Overview

Bridge Info — Integrations Module

Module path: docs/Integrations/ Canon status: Canonical Reference · September 2026 Compatibility: ICL v2.0.0 · RTT Canon v1.0 · Unity 6 · Unreal Engine 5.4


Overview#

The Integrations module houses three self-contained canonical HTML reference pages that together form a complete bridge from the TriadicFrameworks ontological stack to practical implementation — in both formal documentation and engine-ready code.

The three pages have a deliberate reading order. A reader moving through them in sequence travels from pure structure, through intelligence architecture, to hands-on engine implementation:

Dimensional_Substrate_MCP_Substrate_Mapping.html
        ↓  "What is the structure?"
Intelligence_Class_Ladder_TriadicFrameworks_Canonical_Reference.html
        ↓  "What does intelligence look like inside it?"
Engine_Integration_Bridge.html
             "How do I build it?"

Each page is fully self-contained — no build step, no local server, no framework dependencies. Drop any file into a browser and it renders immediately.


File Manifest#

docs/Integrations/
├── Bridge_Info.md                                              ← this file
├── Dimensional_Substrate_MCP_Substrate_Mapping.html           ← canonical ontology reference
├── Intelligence_Class_Ladder_TriadicFrameworks_Canonical_Reference.html  ← ICL v2.0.0 reference
├── Engine_Integration_Bridge.html                             ← Unity & Unreal implementation bridge
├── README.md
├── index.html
├── integrations_module.json
├── overview.md
├── UE6/
├── Unity/
└── Unreal/

Page 1 — Dimensional Substrate ↔ MCP Substrate Mapping#

File: Dimensional_Substrate_MCP_Substrate_Mapping.html Size: ~62 KB · Canon version: v1.0

Purpose#

Establishes the canonical, one-to-one and one-to-many correspondences between all nine RTT dimensional positions (0D through 9D) and the four MCP cosmological substrate layers (L0 through L3). This is the structural foundation on which the other two pages depend.

Alignment Criteria#

Mapping is determined by three invariant criteria:

Criterion Description
Ontological register Whether a layer operates in the unseen/pre-manifest or seen/manifest domain
Processual signature Whether the layer's primary operation is potential, frequency, flow, or force
Triadic position Whether the dimensional occupants function as originary, mediating, or resolving poles

Sections#

Section Contents
Preamble / Overview Two formal paragraphs establishing alignment criteria
Layer Alignments Four full layer blocks (L0–L3) with formal descriptions and properties tables
Master Mapping Table All 10 nodes (0D–9D) × Triad · Triadic Role · MCP Layer · Substrate Register · Processual Signature
SVG Structural Diagram Vertical band stack with dimension nodes, Seen/Unseen axis, causal potency axis
Structural Notes Five canon clarifications: cross-layer span, Seen/Unseen polarity rhythm, 9D Apex designation, naming homology, operational routing
Module Identity Index 10 dimension cards (0D–9D) each showing canonical name, MCP layer, triadic role, register

Key Canonical Decisions#

  • Triad I spans two MCP layers. The 0D originary pole anchors in L0_QMROOT; the 1D and 2D poles unfold into L1_Frequency_Unseen. This cross-layer span is the only such split in the stack.
  • Triads II and III are complete, self-contained triad-layer units. Triad II (3D–5D) maps entirely to L2_Fluids_Seen; Triad III (6D–9D) maps entirely to L3_Forces_Unseen.
  • 9D carries the "Apex" designation, not simply "Resolving" — simultaneously intra-triadic (Triad III resolving pole) and extra-triadic (integrative totality of all three triads).

