Knowledge Retention Phase

Reflex Training: Navigator

Displaying 6 random protocols (out of 42 available).
(Hover over the cards to reveal the Pilot's Audit.)

305B

The Pilot's Audit Challenge

"You ask the AI: "Create a health script.""

// AI-Generated Code: Desync City public int health = 100; void TakeDamage(int dmg) { // Audit Fail: This happens only on the shooter's screen. // The victim doesn't know they died. health -= dmg; }
The Pilot's Audit Response

The AI Trap: "The Local Variable"

This is "State Desynchronization." The game state is now different for every player.

A skilled Navigator directs the AI to use NetworkVariables. [NetworkVariable, Server, Value]
303B

The Pilot's Audit Challenge

"You ask the AI: "Generate a plane mesh with code.""

// AI-Generated Code: Inefficient Loops void Start() { Mesh mesh = new Mesh(); // Audit Fail: AI often forgets to optimize index buffers // or creates duplicate vertices, doubling memory usage. List<Vector3> verts = new List<Vector3>(); ... }
The Pilot's Audit Response

The AI Trap: "The High-Poly Crash"

This is "Geometry Bloat." Poorly constructed procedural meshes consume 3x the memory needed and tear textures at the seams.

A skilled Navigator directs the AI to manage the Vertex Budget. [vertices, triangles, mesh]
304B

The Pilot's Audit Challenge

"You ask the AI: "Pass the target from the vision script to the attack script.""

// AI-Generated Code: Hard Coupling class Vision { public Attack attackScript; // Dependency void Update() { if (seePlayer) attackScript.SetTarget(player); } }
The Pilot's Audit Response

The AI Trap: "The Private Memory"

This is "Referential Glue." You cannot reuse the Vision script on a unit that doesn't have an Attack script.

A skilled Navigator directs the AI to use a Blackboard. [Blackboard, shared, data]
303D

The Pilot's Audit Challenge

"You ask the AI: "Generate an infinite runner terrain.""

// AI-Generated Code: The Memory Leak void Update() { // Audit Fail: It just keeps adding new ground forever. // Eventually, your RAM fills up and the game crashes. SpawnNextPlatform(); }
The Pilot's Audit Response

The AI Trap: "The Flat Earth"

This is "Resource Exhaustion." You must recycle the world behind you to build the world ahead of you.

A skilled Navigator directs the AI to use Object Pooling and Distance Checks. [recycle, position, chunk]
302C

The Pilot's Audit Challenge

"You ask the AI: "Spawn a Red Drone and a Blue Drone.""

// AI-Generated Code: Scattered Logic void SpawnRed() { var d = Instantiate(redPrefab); d.color = Color.red; d.ammo = 100; } void SpawnBlue() { var d = Instantiate(bluePrefab); d.color = Color.blue; d.ammo = 50; }
The Pilot's Audit Response

The AI Trap: "The Clone Spammer"

This is "Initialization Drift." If you later decide all drones need a health bar, you have to find and fix every single spawn function in your project.

A skilled Navigator directs the AI to use a Factory. [Factory, Create, Enum]
300F

The Pilot's Audit Challenge

"You ask the AI: "Make the enemies play a complex breathing animation and calculate pathfinding.""

// AI-Generated Code: Audit Failure (Optimization Drag) void Update() { // Audit Fail: This complex math runs for every enemy // even if they are 5 miles behind the camera. CalculateComplexAIPathfinding(); UpdateDetailedProceduralAnimation(); }
The Pilot's Audit Response

The AI Trap: "The Invisible Drain"

It’s a waste of resources. High-performing games use "Culling" to ensure the CPU is only working on what actually impacts the player's immediate experience.

A skilled Navigator directs the AI to use Visibility Callbacks. [OnBecameVisible, OnBecameInvisible, visible]
Load New Sector

Refreshes grid with 6 new random protocols