diff --git a/Agents.md b/Agents.md
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--- /dev/null
+++ b/Agents.md
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+# Agents.md
+
+This file provides comprehensive guidance for AI agents and developers working with the Sentry Unity SDK repository.
+
+---
+
+## 1. Overview & Quick Reference
+
+### Repository Purpose
+The Sentry Unity SDK provides error monitoring, performance tracing, and crash reporting for Unity applications across all platforms (Android, iOS, macOS, Windows, Linux, WebGL, PlayStation, Xbox).
+
+### Quick Commands
+
+```bash
+# Download prebuilt native SDKs
+dotnet msbuild /t:DownloadNativeSDKs src/Sentry.Unity
+
+# Build the Unity SDK
+dotnet build
+
+# Run all tests
+./test.sh
+
+# Run specific test targets
+dotnet msbuild /t:UnityEditModeTest /p:Configuration=Release test/Sentry.Unity.Editor.Tests
+dotnet msbuild /t:UnityPlayModeTest /p:Configuration=Release
+
+# Integration testing (local)
+./test/Scripts.Integration.Test/integration-test.ps1 -Platform "macOS" -UnityVersion "2021.3.45f2"
+
+# Create release package
+dotnet msbuild /t:DownloadNativeSDKs src/Sentry.Unity
+dotnet build
+pwsh scripts/repack.ps1
+```
+
+### Key Directories
+
+| Directory | Purpose |
+|-----------|---------|
+| `src/` | Source code for all platform implementations |
+| `package-dev/` | Development Unity package with all assemblies |
+| `package/` | Release package template for UPM |
+| `test/` | Test suite (unit, integration, platform tests) |
+| `modules/` | Git submodules for native SDKs |
+| `samples/` | Sample Unity projects |
+| `scripts/` | Build automation and testing scripts |
+| `.github/workflows/` | CI/CD workflow definitions |
+
+### Git Commit Guidelines
+- Use simple, direct commit messages without prefixes like "chore:" or "feat:"
+- Messages start with a capital letter
+
+---
+
+## 2. Project Architecture
+
+### Core Components
+
+```
+src/
+├── Sentry.Unity/ # Main SDK - Unity-specific functionality
+├── Sentry.Unity.Editor/ # Editor integration, config windows, build hooks
+├── Sentry.Unity.Android/ # Android JNI bridge to sentry-java
+├── Sentry.Unity.iOS/ # iOS/macOS Objective-C bridge to sentry-cocoa
+└── Sentry.Unity.Native/ # Windows/Linux P/Invoke to sentry-native
+```
+
+### Platform Integration Pattern
+
+Each platform follows a consistent architecture:
+
+1. **Native Bridge** - Platform-specific interface to native SDK
+ - Android: JNI via `AndroidJavaClass`/`AndroidJavaObject`
+ - iOS/macOS: Objective-C via `DllImport("__Internal")`
+ - Windows/Linux: P/Invoke via `DllImport("sentry")`
+
+2. **Context Writer** - Synchronizes Unity context (device, GPU, app info) to native SDK
+
+3. **Scope Observer** - Keeps scope (breadcrumbs, tags, user) synchronized between C# and native layers
+
+4. **Configuration** - Platform-specific options and initialization logic
+
+### Assembly Structure
+- Runtime assemblies separate from Editor assemblies
+- Platform-specific assemblies compile only for target platforms
+- Clear dependency hierarchy prevents circular references
+- Assembly aliasing prevents symbol conflicts with user dependencies
+
+---
+
+## 3. CI/CD System
+
+### Workflow Architecture
+
+The CI system uses modular, reusable workflows in `.github/workflows/`:
+
+| Workflow | Purpose |
+|----------|---------|
+| `ci.yml` | Main pipeline - triggers on push/PR |
+| `build.yml` | Reusable build workflow |
+| `sdk.yml` | Native SDK builds (Android, Linux, Windows, Cocoa) |
+| `smoke-test-create.yml` | Creates integration test projects |
+| `smoke-test-build-android.yml` | Builds Android test apps |
+| `smoke-test-run-android.yml` | Runs Android tests on emulator |
+| `smoke-test-build-ios.yml` | Builds iOS test apps |
+| `smoke-test-compile-ios.yml` | Compiles iOS Xcode projects |
+| `smoke-test-run-ios.yml` | Runs iOS tests on simulator |