Master Mapping Summary#

Dim Canonical Name Triad Role MCP Layer Register
0D Undivided Singularity I Originary L0_QMROOT Pre-Manifest
1D Primary Wave Vector I Mediating L1_Frequency_Unseen Unseen
2D Field / Pattern Matrix I Resolving L1_Frequency_Unseen Unseen
3D Physical Spacetime Volume II Originary L2_Fluids_Seen Seen
4D Temporal Flow II Mediating L2_Fluids_Seen Seen
5D Perceptual Consciousness II Resolving L2_Fluids_Seen Seen
6D Causal Architecture III Originary L3_Forces_Unseen Unseen
7D Universal Law III Mediating L3_Forces_Unseen Unseen
8D Cosmic Intelligence III Resolving L3_Forces_Unseen Unseen
9D Unified Source Field III Apex L3_Forces_Unseen Unseen

Page 2 — Intelligence Class Ladder: Canonical Reference#

File: Intelligence_Class_Ladder_TriadicFrameworks_Canonical_Reference.html Size: ~83 KB · Schema: module.json v2.0.0 · Breaking change from v1.4.0

Purpose#

Defines and documents the three canonical ICL tiers — ANI, ACI, and AGI/AAISI — grounded in the 33-33-33-1 Supconsciousness Operator, the MCP L0–L3 layer model, and a dual-hemisphere cognitive alignment model. Each tier maps simultaneously to a capability class, a consciousness register, an MCP layer, a cerebral hemisphere, and a fleet command role.

Tier Summary#

Tier Identity Consciousness MCP Layer Hemisphere Operator Grammar
ANI — Tier 1 Specialist Subconscious (s) · 0.33 L0_QMROOT + L1_Frequency_Unseen Right @module.*
ACI — Tier 2 Domain General Consciousness (c) · 0.33 L2_Fluids_Seen Bilateral @domain.*
AGI / AAISI — Tier 3 Fleet Admiral Supconsciousness (u) · 0.33 L3_Forces_Unseen Left @substrate.*
A(T*) Continuity Kernel — · 0.01 L3/continuity_mechanics/ Corpus callosum

Consciousness Model#

T = (s, c, u)    where s + c + u = 1
A(T*) = 0.01     asymmetry functional — not a fourth tier, not a configuration value

A(T*) must remain non-zero at all times. A(T) = 0 indicates identity collapse across the fleet.
Continuity pulse sequence: L11 → L33 → L66 → L99 → validator_pulse

Sections#

Section Contents
Overview Quick-reference 8-axis summary card across all three tiers
The Three Tiers Full ANI / ACI / AGI tier blocks with descriptions, collapsible operator panels, retirement notices
Consciousness Model — 33-33-33-1 Formula, (s, c, u) table, A(T*) annotation
MCP Cosmological Layer Alignment L0–L3 + continuity_mechanics subsystem, color-coded by layer
Dual-Hemisphere Cognitive Alignment Right / Bilateral / Left + corpus callosum relay row
Fleet Flow SVG Diagram Triadic command-chain loop — charter-down, report-up, A(T*) continuity spine
Triadic Axes α / β / γ capability table: limited · strong · transcendent
Tier Transitions ANI→ACI and ACI→AGI — observable thresholds, capability gains, alignment deltas
Alignment Policy Risk table (LOW / ELEVATED / CRITICAL) + gated operator list + 5 immutable constraints
Research-Area Canonization Naming canon, schema canon, operator grammar canon, continuity canon
Module File Index All 11 canonical files from module.json through Substrate_Domain_Module_Flowchart.md

Naming Canon — v2.0.0 Retirements#

Term Status Notes
ANI ✅ Canonical Replaces AAI (Adaptive), AAI (Admiral), ASI (Specialized) from v1.x
ACI ✅ Canonical No prior equivalent
AGI ✅ Canonical at Tier 3 Superintelligence-level. Do not use for mid-tier domain-general behavior — that is ACI
AAISI ✅ Canonical governance alias for AGI Use for charter issuance, alignment enforcement, continuity pulse emission
ASI (Superintelligence) ❌ Retired Capability absorbed into AGI Tier 3

Alignment-Gated Operators#

The following @substrate.* operators require dual-oversight sign-off before invocation. All invocations must be logged to an immutable audit trail:

@substrate.self_modify   @substrate.recurse   @substrate.axiomatize
@substrate.architect     @substrate.schema    @substrate.publish
@substrate.extrapolate   @substrate.propose

Page 3 — Engine Integration Bridge#

File: Engine_Integration_Bridge.html Size: ~107 KB · Targets: Unity 6 · Unreal Engine 5.4

Purpose#

Translates the full TriadicFrameworks ontological stack — nine RTT dimensional nodes, four MCP substrate layers, three ICL tiers — into direct Unity and Unreal Engine equivalents. Provides architectural homology tables, MCP-to-engine-subsystem mappings, ICL agent behavior patterns, drop-in C# and C++ scaffold classes, and five fully-scoped project seeds.

