December 7, 2025
MILESTONE: Full Stack AI Workflow - The Complete System
Two breakthroughs in one day. This is the moment everything clicked.
Morning - The Assembly Line: Launched my first
agent swarmMultiple AI agents working in parallel on different tasks simultaneously
with custom agent.md persona files. Nine specialized agents building different Basement OS modules simultaneously - DT_Core, DT_Shell, DT_Theme, weather app, GitHub app, each with injected expertise. This is horizontal scaling - volume without sacrificing architecture.
The Gap: Agents could write perfect code, but Unity wouldn't compile it. Files sat on disk, ignored. I was still manually clicking "Compile" in the Inspector. The automation loop was broken.
Afternoon - The Missing Link: Found UdonSharpAssetRepair.cs - the linchpin I'd been missing. This utility script forces Unity to acknowledge programmatically-written files, generates the .asset files, and triggers compilation. It's the bridge between "AI writes code" and "Unity actually runs it."
The Complete System: Now Claude writes code → triggers UdonSharpAssetRepair → Unity compiles → enters Play mode → reads console logs → fixes errors → repeats. Zero human intervention. The swarm builds the car fast (volume). The automation pipeline ensures it doesn't explode when you turn the key (quality assurance).
The Learning: This is tooling engineering. The swarm was impressive, but useless without the testing loop. UdonSharpAssetRepair is a 200-line script that unlocks millions of dollars in productivity. Finding these linchpins - the small pieces that complete the system - that's the skill companies pay for.
Why It Matters: I went from "AI-assisted developer" to "AI workflow architect." The difference? I'm not just using tools - I'm building the automation that makes the tools useful. That's the career transition I'm chasing.
MILESTONE
automation
architecture
ai
Agent Swarm
Unity MCP
UdonSharpAssetRepair
Claude Code
December 6, 2025
MILESTONE: Closed-Loop Agent System
This is a big one. I've been working with
Claude CodeAn AI coding assistant by Anthropic that can read, write, and execute code autonomously
to build out the Basement OS kernel, and we finally cracked the automation problem.
The Problem: With
UdonSharpA C# to Udon compiler that lets you write VRChat scripts in familiar C# syntax instead of visual programming,
AI can write perfect code that won't run. Unity needs to generate .asset files, attach them to GameObjects, and compile everything. My first two attempts failed because Claude would generate code with no way to test it. I was still the button-clicker.
The Solution:
Unity MCPModel Context Protocol - a way for AI agents to communicate with Unity Editor directly
gave Claude hands. Now it does the full loop: write script → trigger compilation → check errors → attach to GameObjects → enter Play mode → verify. Zero human intervention.
The Learning: This taught me that real automation isn't about speed - it's about eliminating the feedback loop. I went from "human as button-clicker" to "human as architect." That's the leadership transfer I'm after. As
HumanLayer puts it, good AI tooling is about leveraging stateless functions correctly.
Why It Matters: This pattern applies beyond VRChat. Any runtime environment (web apps, mobile, game engines) needs autonomous test → fix → verify loops. Companies pay for people who build these internal tools.
MILESTONE
architecture
automation
ai
Unity MCP
Claude Code
Agent Swarm
December 6, 2025
Meta-Review: Terminal 2.1 Spec Quality
After building the Terminal 2.1 spec, I turned Claude on myself. "Review this spec against best practices - Spec-Driven Development, TDD guidelines, Hermeneutic Circle methodology. How does it hold up?"
The results were humbling. Strong marks for Hub-Spoke Architecture ✅, 600-line rule compliance ✅, and UdonSharp checks ✅. But big gaps: no TDD integration ❌, missing Hermeneutic Circle analysis ❌, incomplete pre-commit workflow ❌.
This is how you get better - critique your own work with the same rigor you'd apply to someone else's. The spec demonstrates solid architecture thinking, but I'm not validating it with tests or considering WHOLE ↔ PART impacts explicitly. Those are fixable gaps.
Using AI to review your own methodology is meta-learning at its finest. It's not about getting praise - it's about finding the blind spots.
meta-learning
documentation
methodology
Spec-Driven Development
Claude Opus
December 3, 2025
Refactoring CLAUDE.md
A coworker sent me
HumanLayer's guide to writing good CLAUDE.md files,
and I couldn't help myself - had to try it immediately.
Opened Claude Opus and fed it my entire 953-line CLAUDE.md for review, citing the HumanLayer article as the comparison benchmark. "How does mine stack up against their recommendations?"
Opus came back with a refactor plan: too many instructions causing "instruction-following decay," embedded code examples getting stale, mixed universal and task-specific rules. The solution? Modular structure - keep CLAUDE.md lean (~150 lines) and create reference documents in Docs/Reference/ that Claude can pull when needed.
This is how I learn best. Read something interesting, apply it immediately while it's fresh. No analysis paralysis, just iteration. By the end of the session, I had a new doc structure that made every future Claude conversation more effective.
Meta-learning: using AI to improve how you work with AI. That's leverage.
documentation
meta-learning
ai
Claude Opus
Claude Code
November 29, 2025
Symbolic Games POC
Experimented with terminal-based games using unicode characters instead of sprites. Built breakout and pong prototypes that render using block characters.