+| `release.yml` | Manual release preparation |
+| `update-deps.yml` | Scheduled dependency updates (daily) |
+| `create-unity-matrix.yml` | Generates test matrix |
+
+### Unity Version Matrix
+
+| Version | PR Testing | Main Branch |
+|---------|------------|-------------|
+| 2021.3.x | No | Yes |
+| 2022.3.x | Yes | Yes |
+| 6000.0.x | Yes | Yes |
+| 6000.1.x | No | Yes |
+
+Version mapping is defined in `scripts/ci-env.ps1`:
+- `2021.3` → `2021.3.45f2`
+- `2022.3` → `2022.3.70f1`
+- `6000.0` → `6000.0.48f1`
+- `6000.1` → `6000.1.17f1`
+
+### Docker-Based Builds
+
+Builds run in Docker containers using `ghcr.io/unityci/editor` images:
+- Ensures consistent environment across CI runs
+- Container setup in `scripts/ci-docker.sh`
+- Includes Unity editor, Android SDK, Java, and .NET
+
+### MSBuild Targets
+
+Key targets defined in `Directory.Build.targets`:
+
+| Target | Purpose |
+|--------|---------|
+| `DownloadNativeSDKs` | Downloads prebuilt native SDKs from CI |
+| `BuildAndroidSDK` | Builds Android SDK via Gradle |
+| `BuildLinuxSDK` | Builds Linux SDK via CMake |
+| `BuildWindowsSDK` | Builds Windows SDK via CMake (Crashpad) |
+| `BuildCocoaSDK` | Downloads iOS/macOS SDKs from releases |
+| `UnityEditModeTest` | Runs edit-mode unit tests |
+| `UnityPlayModeTest` | Runs play-mode tests |
+| `UnitySmokeTestStandalonePlayerIL2CPP` | Runs smoke tests |
+
+### Artifact Caching
+
+- **Native SDK Cache**: Keyed by submodule SHA and package version
+- **Unity Library Cache**: Keyed by platform, Unity version, and test scripts
+- **Build Artifacts**: 14-day retention for failed CI runs
+
+### CI Flow
+
+**On Pull Request:**
+1. Create Unity version matrix (2022.3, 6000.0 only)
+2. Build SDK in Docker
+3. Validate UPM package contents
+4. Create integration test projects
+5. Build for WebGL, Linux, Android, iOS, Windows
+6. Run smoke tests and crash tests
+7. Measure build sizes
+
+**On Main Branch:**
+- Same as PR but with all Unity versions
+- Build native SDKs in parallel
+- Extended test coverage
+
+---
+
+## 4. Building & Packaging
+
+### Build System
+
+Central configuration in `Directory.Build.targets` (900+ lines) and `Directory.Build.props`:
+
+```xml
+
+4.0.0
+10.0.100
+12
+netstandard2.0
+```
+
+### Native SDK Download
+
+```bash
+dotnet msbuild /t:DownloadNativeSDKs src/Sentry.Unity
+```
+
+Downloads prebuilt native SDKs from CI artifacts or releases:
+- Android: JAR/AAR files to `package-dev/Plugins/Android/Sentry~/`
+- iOS: XCFramework to `package-dev/Plugins/iOS/`
+- macOS: DYLIB to `package-dev/Plugins/macOS/`
+- Windows: DLL + Crashpad to `package-dev/Plugins/Windows/Sentry/`
+- Linux: SO to `package-dev/Plugins/Linux/Sentry/`
+
+### Assembly Aliasing
+
+Prevents symbol conflicts with user dependencies using `assemblyalias` tool:
+
+```bash
+pwsh scripts/build-and-alias.ps1
+```
+
+- Runtime assemblies: `Microsoft*`, `System*` → prefixed with `Sentry.`
+- Editor assemblies: `Microsoft*`, `Mono.Cecil*` → prefixed with `Sentry.`
+
+### Package Structure
+
+| Directory | Purpose |
+|-----------|---------|
+| `package-dev/` | Development package with source, used for testing |
+| `package/` | Release template with metadata (package.json, LICENSE) |
+| `package-release/` | Final release package (created dynamically) |
+| `package-release.zip` | Distributed UPM package |
+
+### Release Workflow
+
+```bash
+# Full release preparation
+dotnet msbuild /t:DownloadNativeSDKs src/Sentry.Unity
+dotnet build
+pwsh scripts/repack.ps1 # Assembly aliasing + packaging + snapshot update
+```
+
+Scripts involved:
+- `scripts/pack.ps1` - Creates the release package
+- `scripts/repack.ps1` - Full preparation pipeline
+- `scripts/build-and-alias.ps1` - Build with assembly aliasing
+
+### Package Validation
+
+`test/Scripts.Tests/test-pack-contents.ps1` validates package contents against a snapshot to detect unintended changes.