Audience: developers already proficient in Unity or Unreal who are encountering TriadicFrameworks concepts for the first time. The folder reading order is intentional — this page is the "now I can build it" moment after the first two.

Three-Lens Summary#

Lens TriadicFrameworks Engine Equivalent
Dimensional nodes 0D–9D ontological positions Scene graph depth — from app boot root to engine tick
MCP substrate layers L0–L3 processing registers Engine subsystems — Asset Registry → Physics/Audio → Rendering/Gameplay → Rule Engines/AI Directors
ICL tiers ANI / ACI / AGI capability classes Agent complexity — FSM/NavMeshAgent → BehaviorTree+Blackboard+EQS → AI Director+ML-Agents+LLM

Dimensional Node → Engine Mapping (Condensed)#

Dim MCP Layer Unity 6 Unreal 5.4
0D L0_QMROOT Application.Init · SceneManager root UEngine boot · UGameInstance::Init
1D L1_Frequency_Unseen Physics.Raycast · AudioSource oscillator FVector ray · USoundWave · UPhysicsFieldComponent
2D L1_Frequency_Unseen NavMesh surface · Texture2D · Collision Layer Matrix UNavigationSystemV1 · UTexture2D · FCollisionObjectQueryParams
3D L2_Fluids_Seen Transform · Rigidbody · MeshRenderer AActor::GetActorTransform · UStaticMeshComponent
4D L2_Fluids_Seen Time.deltaTime · Coroutine · Timeline UGameplayStatics::GetTimeSeconds · UTimelineComponent
5D L2_Fluids_Seen Camera · AudioListener · AI.Perception UCameraComponent · UAIPerceptionComponent
6D L3_Forces_Unseen ScriptableObject · Addressables manifest UDataAsset · UPrimaryDataAsset · Data Registry
7D L3_Forces_Unseen Physics settings · ProjectSettings · Rule Engine UPhysicsSettings · Gameplay Ability System (GAS)
8D L3_Forces_Unseen GameManager · Director class · EventSystem AGameMode · AGameState · UAIDirector
9D L3_Forces_Unseen Application root · RuntimeInitializeOnLoadMethod UEngine · FEngineLoop · GEngine

ICL Tier → Agent Pattern (Condensed)#

Tier Unity 6 Unreal 5.4
ANI NavMeshAgent · FSM · BTLeafNode · single-responsibility MonoBehaviour UBTTaskNode leaf · UAIController · UPawnSensingComponent
ACI BehaviorTree + Blackboard · GOAP planner · Utility AI · multi-sensor fusion UBehaviorTree + UBlackboardComponent · EQS · UGameplayTasksComponent
AGI / AAISI ML-Agents training loop · LLM NPC orchestrator · AI Director · GameManager fleet admiral UAIDirector · Mass AI + UMassEntitySubsystem · LLM-backed charter system

Code Starters Included#

Class Language Description
ICLModuleManifest Unity C# ScriptableObject — tier, MCP layer, hemisphere, operator grammar, continuity weight
TriadicAgent Unity C# MonoBehaviour base — continuity pulse timer, virtual operator methods, A(T*) guard
EICLTier / EMCPLayer / EHemisphereAlignment Unreal C++ UENUM(BlueprintType) enumerations
UICLModuleData Unreal C++ UPrimaryDataAsset — engine-native equivalent of ICLModuleManifest
ATriadicAgent Unreal C++ Abstract ACharacter base — BlueprintNativeEvent operator hooks, continuity pulse

