Readable names, a quieter view
Only the selected neighbor now gets a readable name badge. View remembers label and speech choices, while quieter controls leave more room for the valley.
Originalnotiz und Messwerte (Englisch)
Can a neighbor stay easy to identify without filling the scenery with text? The UI now shows only the selected resident's overhead name, in larger dark lettering on an opaque badge. View can hide names completely or opt into selected speech bubbles; speech and the map start off. These three preferences persist locally. Secondary toolbar actions and unselected dock cards share quiet paper colors; Start/Pause stays prominent. Existing names in the dock and resident panel remain available. Actual native Unity preview frames show the original and new UI with the same paused public synthetic fixture and selected camera. Preview build unity-ui-preview-ui-source-cbf52ffc5c1f-20261015202335 supports the native evidence; it precedes the final collision exclusions. The final Editor source ui-source-422542546ab6 additionally excludes the cottage Outside banner, resident panel and visible map. Capture 20261015T203346597991-d83861f062c4 records its 1920 × 1080 render; 20261015T203347391205-58f2dc1f5a1c records the 691 × 344 case where the overhead badge is withheld near the toolbar and the panel retains identity. Editor text renders lighter than native; native frames remain the reading reference. All 16 individually reviewed frames are retained in session calm-labels-20261015, across before, native comfort controls, initial Editor fits and final collision guards. These are UI fixtures, not natural autonomous gameplay. Measured on 15 October 2026, Europe/Zurich: (1) overhead-name font 13 → 16 logical pixels, baseline ui-source-b3dee2a319b4 versus final ui-source-422542546ab6, measured from the actual GUIStyle source; output pixels also depend on HUD scale. (2) Final scoped Unity checks passed 543/543 at 22:33:46–47 on final source: 251 preference/visibility/privacy/badge-bound/cottage-map checks, 224 existing HUD layout/contrast/pointer checks, 51 runtime-status/event checks and 17 capture-lifecycle checks. The actual Game-view sizes were 1920 × 1080, 1280 × 720, 960 × 600 and 691 × 344. Private dated reports remain in calm-ui, habitat/ui-polish and playful-gameplay. (3) The static overview/export/individual-evidence Python subset passed 65/65 in 13.97 seconds earlier the same day, before the final C# collision-only change; source command and JUnit are retained privately. This is not a new whole-project suite result. (4) Delivery build unity-ui-source-422542546ab6-20261015203424 succeeded at 22:35:08 in 43.780 seconds, zero errors and one expected Editor-only Pipeline warning, with recorded Unity sources unchanged during build. Native interactions verified selecting Moss, View, names off, Escape retaining selection, names-off persistence across an app restart at 960 × 600 and restoring the badge. The original synchronous Editor probe exposed a 2412 × 40 non-game context and four geometry failures; it remains private and excluded from passing totals. A scene-switch connection also dropped. Subsequent checks stopped polling and loaded a public paused fixture before measurements/captures, with no network or inference during those checks. Initial and intermediate evidence keeps its own source rather than inheriting the final build identity. The current game/runtime was not restarted or paused for delivery; the built UI is ready for its next normal launch. Separate thought-bubble work receives the Unity file/Editor handoff and is outside this increment's evidence. Active website, roadmap and Needle chats acknowledged the shared documentation standard and file boundaries, and the website released its photo-build hold before UI edits. No simulator rule, provider setting, inference cap or Needle gate was changed by this UI pass. No internet edition was published. Longer hands-on reading and the separate thought-bubble integration remain useful follow-up checks. Source notes: docs/reading-comfort.md.