How to use Codex to catch skipped checkpoints
Codex helped improve Ghostline’s Android race and timing-sensitive checkpoint detection; Pattanaik checked actual APKs after stale builds confused verification.
Suggested prompt
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Reproduce our Unity checkpoint miss with an artificially slow frame and a car crossing the full trigger region between updates. Fix crossing detection and add a regression case, inspect emulator-versus-device logs, and identify the exact APK build before we install and record the changed game.
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See placements →Evidence at a glance
Sourced account- Source author
- Shakti Pattanaik
- Original account
- Read the source ↗
- Published
- Source link checked
- Reported result
- The reported Android prototype completes its race, ghost comparison and retry loop with repaired crossing detection and working tests; it remains a small one-route game.
- Human involvement
- Pattanaik tested agent suggestions, checked the real Android artifact and went back when changes failed; broader player testing remained planned.
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How the agent did it
- Pattanaik directed Codex’s work on gameplay bugs, mobile controls and Android-specific behavior in the existing prototype.
- Checkpoint detection was changed after slow frames skipped crossings, and a regression case was added.
- The owner tested changes and checked the exact APK to avoid demonstrating stale Gradle artifacts.
Shakti Pattanaik used Codex while extending Ghostline: City Sprint, an existing Unity racing prototype. The goal was a short Android race with a repeatable rival: a first ghost gives the player a target, and later runs compete against the player’s own fastest valid attempt.
One difficult bug appeared on slow frames. The car could pass completely through a checkpoint between updates, so the game failed to recognize the crossing. The development account describes correcting crossing detection and adding a regression case. Codex also helped inspect logs, improve the Android build and address behavior that differed between Unity and the emulator.
Pattanaik tested proposed changes instead of accepting every suggestion. Stale Gradle artifacts caused the wrong build to be recorded more than once, prompting explicit checks of the APK before installation and capture. This artifact checkpoint was separate from source-level tests.
The reported prototype has mobile controls, ghost racing, recovery and a working leaderboard, with passing Unity and backend tests. It remains one car and one route; wider phone playtesting and larger game features are future work. The useful outcome combines timing-sensitive detection with verification of the actual build being demonstrated.
Prompt
Suggested prompt (written by Agents In Use, not the author's)
Source: Devpost · Shakti Pattanaik
Frequently asked questions
Why were checkpoints missed?
A car could traverse the checkpoint entirely during a slow frame.
Why inspect the APK itself?
Stale Gradle artifacts had caused the wrong build to be recorded.
Was a complete racing campaign released?
No. The prototype has one car and one city route.
More details
About this account
Pattanaik directed Codex’s work on gameplay bugs, mobile controls and Android-specific behavior in the existing prototype. Checkpoint detection was changed after slow frames skipped crossings, and a regression case was added.
Opened original dated creator account. Codex’s Build Week work extends a pre-existing game. Crossing and test results are creator reports; broader phone playtesting was still planned, and no independent APK execution was performed. Suggested prompt written by Agents In Use; no original task prompt was found in the verified text.
Credit: Shakti Pattanaik — Devpost
Source published
Added to Agents In Use
Source checked
Tools and topics
Codex · Unity 6 · Android · Cloudflare Workers · D1
frame timing · checkpoint detection · Android verification
Editorial completeness: 100/100. Measures documented fields, not agent performance or verified outcomes.