# Linux build The project targets **Unity 2018.1.6f1**. Keep this version for now: the simulation uses the bundled UNet networking API and the legacy .NET runtime. No engine migration has been made. ## Toolchain The following tools were installed and launched on this Debian 13 x86_64 host: - Unity Editor: `/opt/unity/2018.1.6f1/Editor/Unity`, including Linux player support. - Blender 2.79b: `/opt/blender-2.79b-linux-glibc219-x86_64/blender`, also available as `blender` on PATH. The project's Blender models use the 2.79 file format. - GTK 2, libsoup 2.4, GLU, and GConf 2 compatibility libraries. GConf was installed from Debian's `libgconf-2-4_3.2.6-8_amd64.deb` and `gconf2-common_3.2.6-8_all.deb`; Debian 13 no longer ships those packages. - Xvfb and xauth for running the old editor without a desktop display. Downloads: [Unity 2018.1.6f1](https://unity.com/releases/editor/whats-new/2018.1.6f1), [Blender 2.79b](https://download.blender.org/release/Blender2.79/), [Debian GConf packages](https://deb.debian.org/debian/pool/main/g/gconf/). ## Build command Once Unity is activated and the damaged source assets below are restored: ```sh ./build-linux.sh ``` For an editor installed elsewhere: ```sh UNITY_EDITOR=/path/to/2018.1.6f1/Editor/Unity ./build-linux.sh ``` The intended output is `Builds/linux/Simulation.x86_64`, with its accompanying data directory. The editor log is `Builds/linux/build.log`. The build uses `Assets/Scenes/Main.unity`; the original settings incorrectly named the absent `SampleScene.unity` despite already containing Main's GUID. The existing standalone startup code selects the client menu. This build command preserves that behavior. ## Current blockers and verification **No Linux executable has been built.** The editor starts, but the attempted batch build exits with status 1 at license activation: ```text Failed to activate/update license. Missing or bad username and password. ``` Unity Personal is free for eligible users, but still requires activation. For a desktop session, sign in to Unity Hub, then use Settings > Licenses > Add license > Get a free personal license if it is not activated automatically. See [Unity's Hub license instructions](https://docs.unity.com/en-us/hub/manage-license). For SSH access, Unity CLI 1.0.0-beta.9 is installed at `/root/.local/bin/unity`, along with GNOME Keyring and `libsecret-tools`. Its login command prints a URL that can be opened in a browser on another device. Run `./unity-ssh.sh` as the same Linux user that will run the build. It starts a private D-Bus session and a dedicated Unity keyring under `~/.local/share/unity-ssh/keyrings`, leaving the desktop login keyring intact. Choose a password on first use and use the same password when reopening the helper. This password protects saved credentials locally; enter your Unity account password only on Unity's sign-in page. The helper verifies that the keyring can store and retrieve a test credential before opening a shell. In that shell, run: ```sh unity auth login unity license activate --personal --accept-eula unity license status ``` The activation command accepts the Unity Personal license terms. Type `exit` when finished to close the shell and its keyring session. The command options and browser-assisted login startup have been checked here. Keyring tests with temporary credentials cover creation, reopening, incorrect password rejection, inherited desktop sessions, and concurrent-session rejection. The CLI's own credential-store check resolves the Secret Service backend inside the helper. Run `./unity-ssh.sh --check` to check the keyring without starting a Unity sign-in. Sign-in, activation, and compatibility with the old editor still need to be verified. See [Unity CLI instructions](https://docs.unity.com/en-us/unity-cli/use-unity-cli) and [release notes](https://docs.unity.com/en-us/unity-cli/release-notes). There is also existing file corruption, independent of activation. An audit found **33 asset files whose contents are Unity metadata instead of their expected source/model/image/material data**. Five of these are C# source files: - `UnityProject/Assets/Scripts/CarLL.cs` - `UnityProject/Assets/Scripts/misc/trafficLightColor.cs` - `UnityProject/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs` - `UnityProject/Assets/!ext/PostProcessing/Editor/PostProcessingInspector.cs` - `UnityProject/Assets/!ext/PostProcessing/Editor/Monitors/WaveformMonitor.cs` A separate compilation attempt with Unity's bundled Mono compiler and genuine 2018.1 assemblies fails with `CS8025: Parsing error` in `VirtualInput.cs`. The full asset list is in the local `Builds/linux/source-audit.txt`; compiler output is in `Builds/linux/script-check/compile.log`. Some metadata is damaged too: there are duplicated GUIDs, source code stored in `.cs.meta` files, and empty directories with `.meta` names. The file at `UnityProject/Scripts/CarLL.cs` is not a usable backup: it contains a `TrafficController` class. A clean original checkout/archive is needed to restore these files reliably. Existing assets and the old Library cache were left intact.