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release: CoreAI 5.6.1
Bump all five packages 5.6.0 -> 5.6.1 in lockstep. AgentBuilder.Build() now auto-registers with the global policy when present; solution-wide code-style pass (shared .editorconfig with attributes one-per-line, WHY/TODO/HACK comment convention applied across the runtime). Formatting/comments only beyond the Build() change; compiles clean, EditMode gate green.
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Assets/CoreAI/CHANGELOG.md

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## [Unreleased]
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## 5.6.1 - Build-time policy registration + code-style pass (2026-07-11)
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- **`AgentBuilder.Build()` auto-applies to the global policy.** When `CoreAIAgent.Policy` exists, `Build()`
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now registers the config immediately (on top of the first-Ask auto-registration), so a role is routable
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the moment it is built. `BuildDetached()` still leaves the global policy untouched. Solution-wide Rider
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reformat applied (shared `.editorconfig`; attributes stay one-per-line).
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the moment it is built. `BuildDetached()` still leaves the global policy untouched.
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- **Code-style pass.** Solution-wide Rider reformat under the shared `.editorconfig` (attributes stay
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one-per-line, verified 0 re-collapsed); obvious comments stripped and genuine ones tagged
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`// WHY:` / `// TODO:` / `// HACK:` across the whole runtime (portable core, Unity host, Lua-CSharp mods).
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## 5.6.0 - Simpler agent API, code-style rules, benchmark comparison (2026-07-11)
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Assets/CoreAI/package.json

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{
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"name": "com.neoxider.coreai",
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"version": "5.6.0",
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"version": "5.6.1",
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"displayName": "CoreAI",
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"unity": "6000.0",
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"description": "Portable C# core for CoreAI \u2014 LLM agents that call your game code. Orchestration, function-calling tools, agent memory, AgentBuilder, SkillSet, and production resilience (retries, timeouts, rate limits), with no UnityEngine dependency. LLM and Lua are optional modules (COREAI_NO_LLM / COREAI_NO_LUA), so the core compiles without them \u2014 install only what your game uses. Unity integration ships in com.neoxider.coreaiunity.",
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{
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"name": "com.neoxider.coreaibenchmark",
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"version": "5.6.0",
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"version": "5.6.1",
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"displayName": "CoreAI Benchmark",
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"unity": "6000.0",
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"description": "LLM game-creation benchmark harness and scenarios for CoreAI: drives execute_lua and world_command through real PlayMode scenarios (G1-G8), grades tool correctness, reasoning, instruction adherence, and determinism, and reports suite/role fitness scores. Depends on com.neoxider.coreai / com.neoxider.coreaiunity / com.neoxider.coreaimods.",
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"license": "PolyForm-Noncommercial-1.0.0",
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"licensesUrl": "https://github.com/NeoXider/CoreAI/blob/main/LICENSE",
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"dependencies": {
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"com.neoxider.coreai": "5.6.0",
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"com.neoxider.coreaiunity": "5.6.0",
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"com.neoxider.coreaimods": "5.6.0"
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"com.neoxider.coreai": "5.6.1",
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"com.neoxider.coreaiunity": "5.6.1",
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"com.neoxider.coreaimods": "5.6.1"
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}
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}

Assets/CoreAIHub/package.json

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{
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"name": "com.neoxider.coreaihub",
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"version": "5.6.0",
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"version": "5.6.1",
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"displayName": "CoreAI Hub (UI Toolkit)",
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"unity": "6000.0",
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"description": "Optional UI Toolkit window for CoreAI: a tabbed Hub that renders pages registered into CoreAI's HubPageRegistry (Chat, Settings, Statistics, Mods, and C#/Lua-authored pages). Lazy per-tab content, live tab rebuild on register/unregister, semi-transparent runtime panel, and a future path to Unity 6.5 world-space PanelRenderer. Install this package only when you want the built-in Hub window; without it CoreAI still exposes the registry so you can render pages on your own uGUI/UITK canvas via the API. Depends on com.neoxider.coreai.",
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"license": "PolyForm-Noncommercial-1.0.0",
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"licensesUrl": "https://github.com/NeoXider/CoreAI/blob/main/LICENSE",
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"dependencies": {
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"com.neoxider.coreai": "5.6.0",
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"com.neoxider.coreaiunity": "5.6.0"
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"com.neoxider.coreai": "5.6.1",
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"com.neoxider.coreaiunity": "5.6.1"
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}
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}

Assets/CoreAIMods/package.json

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{
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"name": "com.neoxider.coreaimods",
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"version": "5.6.0",
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"version": "5.6.1",
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"displayName": "CoreAI Mods (Lua)",
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"unity": "6000.0",
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"description": "Lua modding layer for CoreAI: the Lua-CSharp sandbox (managed, AOT-safe, WebGL/IL2CPP-ready — bundled, no external package), execute_lua and manage_mods tools, the Lua Modding skill, the mod runtime, persistent mod stores, gameplay bindings, and mod UI. Depends on com.neoxider.coreai / com.neoxider.coreaiunity. Install this package only when you want AI/player-authored Lua mods; without it CoreAI compiles Lua-free.",
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"license": "PolyForm-Noncommercial-1.0.0",
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"licensesUrl": "https://github.com/NeoXider/CoreAI/blob/main/LICENSE",
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"dependencies": {
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"com.neoxider.coreai": "5.6.0",
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"com.neoxider.coreaiunity": "5.6.0"
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"com.neoxider.coreai": "5.6.1",
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"com.neoxider.coreaiunity": "5.6.1"
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}
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}

Assets/CoreAiUnity/CHANGELOG.md

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## [Unreleased]
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## 5.6.1 - Build-time policy registration + code-style pass (2026-07-11)
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- **`AgentBuilder.Build()` auto-registers with the global policy** when one exists (immediate routability);
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`BuildDetached()` stays inert. Solution-wide Rider reformat under the shared `.editorconfig` (attributes
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one-per-line) and the `// WHY:` / `// TODO:` / `// HACK:` comment convention applied across the host source.
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## 5.6.0 - Simpler agent API, code-style rules, benchmark comparison (2026-07-11)
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- **`ApplyToPolicy` is now optional.** `AskAsync`/`AskWithCallback` auto-register the built `AgentConfig`

Assets/CoreAiUnity/package.json

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{
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"name": "com.neoxider.coreaiunity",
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"version": "5.6.0",
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"version": "5.6.1",
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"displayName": "CoreAI Unity",
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"unity": "6000.0",
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"description": "Unity framework for LLM-powered NPCs and agents that call your game code \u2014 drop-in chat UI, function-calling tools, persistent memory, token-by-token streaming, and per-role LLM routing. Runs on a local GGUF model (via LLMUnity) or any OpenAI-compatible API; proven on a 4 GB local model. Unity layer for com.neoxider.coreai.",
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"license": "PolyForm-Noncommercial-1.0.0",
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"licensesUrl": "https://github.com/NeoXider/CoreAI/blob/main/LICENSE",
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"dependencies": {
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"com.neoxider.coreai": "5.6.0"
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"com.neoxider.coreai": "5.6.1"
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}
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}

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