Reflex Training
Mechanic Sector
(Engage card to reveal Pilot's Intelligence.)
The Pilot's Audit
"The AI Trap: "The Mystery Value""
// AI-Generated Code: Ambiguous
public class Engine : MonoBehaviour {
// Audit Fail: Is this degrees C? F? A percentage?
// What happens if I set it to 5000?
public float heatLevel;
}
Protocol Analysis
This is "Context Vacuum." A designer might set heat to 100 thinking it's a percentage, causing the engine to explode instantly.
Audit Complete
The Pilot's Audit
"The AI Trap: "The String Search""
// AI-Generated Code: Slow and Buggy
if (Physics.Raycast(transform.position, Vector3.down, out hit)) {
// Audit Fail: We hit SOMETHING, but was it the ground?
// Or was it a cloud? Or the drone's own foot?
if (hit.collider.tag == "Ground") {
Land();
}
}
Protocol Analysis
This is "Blind Casting." The ray might hit a particle effect 1 meter away and stop, never seeing the ground 10 meters down. The tag check happens too late.
Audit Complete
The Pilot's Audit
"The AI Trap: "The Rapid Fire""
// AI-Generated Code: Game-Breaking Speed
void OnTriggerStay(Collider other) {
// Audit Fail: Heals 60 HP per second.
// Instantly refills health to max.
player.Heal(10);
}
Protocol Analysis
This is "Frequency Overload." Without a timer, the mechanic is unbalanced and uncontrollable.
Audit Complete
The Pilot's Audit
"The AI Trap: "The Cluttered Dashboard""
// AI-Generated Code: Visual Noise
public class Ship : MonoBehaviour {
public float maxSpeed = 100f; // Designer needs this
// Audit Fail: Designer does NOT need this.
// Editing this in the Inspector will break the physics math.
public float currentSpeed;
}
Protocol Analysis
This is "UI Pollution." It invites mistakes. A designer sees currentSpeed and types '50', thinking it's the starting speed, but the code overwrites it instantly.
Audit Complete
The Pilot's Audit
"The AI Trap: "The Instance Override""
// AI Suggestion: Just change it in the scene!
// Audit Fail: You have now "Dirtied" this specific instance.
// If you later update the Enemy Prefab to have 200 HP,
// this specific Red Enemy might incorrectly block that update.
Protocol Analysis
This is "Instance Drift." Over time, your scene becomes filled with objects that have "broken the link" to their original blueprints, making global updates impossible.
Audit Complete
The Pilot's Audit
"The AI Trap: "The Race Condition""
// GameManager.cs
void Awake() {
// Audit Fail: What if the Player hasn't run its Awake() yet?
// You might get null, or partially initialized data.
player = GameObject.Find("Player").GetComponent<Player>();
}
Protocol Analysis
This is "Temporal Coupling." You are gambling that the Player loads before the Manager. If Unity decides to load them in reverse order today, your game crashes.
Audit Complete
Scanning database for new traps