diff --git a/AGENTS.md b/AGENTS.md
index bba26ec9..8ed3dfbd 100644
--- a/AGENTS.md
+++ b/AGENTS.md
@@ -1,82 +1,100 @@
-# AGENTS GUIDE — Assets/AirConsole Focus
-
-The `airconsole-unity-plugin` project targets Unity 2022.3.x and ships the full AirConsole runtime, editor tooling, Android TV helpers, and WebGL controller templates. This guide is tailored to the contents under `Assets/AirConsole`.
-
-## What Lives in Assets/AirConsole
-
-- `scripts/Runtime`: Core API surface (`AirConsole.cs`), websocket/webview bridges (`WebsocketListener.cs`, `WebViewManager.cs`), runtime settings (`Settings.cs`, `AirconsoleRuntimeSettings.cs`, `NativeGameSizingSettings.cs`), logging (`AirConsoleLogger.cs`, `DebugLevel.cs`), platform runtime configurators, and Android plugin wrappers under `Runtime/Plugin/Android`.
-- `scripts/Editor`: Custom inspectors/windows (`Inspector.cs`, `SettingWindow.cs`, `PlayMode.cs`, `SafeAreaTester.cs`, `WebListener.cs`), build automation (`BuildAutomation/*`), project maintenance checks (`ProjectMaintenance/*`), and plugin developer helpers (`PluginDevelopment/*`).
-- `scripts/SupportCheck`: Unity version/platform validator ASMDEF used in-editor.
-- `scripts/Tests`: ASMDEF-scoped EditMode, PlayMode, and Editor tests.
-- `examples`: Sample scenes (`basic`, `pong`, `platformer`, `swipe`, `game-states`, `safe-area`, `translations`) for manual validation.
-- `extras`: Controller template HTML and `HighScoreHelper.cs`.
-- `plugins`: Managed dependencies (`Newtonsoft.Json.dll`, `websocket-sharp.dll`) plus Android native plugin payload under `plugins/Android`.
-- `unity-webview`: Embedded WebView plugin with runtime/editor asmdefs and native binaries under `Plugins`.
-- `unity-webview` is an imported external dependency. You are not allowed to alter it.
-- Docs and misc: `Documentation_1.7.pdf`, `Documentation for AndroidTV.pdf`, `Upgrade_Plugin_Version.md`, `README.txt`, `airconsole.prefs`, and the distributable `airconsole-code.unitypackage`.
-
-## Runtime Essentials
-
-- **API + bridge**: `AirConsole.cs` exposes the public API; `WebsocketListener` routes JSON actions/events; `WebViewManager` coordinates the embedded webview. Add new events in both the listener and the API surface.
-- **Config assets**: `AirconsoleRuntimeSettings.asset` and `NativeGameSizingSettings.asset` (in `scripts/Runtime/Resources`) hold defaults for ports, safe-area sizing, etc. Adjust via the editor UI instead of hardcoding.
-- **Platform setup**: Implementations of `IRuntimeConfigurator` (`AndroidRuntimeConfigurator`, `WebGLRuntimeConfigurator`, `EditorRuntimeConfigurator`) handle platform-specific initialization. Extend these rather than branching deep in the API.
-- **Android plugin wrappers**: `PluginManager`, `AndroidUnityUtils`, and callback helpers (`UnityPluginExecutionCallback`, `UnityPluginStringCallback`, `GenericUnityPluginCallback`, `UnityAndroidObjectProvider`) encapsulate Java bridge calls. Keep new native hooks consistent with these wrappers.
-- **Logging & diagnostics**: Use `AirConsoleLogger` with `DebugLevel` enums to respect runtime debug settings.
-
-## Editor & Build Tooling
-
-- **UI/inspectors**: `SettingWindow`, `Inspector`, `PlayMode`, `SafeAreaTester`, and `WebListener` provide editor UI and simulator hooks. Prefer extending these instead of adding ad-hoc windows.
-- **Build automation** (`scripts/Editor/BuildAutomation`):
- - `PreBuildProcessing` and `PostBuildProcess` wrap pre/post hooks; post steps validate WebGL template AirConsole JS versions.
- - `AndroidManifestProcessor`, `AndroidGradleProcessor`, `AndroidProjectProcessor`, `AndroidManifest`, and `AndroidXMLDocument` mutate generated Android projects/manifests. Use these helpers instead of manual IO.
-- **Project maintenance** (`ProjectMaintenance`): `ProjectDependencyCheck`, `SemVerCheck`, and `ProjectConfigurationCheck` enforce Unity version and project settings; `ProjectPreferenceManager/ProjectPreferences` manage stored preferences; `ProjectUpgradeEditor` supports upgrade flows.
