Sun Hollow Farm

Sow, wait, harvest. Everything below the farm is items, and items are not live yet.

Checking whether items and the shop are available…

The field playable now

Tap a plot to sow it. It ripens on its own. Tap again to harvest a bushel. This loop uses no capability beyond storage, which is why it keeps working when every assets.* and market.* call is refused.

0 bushels in the cart

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The barn checking

Read through uniplays.assets.inventory() and uniplays.assets.balance(type). Both are read-kind: no dialog, no wallet, no gas. The art below is the same bundle-relative path the manifest declares, so it is pinned by bundleHash.

The shop checking

Selling and buying are confirm-kind. This game supplies ids and numbers only; the shell draws the dialog outside this frame and states the royalty and where it goes. A game cannot render, reach or reword that dialog. It cannot know the royalty destination either, because the credit-or-burn election lives on chain and not in game.json.

HARVEST each

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Open listings

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What this example is really about