+
+---
+
+## 5. Native Platform Support
+
+### Platform Implementation Matrix
+
+| Platform | Bridge Type | DllImport | Key Source Files |
+|----------|-------------|-----------|------------------|
+| Android | JNI | N/A | `SentryJava.cs`, `SentryNativeAndroid.cs` |
+| iOS | Objective-C | `__Internal` | `SentryCocoaBridgeProxy.cs`, `SentryNativeCocoa.cs` |
+| macOS | Objective-C | `__Internal` | `SentryCocoaBridgeProxy.cs`, `SentryNativeCocoa.cs` |
+| Windows | P/Invoke | `sentry` | `SentryNativeBridge.cs`, `CFunctions.cs` |
+| Linux | P/Invoke | `sentry` | `SentryNativeBridge.cs`, `CFunctions.cs` |
+| PlayStation | Static | `__Internal` | `CFunctions.cs` |
+
+### Native SDK Submodules
+
+```
+modules/
+├── sentry-java/ # Android SDK (Gradle build)
+├── sentry-native/ # Windows/Linux/macOS (CMake build)
+└── sentry-cocoa/ # iOS/macOS (prebuilt XCFramework)
+```
+
+### Key Source Files
+
+**Android (`src/Sentry.Unity.Android/`):**
+- `SentryJava.cs` - JNI wrapper using `AndroidJavaClass`/`AndroidJavaObject`
+- `SentryNativeAndroid.cs` - Configuration and initialization
+- `AndroidJavaScopeObserver.cs` - Scope synchronization
+- `NativeContextWriter.cs` - Context synchronization
+
+**iOS/macOS (`src/Sentry.Unity.iOS/`):**
+- `SentryCocoaBridgeProxy.cs` - P/Invoke to Objective-C functions
+- `SentryNativeCocoa.cs` - Configuration logic
+- `NativeScopeObserver.cs` - Scope synchronization
+- `SentryNativeBridge.m` - Objective-C bridge implementation
+
+**Windows/Linux (`src/Sentry.Unity.Native/`):**
+- `SentryNativeBridge.cs` - P/Invoke bindings to `sentry` C library
+- `CFunctions.cs` - Low-level C API definitions
+- `SentryNative.cs` - Configuration and crash detection
+- `NativeScopeObserver.cs` - Scope synchronization
+- `NativeDebugImageProvider.cs` - Debug image enumeration
+
+### Compile-Time Platform Detection
+
+Defined in `package-dev/Runtime/SentryInitialization.cs`:
+
+```csharp
+#if SENTRY_NATIVE_COCOA // iOS, macOS (IL2CPP)
+#if SENTRY_NATIVE_ANDROID // Android (IL2CPP)
+#if SENTRY_NATIVE // Windows/Linux 64-bit, GameCore, PS5
+#if SENTRY_WEBGL // WebGL
+```
+
+### Initialization Flow
+
+1. `[RuntimeInitializeOnLoadMethod(SubsystemRegistration)]` triggers `SentryInitialization.Init()`
+2. `SetUpPlatformServices()` registers platform-specific configuration callback
+3. When .NET SDK initializes, it invokes the platform configuration
+4. Native SDK initializes and scope sync begins
+
+### Plugin Directory Structure
+
+```
+package-dev/Plugins/
+├── Android/
+│ ├── proguard-sentry-unity.pro
+│ └── Sentry~/
+│ ├── sentry.jar
+│ ├── sentry-android-core-release.aar
+│ ├── sentry-android-ndk-release.aar
+│ └── sentry-native-ndk-release.aar
+├── iOS/
+│ ├── Sentry.xcframework~/
+│ ├── SentryNativeBridge.m
+│ └── SentryCxaThrowHook.cpp
+├── macOS/
+│ ├── Sentry.dylib
+│ └── SentryNativeBridge.m
+├── Windows/Sentry/
+│ ├── sentry.dll
+│ ├── sentry.pdb
+│ ├── crashpad_handler.exe
+│ └── crashpad_wer.dll
+├── Linux/Sentry/
+│ ├── libsentry.so
+│ └── libsentry.dbg.so
+└── PS5/
+ └── sentry_utils.c
+```
+
+### Scope Synchronization Pattern
+
+Base class: `src/Sentry.Unity/ScopeObserver.cs`
