Add "Hot & Cold Inventories" advanced-mechanics guide#28
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Documents a best-practice pattern for real-time games: keep tradeable assets on-chain (the cold inventory, which is the player's wallet) and keep consumable, fast-action items in an off-chain hot inventory, moving items across the boundary with on-chain mints and melts. Covers the mintable/non-mintable decision, the mint-in/melt-out lifecycle, a GraphQL worked example, and correctness pitfalls (finalization before crediting, the optimistic-consume exploit, collapsing-supply, and treating the hot ledger as production-critical). Adds glossary entries for hot/cold inventory and mintable/non-mintable items. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 'A managed wallet doesn't fix this' warning pre-empted an objection the reader hasn't formed yet and referenced moving items between two wallets before the hot/cold move is introduced. The substantive point (a second/managed on-chain wallet is still slow) is already made in context by the later 'One wallet per player, not two' tip. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…ks and jargon - Remove the 'One wallet per player, not two' and 'Items stay hot between sessions' callouts: both only made sense as rebuttals to ideas raised while drafting, and answer questions a fresh reader hasn't asked. - Replace WalletConnect links with the native wallet-request flow (sending-wallet-requests), which is the direction the docs are moving; link the linking step to its Step 1 anchor. - Replace the unexplained 'boundary' jargon with explicit 'between inventories' wording. - Minor phrasing tightening in the hot-ledger pitfall. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replaces the blanket 'don't use Collapsing Supply for mintable items' with guidance to match the cap to the movement pattern: fixed supply for items that round-trip between hot and cold (so they can be re-minted), Collapsing Supply for one-way items minted to cold once (e.g. a non-consumable sword). Links Collapsing Supply to the enforced-rarity guide. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds inbound links so the new pattern is discoverable from where readers hit the problem: the Enjin Farmer breakdown (as the production follow-up to its on-chain melts), Using Managed Wallets (cold inventory), Melting/Burning Tokens (the move-to-hot operation), and Sending Wallet Requests (instant alternative to on-chain consumption). Phrased as 'can be used as/to' rather than asserting one canonical use. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Drops the tip added on the melting/burning page in b90ad2c, per request. The other three backlinks (managed wallets, Enjin Farmer breakdown, sending wallet requests) remain. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Adds a new Integration Guides → Platform → Advanced Mechanics page for a best-practice
pattern for real-time games: keep tradeable assets on-chain (the "cold" inventory — the
player's wallet) and keep consumable, fast-action items in an off-chain "hot" inventory,
moving items between them with on-chain mints and melts.
The page covers:
GetTransaction finalization, batching, and fuel tanks for fee sponsorship
matching the supply cap to one-way vs two-way movement, and treating the hot ledger
as production-critical data
Also in this PR:
Sending Wallet Requests