1. Split HUD into stable left and right visual groups under `_UI/ScoreCanvas`.
2. Left group layout:
-`COMBO`
- combo number, larger
- score
- accuracy percent
- rank, larger
3. Right group layout:
- circular multiplier ring
- multiplier value centered, e.g. `x4`
- small time bar below
- elapsed / total or remaining time text
4. Move `Judgement` away from persistent HUD, likely near center-top or temporarily shown and faded.
5. Keep HUD outside the note highway and saber swing area.
## Suggested Implementation Options
### Option A: Scene-only first
Adjust Game scene RectTransforms / world canvas placement and existing child positions without changing code.
Pros:
- Lowest risk
- Fast to evaluate visually in Unity
- Matches user request to polish Game scene first
Cons:
- Existing `ScoreManager.PrepareHud()` may overwrite some RectTransform values at runtime if `applyHudPlacement` or label setup runs.
Estimated score: 78/100 unless we confirm code does not overwrite the scene layout.
### Option B: Minimal code-supported layout
Make `ScoreManager` expose a stable Beat Saber HUD layout preset and only adjust positions/sizes of existing labels.
Pros:
- Runtime layout stays consistent
- Existing labels and score data remain unchanged
- Low gameplay risk
Cons:
- Requires code edit, so must pass the 80+ review gate.
Estimated score: 86/100 if scoped only to HUD placement/style and verified in Play mode.
## Codex Recommendation
Start with Option A in Unity scene if possible. If `ScoreManager.PrepareHud()` overwrites the layout during play, move to Option B with a narrow code change.
Codex preliminary score for Option B: 86/100.
Claude Code: please review this proposal and either approve with score >= 80 or suggest revisions before code changes proceed.