+
+All platforms implement:
+- `AddBreadcrumbImpl()` - Add breadcrumbs to native layer
+- `SetTagImpl()` / `UnsetTagImpl()` - Manage tags
+- `SetUserImpl()` / `UnsetUserImpl()` - Manage user info
+- `SetExtraImpl()` - Add extra context
+- `SetTraceImpl()` - Set trace context
+
+### Context Writing Pattern
+
+Base class: `src/Sentry.Unity/ContextWriter.cs`
+
+Synchronizes during SDK initialization:
+- App start time, build type
+- OS information
+- Device info (CPU, memory, simulator status)
+- GPU capabilities
+- Unity-specific context
+
+---
+
+## 6. Unity Integrations
+
+### Runtime Lifecycle
+
+**`src/Sentry.Unity/SentryMonoBehaviour.cs`**
+
+Central lifecycle manager:
+- Singleton pattern with `DontDestroyOnLoad`
+- Handles `OnApplicationPause()`, `OnApplicationFocus()`, `OnApplicationQuit()`
+- Coroutine queue for background thread operations
+- Provides `StartAwakeSpan()` / `FinishAwakeSpan()` for performance instrumentation
+
+### SDK Initialization
+
+**`src/Sentry.Unity/SentryUnitySdk.cs`**
+
+Orchestrates initialization:
+- Configures options from `ScriptableSentryUnityOptions`
+- Registers integrations
+- Sets up platform-specific callbacks
+- Creates `SentryMonoBehaviour` instance
+
+### Integrations
+
+Located in `src/Sentry.Unity/Integrations/`:
+
+| Integration | File | Purpose |
+|-------------|------|---------|
+| Scene Manager | `SceneManagerIntegration.cs` | Breadcrumbs for scene load/unload/change |
+| Scene Tracing | `SceneManagerTracingIntegration.cs` | Spans for scene loading |
+| Startup Tracing | `StartupTracingIntegration.cs` | Transaction for app startup |
+| Lifecycle | `LifeCycleIntegration.cs` | Session tracking across pause/resume |
+| Log Handler | `UnityLogHandlerIntegration.cs` | Captures `Debug.LogException()` |
+| App Logging | `UnityApplicationLoggingIntegration.cs` | Hooks `Application.LogMessageReceived` |
+| ANR | `AnrIntegration.cs` | Application Not Responding detection |
+| Low Memory | `LowMemoryIntegration.cs` | Memory warning events |
+| Scope | `UnityScopeIntegration.cs` | Populates scope with Unity context |
+
+### Startup Tracing Detail
+
+`StartupTracingIntegration.cs` creates spans:
+- `app.start` - Main transaction
+- `runtime.init` - Runtime initialization
+- `runtime.init.subsystem` - Subsystem registration
+- `runtime.init.afterassemblies` - After assemblies load
+- `runtime.init.splashscreen` - Splash screen display
+- `runtime.init.firstscene` - First scene load
+
+### Event Processors
+
+| Processor | File | Purpose |
+|-----------|------|---------|
+| Unity | `UnityEventProcessor.cs` | App memory, battery, device context |
+| Screenshot | `ScreenshotEventProcessor.cs` | Captures screen as JPEG attachment |
+| View Hierarchy | `ViewHierarchyEventProcessor.cs` | GameObject hierarchy JSON |
+| IL2CPP | `Il2CppEventProcessor.cs` | Line number support for IL2CPP |
+
+### Screenshot Capture
+
+**`src/Sentry.Unity/ScreenshotEventProcessor.cs`**
+
+- Configurable: `AttachScreenshot`, `ScreenshotQuality`, `ScreenshotCompression`
+- Hooks: `BeforeCaptureScreenshot()`, `BeforeSendScreenshot()`
+- Rate-limited: 1 screenshot per frame
