Knowledge Retention Phase

Reflex Training: Engineer

Displaying 6 random protocols (out of 39 available).
(Hover over the cards to reveal the Pilot's Audit.)

102F

The Pilot's Audit Challenge

"You ask the AI: "Add a variable for engine heat.""

// 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; }
The Pilot's Audit Response

The AI Trap: "The Mystery Value"

This is "Context Vacuum." A designer might set heat to 100 thinking it's a percentage, causing the engine to explode instantly.

Capstone Mission: Audit the AI output to ensure a high-performance, responsive UI layout. [UI, Layout, Audit]
104F

The Pilot's Audit Challenge

"You ask the AI: "Push the car forward.""

// AI-Generated Code: Unstable Simulation void Update() { // Audit Fail: Applying force in Update means fast PCs push harder // than slow PCs. rb.AddForce(transform.forward * 10); }
The Pilot's Audit Response

The AI Trap: "The Jitterbug"

This is "Frame-Rate Dependency." The game physics behave differently on a 30FPS laptop vs a 120FPS gaming rig.

Capstone Mission: Audit the audio system for performance and spatial accuracy. [Audio, Spatial, Audit]
104E

The Pilot's Audit Challenge

"You ask the AI: "Check if I am standing on the ground.""

// AI-Generated Code: Unfiltered Scan if (Physics.Raycast(transform.position, Vector3.down, out hit)) { isGrounded = true; } // Audit Fail: This hits EVERYTHING. Including the player's own foot.
The Pilot's Audit Response

The AI Trap: "The Infinite Laser"

This is "Self-Detection." The raycast hits the player collider immediately and thinks the player is "grounded" in mid-air.

Direct the AI to use the OnAudioFilterRead method for procedural sound generation. [OnAudioFilterRead, data, samples]
102A

The Pilot's Audit Challenge

"You ask the AI: "Write a script that plays a sound when the player jumps.""

// AI-Generated Code: Fragile public class PlayerJump : MonoBehaviour { void Jump() { // Audit Fail: What if there is no AudioSource? // NullReferenceException: Object reference not set to an instance of an object GetComponent<AudioSource>().Play(); } }
The Pilot's Audit Response

The AI Trap: "The Silent Crash"

This is "Dependency Rot." If a designer accidentally removes the AudioSource, the entire Jump mechanic breaks. A professional script enforces its requirements.

Direct the AI to use UI Toolkit (UI Builder) for modern, responsive layouts. [UIToolkit, VisualElement, Style]
105A

The Pilot's Audit Challenge

"You ask the AI: "Create 10 enemies in the level.""

// AI-Generated Code: Manual Labor // The AI suggests duplicating the GameObject in the Hierarchy. // "Select the Enemy, press Ctrl+D 10 times."
The Pilot's Audit Response

The AI Trap: "The Scene Duplicate"

This is "Maintenance Debt." If you need to add a health bar later, you must do it 10 separate times.

Direct the AI to use the NavMesh system for intelligent character pathfinding. [NavMesh, Agent, destination]
104D

The Pilot's Audit Challenge

"You ask the AI: "Make the character jump.""

// AI-Generated Code: Weak Physics rb.AddForce(Vector3.up * 10); // Audit Fail: Default ForceMode is "Force" (Continuous). // A single frame of "Force" won't lift a heavy object.
The Pilot's Audit Response

The AI Trap: "The Feather Jump"

This is "Mode Mismatch." The character barely twitches because the force was meant to be applied over 10 seconds, not 1 frame.

Use a Coroutine to smoothly fade audio volume over time. [Coroutine, Lerp, Volume]
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