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 intoL1_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 toL3_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#
- Homologies, not bindings. No engine API has a dimensional register field. These are structural homologies — starting hypotheses for integration design, not rigid classifications.
- 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.
ScriptableObject/UDataAsset= 6D layer. Data-driven design patterns in both engines are the engine-native implementation of Causal Architecture (6D,L3_Forces_Unseen).DontDestroyOnLoad/UGameInstance= A(T*). The AGI fleet admiral must survive scene transitions — this is the engine implementation of A(T) > 0.- Gated operators require dual-oversight. Guard
@substrate.self_modifyand@substrate.recursewith 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 h1–h4 |
| 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 |
Related Canon Documents#
| 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.