The Computer Terminal
The screen the player reaches by feeding documents into the scanner: a stylised, skeuomorphic UI for categorising every issue and submitting a verdict. It's built in uGUI rather than UI Toolkit, the pixel-art aesthetic is sprite-driven and reads best there, on a single screen-space canvas with point-filtered sprites and a pixel-friendly TextMeshPro font. A top-level state machine is its spine, with three mutually exclusive modes.
Where the actual work happens. A two-pane layout, staged documents on the left, the issue list and category picker on the right, all driven by a single pure-C# session model that's the source of truth for what exists, what's categorised, and what's active.
The drill-down menu where the player names each flaw. A navigator walks an arbitrarily deep category tree built from the error catalogue, with optional filtering and an upgrade hook that narrows the choices to what's actually applicable.
ComputerViewStateMachine activates one ModeController at a time through OnEnter and OnExit hooks. IdleMode is the resting state, monitor wallpaper and no session. AnalysisMode owns the categorisation session and is the bulk of the design. SubmittingMode runs after the player commits, validating the submission, optionally playing a transmitting beat, then handing off. An optional retro BootMode between idle and analysis is skippable for the MVP.