+- Must run on main thread
+
+### View Hierarchy Capture
+
+**`src/Sentry.Unity/ViewHierarchyEventProcessor.cs`**
+
+- Configuration: `MaxViewHierarchyRootObjects`, `MaxViewHierarchyObjectChildCount`, `MaxViewHierarchyDepth`
+- Hooks: `BeforeCaptureViewHierarchy()`, `BeforeSendViewHierarchy()`
+- Output: `view-hierarchy.json` attachment
+
+### Editor Integration
+
+**`src/Sentry.Unity.Editor/ConfigurationWindow/`**
+
+Accessible via **Tools → Sentry** menu:
+- `SentryWindow.cs` - Main editor window
+- `CoreTab.cs` - DSN and basic setup
+- `LoggingTab.cs` - Log capture configuration
+- `EnrichmentTab.cs` - Screenshot/hierarchy settings
+- `TransportTab.cs` - HTTP transport configuration
+- `DebugSymbolsTab.cs` - Symbol upload settings
+- `AdvancedTab.cs` - Advanced options
+- `Wizard.cs` - Initial setup wizard
+
+### Build Post-Processing
+
+**`src/Sentry.Unity.Editor/Native/BuildPostProcess.cs`**
+
+Runs after build (Priority 1):
+- Debug symbol upload via `sentry-cli`
+- Crash handler installation (Windows: Crashpad)
+- Platform-specific configuration
+- IL2CPP method mapping upload
+
+### Configuration Options
+
+**`src/Sentry.Unity/SentryUnityOptions.cs`** (560+ lines)
+
+Key options:
+- `Enabled` - Enable/disable SDK
+- `CaptureInEditor` - Capture events in editor
+- `AutoStartupTraces` - Automatic startup tracing
+- `AutoSceneLoadTraces` - Scene load performance tracing
+- `AttachScreenshot` - Screenshot on error
+- `AttachViewHierarchy` - View hierarchy on error
+- `AnrTimeout` - ANR detection timeout
+- Platform-specific: `*NativeSupportEnabled`, `*NativeInitializationType`
+
+---
+
+## 7. Testing Infrastructure
+
+### Test Types
+
+| Type | Command | Location |
+|------|---------|----------|
+| Edit Mode | `dotnet msbuild /t:UnityEditModeTest` | `test/Sentry.Unity.Tests/` |
+| Play Mode | `dotnet msbuild /t:UnityPlayModeTest` | `test/Sentry.Unity.Tests/` |
+| Editor Tests | `dotnet msbuild /t:UnityEditModeTest` | `test/Sentry.Unity.Editor.Tests/` |
+| Smoke Tests | `dotnet msbuild /t:UnitySmokeTestStandalonePlayerIL2CPP` | Integration tests |
+| Integration | `integration-test.ps1` | `test/Scripts.Integration.Test/` |
+
+### Running All Tests
+
+```bash
+./test.sh
+```
+
+### Integration Test Scripts
+
+Located in `test/Scripts.Integration.Test/`:
+
+| Script | Purpose |
+|--------|---------|
+| `create-project.ps1` | Creates new Unity test project |
+| `add-sentry.ps1` | Adds Sentry package to project |
+| `configure-sentry.ps1` | Configures Sentry in test project |
+| `build-project.ps1` | Builds for target platform |
+| `run-smoke-test.ps1` | Executes smoke and crash tests |
+| `measure-build-size.ps1` | Compares build size with/without SDK |
+| `integration-test.ps1` | Full local integration test |
+
+### Local Integration Testing
+
+```powershell
+./test/Scripts.Integration.Test/integration-test.ps1 -Platform "macOS" -UnityVersion "6000.1.8f1"
+```
+
+Supported platforms: `macOS`, `Windows`, `Linux`, `Android`, `iOS`, `WebGL`
+
+### Sample Projects
+
+| Project | Path | Purpose |
+|---------|------|---------|
+| Unity of Bugs | `samples/unity-of-bugs/` | Sample app for testing |