Interesting concept, but after testing found sprites are significantly less resource-intensive on Quest. Keeping the code for reference but won't ship in prod.
terminal
games
optimization
TextMeshPro
UdonSharp
November 7, 2025
MILESTONE: Claude Code + Documentation Sprint
Started my first session with
Claude CodeAnthropic's AI coding assistant with direct file access and terminal execution
- this is a game changer. Instead of copying code snippets back and forth, Claude can directly read my project files, write code, and even help with git commits.
Spent the session adding comprehensive
XML docstringsDocumentation comments that describe what each method does - helps both humans and AI understand code
to all major scripts. The AchievementTracker alone went from zero documentation to fully annotated with parameter descriptions and usage examples.
Also started setting up project automation - automatic UdonSharp validation before commits, organized GitHub issues with story points, and established milestones. Treating Claude like a jr developer is really showing how much leadership and project management coordination I have in this area.
MILESTONE
documentation
automation
ai
Claude Code
GitHub
Git
November 15, 2025
Terminal Menu System Complete
In a development instance I ran a POC that replaces the original auto-cycling display with an actual interactive menu. Players could use their movement controls to navigate up/down through options and select with the interact button.
Had to implement player immobilization when they're at the terminal - otherwise pressing up/down would move your avatar AND the cursor. Using
VRCStationA VRChat component that locks a player in place and captures their input
for this also solves the "walking away mid-interaction" problem.
Also extracted the weather module into its own script. The terminal now pulls
real-time weather data from my
GitHub PagesFree static website hosting from GitHub - I use it to serve weather data as JSON
endpoint and displays it in the header. When it's actually raining in Fond du Lac,
you'll see rain in the basement too once I figure out how to re-bake the lighting with the shader enabled windows.
terminal
input
weather
VRCStation
UdonSharp
GitHub Pages API
October 20, 2025
MILESTONE: Achievement System Overhaul
Finally finished the Xbox 360-style achievement system! 19 achievements worth 420G implemented out of 1,000G leaves plenty of room for expansion with future ideas. This matches the original Xbox 360 gamer score point structure. The notifications pop up just like they did on the 360 - that satisfying sound effect and the animated banner!
Using VRChat's
PlayerData APIVRChat's persistence system that saves player data across sessions - limited to basic types like int, float, string
for persistence. This was tricky because you can't use fancy C# features in
UdonSharpA C# to Udon compiler - no generics, no LINQ, no async, no try/catch -
no List<T>, no Dictionary, no LINQ. Everything's done with arrays and
careful indexing.
The
FIFO queueFirst-In-First-Out - notifications appear in the order they were earned, like a live feed
for notifications took a few iterations. Originally had a priority system but
it felt weird when achievements popped up out of order. The chronological
approach matches the "basement live feed" vibe I was going for.
MILESTONE
achievements
persistence
xbox
VRChat PlayerData API
UdonSharp
TextMeshPro
August 10, 2025
MILESTONE: World Launch Party
Opened Lower Level 2.0 to the public! Had about 8 friends show up for the launch. Watching the achievement notifications pop as people joined was incredibly satisfying - exactly the vibe I was going for.
Everything worked smoothly - notifications, persistence, the DOS terminal.
MILESTONE
launch
social
VRChat
August 7, 2025
Weather System + Rain Shaders
Integrated real-time weather from Fond du Lac, WI using a
GitHub Pages JSON endpointFree static file hosting - I update a JSON file with current weather and VRChat fetches it.
The terminal displays current conditions and when it's actually raining outside, the basement windows show rain effects.
Rain shader source: [PLACEHOLDER - Please specify the rain shader source (Unity Asset Store, GitHub repo, custom made, etc.)]
weather
api
shaders
GitHub Pages
VRCUrlLoader
UdonSharp
July 26, 2025
Achievement Icon Design
Finished designing custom icons for all 19 achievements using Photopea.com. Referenced actual Xbox 360 achievement art to match that 2000s gaming aesthetic.
art
ui
achievements
Photopea
Unity
July 19, 2025
Multi-TV Broadcasting System
Got notifications working on all 3 TVs simultaneously! The NotificationEventHub broadcasts to each display independently, so everyone in the basement sees achievements pop regardless of which room they're in.
Each TV maintains its own FIFO queue and animation timing. Had to be careful with the ProTV prefab integration - it uses a different Canvas setup than standard UI.
notifications
ui
networking
UdonSharp
ProTV
July 13, 2025
MILESTONE: VRChat PlayerData Persistence
Finally got VRChat's
PlayerData APIVRChat's cloud persistence system - stores int/float/string values per player across sessions
working! Visit counts now persist between sessions. This took way longer than expected because of UdonSharp's limitations.
Can't use Dictionary or List in UdonSharp, so I'm tracking players with parallel arrays. Not elegant, but it works. Successfully tested with 3 visits - data persists across world reloads.
The 11-hour debugging marathon was worth it. This is the foundation for the entire achievement system.
MILESTONE
persistence
vrchat
udonsharp
VRChat PlayerData API
UdonSharp
July 10, 2025
First Achievement Unlocked
First achievement notification popped in-world today! "First Time Visitor" - the notification banner slides in from the right with that Xbox 360 bloop sound. Feels exactly like it did on the 360.
The FIFO queue, animation timing, and sound cues all working together. This is the moment I've been building toward since starting this project.
achievements
ui
audio
UdonSharp
VRChat SDK