-- **Plugin development helpers** (`PluginDevelopment`): `BuildHelper` hosts build/packaging entry points (Web/Android) and can auto-zip or auto-commit; `DevelopmentTools` includes additional packager utilities.
-
-## Tests, Samples, Validation
-
-- Tests live under `scripts/Tests` (EditMode/PlayMode/Editor asmdefs). Run via Unity Test Runner; some PlayMode tests expect Android as the active build target.
-- Manual checks: leverage sample scenes in `examples` to verify controller flows, safe-area behavior, translations, and Android TV input.
-- WebGL validation: keep `PostBuildProcess` version checks aligned with the AirConsole JS used in `Assets/WebGLTemplates/AirConsole-*`.
-
-## Dependencies & Third-Party
-
-- Managed DLLs: `Newtonsoft.Json.dll` and `websocket-sharp.dll` are under `plugins/` and referenced by runtime asmdefs.
-- Embedded webview: `unity-webview` includes runtime/editor code plus native libs under `unity-webview/Plugins`.
-- Android native pieces are under `plugins/Android`; ensure gradle/manifest processors remain compatible when updating them.
-
-## Common Workflows
-
-- **Add/extend an API event**: Update `WebsocketListener` to parse/route the action, expose it in `AirConsole`, and wire through logging; add tests where possible.
-- **Adjust runtime defaults**: Modify `AirconsoleRuntimeSettings.asset` or `NativeGameSizingSettings.asset` (via editor windows). Avoid hardcoded constants in code.
-- **Android manifest/Gradle edits**: Implement changes in `AndroidManifestProcessor`/`AndroidGradleProcessor`/`AndroidProjectProcessor`; ensure `useCustomMainManifest` stays enabled.
-- **WebGL template/JS version bumps**: Update constants/regex in `PostBuildProcess`, refresh `Settings.RequiredMinimumVersion` if needed, and sync HTML in `Assets/WebGLTemplates/AirConsole-*`.
-- **Packaging/exports**: Use `BuildHelper.BuildWeb()`, `BuildHelper.BuildAndroid()`, or `BuildHelper.BuildAndroidInternal()`; they run configuration checks and can zip outputs.
-
-## Guardrails & Gotchas
-
-- Conditional compilation is heavily used: `#if !DISABLE_AIRCONSOLE`, `UNITY_ANDROID`, `UNITY_EDITOR`, `UNITY_WEBGL`. Keep new code behind appropriate defines and asmdefs.
-- Respect asmdef boundaries (`AirConsole.Runtime`, `AirConsole.Editor`, `AirConsole.SupportCheck`, `AirConsole.Examples`, `unity-webview`); place new files in matching folders.
-- Embedded websocket/webview server underpins editor play; avoid breaking `WebsocketListener`/`WebViewManager` interactions (ports come from runtime settings).
-- Safe-area handling is central for Android TV/Automotive—maintain `OnSafeAreaChanged` flows and avoid state changes before safe-area readiness.
-- Build helper may auto-commit with `build: TIMESTAMP` when uncommitted changes exist; be mindful when running locally.
-
-## Event Queue Architecture (Thread-Safe Callbacks)
-
-The WebView plugin uses a thread-safe event queue to handle callbacks from native code (Android only at this point):
-
-### Event Processing Lifecycle
-
-Events are processed at multiple points to ensure timely delivery:
-
-1. **`Update()`**: Primary drain point (every frame)
-2. **`LateUpdate()`**: Secondary drain (end of frame)
-3. **`FixedUpdate()`**: Tertiary drain (physics frame / fixed timestep / before rendering)
-4. **`OnApplicationPause(false)`**: Flush on resume
-5. **`OnDisable()`**: Flush before component teardown
-6. **`OnApplicationQuit()`**: Final flush before app exit
-
-## Additional References
-
-- `Documentation_1.7.pdf` (setup/examples), `Documentation for AndroidTV.pdf`, and `Upgrade_Plugin_Version.md` for upgrade flows.
-- Controller HTML template: `extras/controller-template.html`.
-- Quick intro: `Assets/AirConsole/README.txt`; preferences file `airconsole.prefs`.
+# airconsole-unity-plugin
+## OVERVIEW
+AirConsole SDK for Unity.
+C# wrapper around the AirConsole browser API.
+Android native bridge for Android builds.
+WebGL JavaScript generation for browser builds.
+Main targets: Android and WebGL.
+Bridge languages: C#, Java or Kotlin, JavaScript.
+Two message patterns exist.
+Old pattern: polling through `GetMessage()`.