+| Integration Test | `samples/IntegrationTest/` | CI integration testing |
+
+---
+
+## 8. Development Guidelines
+
+### Development Workflow
+
+1. Make changes to source code in `src/`
+2. Run `dotnet build` to build and update `package-dev/`
+3. Test changes using the sample project or integration tests
+4. Run `pwsh scripts/repack.ps1` before creating releases
+
+### Error Handling Patterns
+
+- Platform-specific implementations handle native SDK failures gracefully
+- The SDK should not throw unhandled exceptions (except during initialization)
+- Unity-specific exception filters prevent SDK errors from affecting the game
+- Extensive logging helps debug integration issues
+- Fallback mechanisms ensure core functionality works even if platform-specific features fail
+
+### Exception Filters
+
+Located in `src/Sentry.Unity/Integrations/`:
+- `UnityBadGatewayExceptionFilter.cs` - Filters HTTP 502 errors
+- `UnityWebExceptionFilter.cs` - Filters web-related exceptions
+- `UnitySocketExceptionFilter.cs` - Filters socket exceptions
+
+### Platform-Specific Considerations
+
+- **Android**: JNI calls must be on correct thread; use `AndroidJavaObject` lifecycle properly
+- **iOS**: `DllImport("__Internal")` for statically linked functions
+- **Windows**: Crashpad handler must be deployed alongside the build
+- **WebGL**: Limited functionality; no startup tracing, no caching
+
+### Debug Symbol Upload
+
+Configured through Editor window (Debug Symbols tab):
+- Uses Sentry CLI (`scripts/download-sentry-cli.ps1`)
+- IL2CPP method mapping for accurate stack traces
+- Optional source inclusion
+
+### Main Thread Safety
+
+- `MainThreadData` class caches main thread info
+- Screenshot/hierarchy capture verified to be on main thread
+- Background operations use `QueueCoroutine()` for main thread execution
+- Use `Task.Run()` for background thread operations
+
+### Native Dependencies
+
+- Native libraries included as plugins in `package-dev/Plugins/`
+- Android: JAR and AAR files with JNI bridge
+- iOS: XCFramework with Objective-C bridge
+- macOS: DYLIB with Objective-C bridge
+- Windows/Linux: DLLs/SOs with P/Invoke
+
+---
+
+## 9. Notes & Discoveries
+
+
diff --git a/CLAUDE.md b/CLAUDE.md
deleted file mode 100644
index 6468e4739..000000000
--- a/CLAUDE.md
+++ /dev/null
@@ -1,122 +0,0 @@
-# CLAUDE.md
-
-This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
-
-## Common Development Commands
-
-### Downloading prebuilt native SDKs
-```bash
-# Download prebuilt native SDKs
-dotnet msbuild /t:DownloadNativeSDKs src/Sentry.Unity
-```
-
-### Building the Project
-```bash
-# Build the Unity SDK
-dotnet build
-```
-
-### Testing
-```bash
-# Run all Unity tests (Edit Mode, Play Mode, and Smoke Tests)
-./test.sh
-
-# Or run specific test targets:
-dotnet msbuild /t:UnityEditModeTest /p:Configuration=Release
-dotnet msbuild /t:UnityPlayModeTest /p:Configuration=Release
-dotnet msbuild /t:UnitySmokeTestStandalonePlayerIL2CPP /p:Configuration=Release
-```
-
-### Integration Testing
-
-The `integration-test.ps1` uses the same scripts as CI to allow for local debugging of the integration tests.