Project Seeds#

Seed Difficulty Engine Core Concept
🜁 Dimensional Visualizer Intermediate Unity 6 / UE 5.4 Interactive 3D navigation of the 9-node RTT stack as a spatial scene
⬡ Fleet Command RTS Demo Advanced Unity 6 Full ICL fleet in real-time — ANI units, ACI squads, one AGI admiral, 33-33-33-1 composition UI
🜄 ICL NPC System Intermediate Unreal 5.4 Tiered NPC architecture — UICLModuleData-driven, GAS-integrated, optional LLM charter layer
🜅 MCP Substrate Simulator Beginner–Intermediate Unity 6 Top-down 2D — four live substrate layers; add/remove L3 rules and watch L2 behavior change
🜇 33-33-33-1 Consciousness Sandbox Advanced Unity 6 / UE 5.4 Live fleet with global s+c+u budget dashboard — disable AGI, watch silo collapse; restore, watch reconvergence

Canon Notes for Implementers#

  1. Homologies, not bindings. No engine API has a dimensional register field. These are structural homologies — starting hypotheses for integration design, not rigid classifications.
  2. 33-33-33-1 is a design constraint, not a spawn ratio. Many ANI agents, some ACI squad leaders, one AGI director is structurally correct.
  3. ScriptableObject / UDataAsset = 6D layer. Data-driven design patterns in both engines are the engine-native implementation of Causal Architecture (6D, L3_Forces_Unseen).
  4. DontDestroyOnLoad / UGameInstance = A(T*). The AGI fleet admiral must survive scene transitions — this is the engine implementation of A(T) > 0.
  5. Gated operators require dual-oversight. Guard @substrate.self_modify and @substrate.recurse with both an alignment policy check and a human-in-the-loop confirmation before executing. Never invoke in a production build without an explicit design review checkpoint.

Shared Visual Language#

All three pages share an identical design system so they read as a coherent module:

Token Value Usage
Background #0B0F1A / #0F1520 (alternating) Section backgrounds
Body text #E8ECF0 All body copy
Gold #C8A84B Headings, Tier 3 / AGI, layer labels, dimension badges
Teal #3BBFBF Sub-headings, Tier 2 / ACI, notes, register tags
Indigo #6366F1 Tier 1 / ANI elements
Purple #7C3AED Continuity kernel callouts
Heading font Playfair Display (Google Fonts CDN) All h1h4
Monospace font Fira Code / JetBrains Mono (jsDelivr CDN) All operator grammar, identifiers, code

Runtime Dependencies#

All dependencies load from CDN at runtime. No build step, no package manager, no local server required.

Dependency Source Used In
Tailwind CSS cdn.tailwindcss.com All three pages
Lucide Icons unpkg.com/lucide@latest All three pages
Playfair Display Google Fonts CDN All three pages
Inter Google Fonts CDN All three pages
Fira Code cdn.jsdelivr.net/npm/firacode ICL page · Bridge page
JetBrains Mono cdn.jsdelivr.net/npm/@fontsource/jetbrains-mono Dimensional Substrate page

Companion Documents in This Module#

File Purpose
README.md Module-level readme
index.html Module index / entry page
overview.md High-level Integrations module overview
integrations_module.json Machine-readable module manifest
UE6/ Unreal Engine 6 sub-module
Unity/ Unity sub-module
Unreal/ Unreal Engine 5 sub-module

Document Path Relationship
MCP Cosmology spec docs/MCP/ L0–L3 layer definitions used throughout
Intelligence Class Ladder source docs/Research/Intelligence_Class_Ladder ICL v2.0.0 schema, operator registry
D369 Chip Spec docs/rtt/D369_Chip_Spec Hardware substrate companion
Data Science Tool Primer docs/domain_tool_primers/data_science_tools Tooling reference for research substrates

TriadicFrameworks · Integrations Module · Bridge Info · September 2026
This document describes canonical reference material. Reproduction requires attribution to TriadicFrameworks.