+New pattern: queue based event delivery.
+Prefer queue based delivery for new Android bridge behavior.
+## ENTRY POINT
+Main SDK entry: `Assets/AirConsole/scripts/Runtime/AirConsole.cs`.
+`AirConsole.cs` owns the singleton.
+The singleton is the main public API surface.
+Unity scenes call this API for connection state, messages, device data, and platform actions.
+Android bridge entry uses `AndroidJavaProxy`.
+Native callbacks enter Unity through proxy handlers.
+WebGL entry uses generated JavaScript.
+Generated JS exposes the runtime browser interface for Unity WebGL builds.
+## ARCHITECTURE
+Old Android message path:
+1. Native side stores incoming messages.
+2. Unity polls with `GetMessage()`.
+3. `UnitySendMessageDispatcher` forwards payloads into Unity.
+4. C# parses payloads and raises SDK callbacks.
+New Android message path:
+1. Native side calls an `AndroidJavaProxy` callback.
+2. Proxy receives payloads off the Unity main thread.
+3. Proxy writes work items into a `ConcurrentQueue`.
+4. Unity main thread drains the queue.
+5. SDK events fire during main thread processing.
+WebGL message path:
+1. Build postprocess generates JS from C# reflection.
+2. Runtime JS binds Unity calls to AirConsole browser API calls.
+3. Browser callbacks route back into Unity.
+## ANDROID BRIDGE
+Android bridge code lives under `Assets/AirConsole/plugins/Android/`.
+`PluginManager` initializes native bridge state.
+`PluginManager` connects Unity runtime and Android plugin code.
+`AndroidJavaProxy` handles messages from native code.
+Proxy handlers must stay small.
+Proxy handlers must not call Unity APIs directly from background threads.
+Use the main thread queue for message delivery.
+Use `ConcurrentQueue` for thread safe handoff.
+Drain queued actions or messages from Unity main thread update flow.
+Preserve payload shape when moving between native and C#.
+## WEBGL EXPORT
+Build postprocess generates `airconsole-unity-plugin.js`.
+Generation uses C# reflection.
+Generated JS mirrors the callable SDK surface needed by WebGL builds.
+Runtime JS interface talks to the AirConsole browser API.
+Unity WebGL calls route through generated JS functions.
+Browser events route back into Unity objects.
+Change the generator or C# source instead of hand editing generated JS.
+## STRUCTURE
+`Assets/AirConsole/` contains the main SDK.
+`Assets/AirConsole/scripts/Runtime/AirConsole.cs` contains the singleton and main public API.
+`Assets/AirConsole/plugins/Android/` contains native bridge code and Android plugin assets.
+`Assets/AirConsole/scripts/Editor/` contains editor tooling and build postprocessing.
+`Assets/AirConsole/scripts/Editor/BuildAutomation/` is the build generation area.
+Sample scenes live under the AirConsole assets tree.
+## WHERE TO LOOK
+Main SDK: `Assets/AirConsole/scripts/Runtime/AirConsole.cs`.
+Android bridge: `Assets/AirConsole/plugins/Android/`.
+Build generation: `Assets/AirConsole/scripts/Editor/BuildAutomation/`.
+Generated WebGL interface and sample integration: `airconsole-unity-plugin.js`, sample scenes.
+## BUILD POSTPROCESSING
+Unity build postprocess auto runs after supported builds.
+It generates Android manifests when needed.
+It handles AndroidX setup.
+It copies Android AAR files into the build output.
+It links iOS frameworks for supported exports.
+It generates WebGL JavaScript interface files.
+It can export `.unitypackage` distribution packages.
+## TESTING
+Automated tests are limited.
+Use Unity Test Runner when relevant.
+Most confidence comes from integration testing.
+Run sample scenes for message flow checks.
+Test Android bridge behavior on Android builds.
+Test WebGL behavior in exported WebGL builds.
+Verify old polling behavior when touching legacy paths.
+Verify queue based behavior when touching new bridge paths.
+## EXPORTS
+Distribution output is a `.unitypackage`.
+The package includes AirConsole `Assets` and all required `Plugins` content.
+The package must include Android bridge assets and WebGL runtime generation support.
+## COMMANDS
+Unity build: run from Unity Editor or configured Unity batchmode build.
+PostprocessBuild auto runs during Unity build.
+Export package: use Unity export package workflow for `.unitypackage`.
+Run tests: use Unity Test Runner for EditMode and PlayMode suites.
+## FORBIDDEN
+NEVER hardcode device IDs.
+NO platform specific code outside `plugins/`.
+Do not bypass the main thread queue for Android callbacks.
