Multi-Surface Visible Behavior
May 17, 2026 ยท View on GitHub
Use when the same visible behavior must work across multiple scenes, UI previews, transitions, gameplay runtime, prefabs, or surfaces.
Trigger examples:
- "also make it happen after the scene transition"
- "menu and gameplay should both show the same pose"
- "preview works but runtime does not"
- "same model/animation/sprite behavior across menu and runtime"
Multi-Surface Visible Behavior Lock
Before editing any surface, prove all requested surfaces:
requested visible behavior:
surface list:
surface:
visible object:
runtime GameObject/component:
owner controller/presenter:
active caller:
writer/update method:
asset/sprite/model/factory dependency:
active asset/sprite/model name:
variant paths/names checked:
fallback behavior if variant missing:
validation method:
Do not patch only the first proven surface when another requested surface remains unproven. If one surface is only a preview/transition and another is gameplay/runtime, prove both or return the missing proof plan.