `Idle`
- `Walk`
- `Talk`
- `Interact`
Unreal should choose animations from world state intent/status:
- idle state -> `Idle`
- moving between anchors -> `Walk`
- speaking event -> `Talk`
- room/task work -> `Interact`
## Rooms
Rooms are task execution spaces created by the world mind.
Unreal should render them as:
- isolated interior pods
- task sub-scenes
- linked challenge spaces
Use:
- `rooms`
- `room_occupancy`
to render membership and lifecycle.
## Replication Model
Do not replicate game authority into Unreal.
Recommended flow:
1. Unreal receives latest snapshot.
2. Unreal interpolates transforms locally.
3. Unreal submits user actions back to `clawgo`.
4. `clawgo` arbitrates and publishes the new truth.
This keeps:
- world logic in one place
- web and Unreal behavior aligned
- NPC autonomy consistent across clients