scene-flow-managerlisted
Install: claude install-skill Firzus/agent-skills
# Scene Flow Manager
Build the application flow of a game: boot → title → (login) → world, and
every transition between contexts — plus the loading/lifecycle tech
underneath and the player-facing flow design around it. References: Genshin
Impact's documented client flow (dispatch → gate → EnterScene handshake),
the bootstrap + persistent managers + additive content pattern, Half-Life/
God of War (cold-open onboarding), and FFXIV (queue UX). Excluded (separate
skills): in-world spatial streaming (`open-world-streaming`), the screens
inside a context (`menu-ui-manager`).
## The architecture rules
1. **The flow is an explicit FSM of contexts.** Boot, Splash, Title, Login,
Queue, InWorld, Cinematic, Credits... A context defines *which world is
loaded* (scene set, active systems, input mode); screens are UI inside a
context. Decision test: if reaching it requires scene load/unload, it's
a context. The FSM lives in a root persistent owner; transitions go
through one API — `RequestTransition(target, params)` — with an explicit
legality table. **No `LoadScene`/`OpenLevel` anywhere else, ever.**
2. **Each context declares its scene set; the flow manager diffs.** The
bootstrap pattern: Boot scene (index 0, minimal) → persistent managers
scene (audio, save, input, UI root, the flow manager — never unloaded) →
per-context content scenes loaded additively. Transition = diff current
vs target sets: unload what's no longer needed, load what's missing,
nev