+Do not call Unity APIs directly from Android background callbacks.
+Do not edit generated WebGL JS when generator changes are required.
diff --git a/Assets/AirConsole/AGENTS.md b/Assets/AirConsole/AGENTS.md
new file mode 100644
index 00000000..e8103c4f
--- /dev/null
+++ b/Assets/AirConsole/AGENTS.md
@@ -0,0 +1,26 @@
+# Assets/AirConsole
+
+This subtree contains the shipped Unity runtime, editor tooling, examples, and native wrappers.
+
+## Local Focus Areas
+
+- Runtime API and bridges: `scripts/Runtime/`
+- Editor tooling and build processors: `scripts/Editor/`
+- Automated tests: `scripts/Tests/`
+- Examples and manual smoke scenes: `examples/`
+
+## Local Invariants
+
+- Extend platform-specific behavior through the existing configurators and Android wrapper classes instead of scattering `#if UNITY_*` checks.
+- Keep asmdef boundaries intact (`AirConsole.Runtime`, `AirConsole.Editor`, `AirConsole.SupportCheck`, examples/tests).
+- Preserve safe-area and main-thread callback behavior when touching Android or WebView flows.
+- Treat `unity-webview/` as vendored unless the task explicitly belongs there.
+
+## Common Checks
+
+- Add matching runtime/editor tests where feasible.
+- For manifest or Gradle output changes, use the existing build processors in `scripts/Editor/BuildAutomation/`.
+
+## Learnings
+
+- _None yet._
diff --git a/Assets/AirConsole/AGENTS.md.meta b/Assets/AirConsole/AGENTS.md.meta
new file mode 100644
index 00000000..88282192
--- /dev/null
+++ b/Assets/AirConsole/AGENTS.md.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/AirConsole/examples/AirConsole.Examples.asmdef b/Assets/AirConsole/examples/AirConsole.Examples.asmdef
index 48fa51e6..b8c0d637 100644
--- a/Assets/AirConsole/examples/AirConsole.Examples.asmdef
+++ b/Assets/AirConsole/examples/AirConsole.Examples.asmdef
@@ -1,24 +1,25 @@
{
- "name": "AirConsole.Examples",
- "rootNamespace": "NDream.AirConsole.Examples",
- "references": [
- "AirConsole.Runtime"
- ],
- "includePlatforms": [
- "Android",
- "Editor",
- "WebGL"
- ],
- "excludePlatforms": [],
- "allowUnsafeCode": false,
- "overrideReferences": true,
- "precompiledReferences": [
- "Newtonsoft.Json.dll"
- ],
- "autoReferenced": true,
- "defineConstraints": [
- "UNITY_2022_3_OR_NEWER"
- ],
- "versionDefines": [],
- "noEngineReferences": false
+ "name": "AirConsole.Examples",
+ "rootNamespace": "NDream.AirConsole.Examples",
+ "references": [
+ "AirConsole.Runtime",
+ "Unity.TextMeshPro"
+ ],
+ "includePlatforms": [
+ "Android",
+ "Editor",
+ "WebGL"
+ ],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false,
+ "overrideReferences": true,
+ "precompiledReferences": [
+ "Newtonsoft.Json.dll"
+ ],
+ "autoReferenced": true,
+ "defineConstraints": [
+ "UNITY_2022_3_OR_NEWER"
+ ],
+ "versionDefines": [],
+ "noEngineReferences": false
}
\ No newline at end of file
diff --git a/Assets/AirConsole/examples/basic/controller.html b/Assets/AirConsole/examples/basic/controller.html
index e4b24401..dc7dee90 100644
--- a/Assets/AirConsole/examples/basic/controller.html
+++ b/Assets/AirConsole/examples/basic/controller.html
@@ -2,7 +2,7 @@
-
+
+
+
+
+
+
+ Look at the screen!
+
+
diff --git a/Assets/AirConsole/examples/configuration/configuration-controller.html.meta b/Assets/AirConsole/examples/configuration/configuration-controller.html.meta
new file mode 100644
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diff --git a/Assets/AirConsole/examples/configuration/configuration.unity b/Assets/AirConsole/examples/configuration/configuration.unity
new file mode 100644
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diff --git a/Assets/AirConsole/examples/configuration/configuration.unity.meta b/Assets/AirConsole/examples/configuration/configuration.unity.meta
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diff --git a/Assets/AirConsole/examples/game-states/controller-game-states.html b/Assets/AirConsole/examples/game-states/controller-game-states.html
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--- a/Assets/AirConsole/examples/game-states/controller-game-states.html
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Controller - Game states
-
+
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