RACCOON HEIST - Windows x64 development playtest build
Built: 2026-10-08 with Unity 6000.4.5f1 / Photon Quantum 3.0.13
Content version: 76d8ee8e848ac5a85e48
Source: 400bf929f4f61a4e3f59e5d1f4294ce7069444d1 plus local animation fix and validation changes.

Extract the complete ZIP, then launch RaccoonHeist.exe.
Keep RaccoonHeist_Data, MonoBleedingEdge and the other runtime files beside it.

ONLINE (1-4 players)
Everyone should use this same ZIP. One player chooses Create online heist,
then shares the full region-prefixed invite code. Others enter that code
and choose Join with code. An internet connection is required for online play.
Play solo uses the same Quantum gameplay without connecting to Photon.

ANIMATION FIX
Vehicle driver animation sampling now initializes the required Animator.
The packaged player's active/inactive driver pose check passed, with no
reported non-legacy animation sampling errors.

VALIDATION
Build and all 4,573 behavioral assertions passed.
Four clients through Photon Cloud matched all 83 shared verified checksums,
including simulated latency/loss. Capacity/version rejection, cancellation,
continued play after the creator left, and joining the surviving room passed.
Zero logged gameplay errors in the completed gameplay participants.

KNOWN LIMITATION
The full automation result is FAILED because the creator process crashed in
native Unity code during exit (0xC0000005); the other seven processes exited
normally. The same shutdown failure was reproduced with the older archived
build on the test PC. It has not been resolved. A forced Direct3D 11 launch
also crashed during startup; validation used the normal Direct3D 12 launch.
Do not treat this as a clean production acceptance or a guarantee across
different PCs. All cloud clients ran on one machine. Separate-PC performance,
long sessions and all vehicle/loot interaction cases still need playtesting.

See Docs/Quantum-Validation.md in the source project for complete evidence.
