First Rehearsal Walkthrough
A complete operational guide for taking your project from unverified builds to your first green rehearsal matrix.
Table of Contents
- Prerequisites
- Step 1: Open the Guided Setup Wizard
- Step 2: Build and Register Baseline Release (v1.0.0)
- Step 3: Create Content Modifications for Candidate (v2.0.0)
- Step 4: Define Your Content Contract
- Step 5: Execute in the Rehearsal Room
Prerequisites
Before starting your first rehearsal, ensure:
- PatchProof is imported into your Unity project (
Assets/Decnet/PatchProof). - The Addressables package is active and your content is grouped under
Window > Asset Management > Addressables > Groups. - 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.assetis found inAssets/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)
- Open
Window > Asset Management > Addressables > Groups. - Click Build > New Build > Default Build Script.
- Once the build finishes, build a Windows Standalone executable:
File > Build Profiles(orBuild Settings).- Target: Windows Standalone (x86_64).
- Path:
Builds/Game_v1.0.0/Game.exe. - Ensure
PatchProofProbeis attached in your starting scene.
- Open
Tools > PatchProof > Release Registry. - 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.
- Release ID:
- Click “Lock Manifest & Compute Checksums”.
Step 3: Create Content Modifications for Candidate (v2.0.0)
Now, simulate a realistic content update in your project:
- Modify a material or add a new texture to an addressable prefab.
- In the Addressables Groups window, click Build > Update a Previous Build.
- Select the
addressables_content_state.bingenerated during the v1.0.0 build. - Addressables builds the updated catalog and differential bundles!
- Open
Tools > PatchProof > Release Registry. - Register the candidate release:
- Release ID:
v2.0.0 - Content Folder: Point to the newly updated build folder.
- Executable: Point to the existing
v1.0.0executable (simulating an older client running against the new update!).
- Release ID:
- Click “Lock Manifest & Compute Checksums”.
Step 4: Define Your Content Contract
- In the Release Registry, switch to the Content Contracts tab.
- Click “New Contract” and name it
CoreReleaseContract. - Add the primary asset keys that your game loads on startup.
- Click “Validate Contract Offline” to verify that the candidate catalog contains these keys.
Step 5: Execute in the Rehearsal Room
- Navigate to
Tools > PatchProof > Rehearsal Room. - Set:
- Baseline:
v1.0.0 - Candidate:
v2.0.0 - Contract:
CoreReleaseContract - Client Mode:
Instrumented Binary
- Baseline:
- Click “Run Full Rehearsal Matrix”.
- 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.
- Click “Export Release Report” to save your first verified release dossier!