diff --git a/.github/copilot-instructions.md b/.github/copilot-instructions.md index 168720d..aa12037 100644 --- a/.github/copilot-instructions.md +++ b/.github/copilot-instructions.md @@ -56,7 +56,7 @@ Each effect follows this structure: 2. A dedicated `MonoBehaviour` runner (nested in the same file or a sibling file) spawned via `EffectRuntimeController.Instance.SpawnRunner(...)` inside `TrySchedule`. 3. The runner handles timing (start/end beat), per-frame updates in `LateUpdate`, and cleanup in `Stop`/`OnDisable`. 4. Registration via `EffectDefinitionRegistry.Initialize(...)` using `Register(new YourEffect())`. -5. Documentation media at `docs/effects//preview.gif` and `docs/effects//demo.mp4`, and an entry in `docs/effects/README.md`. +5. A short `.mp4` preview video (uploaded to GitHub, not stored in the repository) showing the event selected with its properties and the effect being applied in the editor, with the link included in `docs/effects/README.md` under the **Preview** section. Since agents cannot run the game to record this, include the following placeholder instead and leave it for the PR author to replace: ``. **Handling effect conflicts and concurrent instances:** - Before implementing a new effect, consider how it interacts with all existing effects when running simultaneously. diff --git a/README.md b/README.md index f7af0f1..fbe43f6 100644 --- a/README.md +++ b/README.md @@ -47,10 +47,8 @@ If `BepInExPluginsDir` exists, build output is copied there automatically. 4. Add a dedicated runtime runner `MonoBehaviour` for the effect (in the same file or a sibling file). 5. Implement `TrySchedule` to read entity properties and spawn your runner through `EffectRuntimeController.Instance.SpawnRunner(...)`. 6. Register the effect once in `EffectDefinitionRegistry.Initialize(...)` using `Register(new YourEffect())`. -7. Add media for documentation: - - `docs/effects//preview.gif` - - `docs/effects//demo.mp4` -8. Update `docs/effects/README.md`. +7. Record a short `.mp4` preview video showing the event selected with its properties and the effect being applied in the editor. Upload it to GitHub (e.g. by attaching it to a PR comment or issue) and copy the resulting link. +8. Update `docs/effects/README.md` and include the uploaded video link under the **Preview** section for the new effect. ### Pull requests