-```powershell
-./test/Scripts.Integration.Test/integration-test.ps1 -Platform "macOS" -UnityVersion "6000.1.8f1"
-```
-
-### Package Management
-To create a new package version do the following in order
-```bash
-dotnet msbuild /t:DownloadNativeSDKs src/Sentry.Unity # Download prebuilt native SDKs from CI
-dotnet build # Build the Unity SDK
-pwsh scripts/repack.ps1 # Create the release package by running Assembly Alias and packaging the SDK. This also updates the snapshot for package content validation
-```
-
-## Project Architecture
-
-### Core Components
-- **Sentry.Unity**: Main Unity SDK implementation with Unity-specific functionality
-- **Sentry.Unity.Editor**: Unity Editor integration, configuration windows, and build hooks
-- **Sentry.Unity.Android**: Android-specific implementation using JNI bridge to Android SDK
-- **Sentry.Unity.iOS**: iOS/macOS implementation using Objective-C bridge to Cocoa SDK
-- **Sentry.Unity.Native**: Native platform support for Windows/Linux/macOS standalone builds
-- **sentry-dotnet**: Underlying .NET SDK (included as Git submodule)
-
-### Platform Integration Pattern
-Each platform follows a similar pattern:
-1. **Native Bridge**: Platform-specific bridge to native SDK (JNI for Android, Objective-C for iOS, P/Invoke for Native)
-2. **Context Writer**: Synchronizes Unity context to native SDK
-3. **Scope Observer**: Keeps scope synchronized between C# and native layers
-4. **Configuration**: Platform-specific options and initialization
-
-### Key Directories
-- `src/`: Source code for all platform implementations
-- `package-dev/`: Development version of the Unity package with all assemblies
-- `package/`: Release package structure for Unity Package Manager
-- `test/`: Comprehensive test suite including unit, integration, and platform tests
-- `modules/`: Git submodules for native SDKs (sentry-java, sentry-native, sentry-cocoa)
-- `samples/`: Sample Unity projects for testing and documentation
-- `scripts/`: Build automation and testing scripts
-
-### Assembly Structure
-- Runtime assemblies are separate from Editor assemblies
-- Platform-specific assemblies only compile for their target platforms
-- Clear dependency hierarchy prevents circular references
-- Assembly aliasing prevents symbol conflicts with user dependencies
-
-### Integration Points
-- **Unity Lifecycle**: SentryMonoBehaviour handles Unity-specific lifecycle events
-- **Scene Management**: Automatic breadcrumb generation for scene changes and performance tracing
-- **Exception Handling**: Unity-specific exception processors and filters
-- **Build Pipeline**: Editor scripts handle build-time configuration and symbol upload
-- **Native Integration**: Platform-specific bridges synchronize data with native SDKs
-
-### Testing Strategy
-- **Unit Tests**: Test individual components in isolation
-- **Integration Tests**: Test cross-component interactions and Unity integration
-- **Platform Tests**: Test platform-specific functionality
-- **Smoke Tests**: End-to-end testing of core functionality across platforms
-- **Shared Test Infrastructure**: Common utilities and mocks for consistent testing
-
-## Development Notes
-
-### Building for Different Platforms
-The SDK automatically detects the target platform and includes appropriate native libraries. No special configuration is needed - the Unity Editor handles platform-specific compilation.
-
-### Working with Native Dependencies
-- Native libraries are included as plugins in `package-dev/Plugins/`
-- Android uses JAR and AAR files with JNI bridge
-- iOS uses XCFramework with Objective-C bridge
-- macOS uses DYLIB with Objective-C bridge
-- Windows/Linux/macOS standalone use native DLLs/SOs with P/Invoke
-
-### Symbol Upload Integration
-The SDK includes Sentry CLI integration for automatic debug symbol upload during builds. This is configured through the Sentry Editor window and build post-processors.
-
-### Package Development Workflow
-1. Make changes to source code in `src/`
-2. Run `dotnet build` to build and update `package-dev/`
-3. Test changes using the sample project or integration tests
-
-### Error Handling Patterns
-- Platform-specific implementations handle native SDK failures gracefully
-- The SDK should not throw unhandled exception. The only exception to this rule is during initialization
-- Unity-specific exception filters prevent SDK errors from affecting the game
-- Extensive logging helps debug integration issues
-- Fallback mechanisms ensure core functionality works even if platform specific features fail
-
-## Git Commit Guidelines
-
-### Commit Messages
-- Use simple, direct commit messages without prefixes like "chore:" or "feat:"
-- Messages start with a capital letter
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