First Rehearsal Walkthrough

A complete operational guide for taking your project from unverified builds to your first green rehearsal matrix.

Table of Contents

  1. Prerequisites
  2. Step 1: Open the Guided Setup Wizard
  3. Step 2: Build and Register Baseline Release (v1.0.0)
  4. Step 3: Create Content Modifications for Candidate (v2.0.0)
  5. Step 4: Define Your Content Contract
  6. Step 5: Execute in the Rehearsal Room

Prerequisites

Before starting your first rehearsal, ensure:

  1. PatchProof is imported into your Unity project (Assets/Decnet/PatchProof).
  2. The Addressables package is active and your content is grouped under Window > Asset Management > Addressables > Groups.
  3. You have built your Addressables content at least once (Build > New Build > Default Build Script).

Step 1: Open the Guided Setup Wizard

Navigate to:

Tools > PatchProof > Guided Setup Wizard

The wizard checks your project settings:

  • Addressables Settings Asset: Confirms AddressableAssetSettings.asset is found in Assets/AddressableAssetsData/.
  • Build Remote Catalog: Verifies that “Build Remote Catalog” is checked in your Addressables settings.
  • Remote Paths: Ensures your remote load path is set to a variable URL or default staging template.

Click “Apply Guided Configuration” to establish initial registry directories.


Step 2: Build and Register Baseline Release (v1.0.0)

  1. Open Window > Asset Management > Addressables > Groups.
  2. Click Build > New Build > Default Build Script.
  3. Once the build finishes, build a Windows Standalone executable:
    • File > Build Profiles (or Build Settings).
    • Target: Windows Standalone (x86_64).
    • Path: Builds/Game_v1.0.0/Game.exe.
    • Ensure PatchProofProbe is attached in your starting scene.
  4. Open Tools > PatchProof > Release Registry.
  5. Click “Register Release”:
    • Release ID: v1.0.0
    • Platform: WindowsStandalone
    • Content Folder: Point to ServerData/StandaloneWindows64/.
    • Executable: Point to Builds/Game_v1.0.0/Game.exe.
  6. Click “Lock Manifest & Compute Checksums”.

Step 3: Create Content Modifications for Candidate (v2.0.0)

Now, simulate a realistic content update in your project:

  1. Modify a material or add a new texture to an addressable prefab.
  2. In the Addressables Groups window, click Build > Update a Previous Build.
  3. Select the addressables_content_state.bin generated during the v1.0.0 build.
  4. Addressables builds the updated catalog and differential bundles!
  5. Open Tools > PatchProof > Release Registry.
  6. Register the candidate release:
    • Release ID: v2.0.0
    • Content Folder: Point to the newly updated build folder.
    • Executable: Point to the existing v1.0.0 executable (simulating an older client running against the new update!).
  7. Click “Lock Manifest & Compute Checksums”.

Step 4: Define Your Content Contract

  1. In the Release Registry, switch to the Content Contracts tab.
  2. Click “New Contract” and name it CoreReleaseContract.
  3. Add the primary asset keys that your game loads on startup.
  4. Click “Validate Contract Offline” to verify that the candidate catalog contains these keys.

Step 5: Execute in the Rehearsal Room

  1. Navigate to Tools > PatchProof > Rehearsal Room.
  2. Set:
    • Baseline: v1.0.0
    • Candidate: v2.0.0
    • Contract: CoreReleaseContract
    • Client Mode: Instrumented Binary
  3. Click “Run Full Rehearsal Matrix”.
  4. Observe the console output as the local origin initializes, the executable spawns, the probe completes the handshake, and the scenario tiles populate with green checkmarks.
  5. Click “Export Release Report” to save your first verified release dossier!

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Copyright © 2026 Decnet Games. PatchProof — Addressables Release Rehearsal Lab. Available on the Unity Asset Store (Short link: u3d.as/4g0P). Tested on Unity 6000.5.4f1 LTS with Addressables 2.9.1. All rights reserved.

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