Docs: collision-fidelity pass record + MeshCollider Read/Write gotcha + guardian harness pattern
Session log Part C (execution + validation evidence), roadmap stabilize #2 ticked, CLAUDE.md gains the MeshCollider-bakes-only-if-Read/Write gotcha (38.4 KB, in budget), validation-harness.md gains the EditorApplication.update guardian + EditorPrefs handoff pattern. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -117,12 +117,14 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting
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`[RuntimeInitializeOnLoadMethod]` attribute** off `WorldFeelConfig.ResetDefaults` → `Enabled=false` → the WHOLE
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feedback slice (shrink/pop + chips + SFX + micro-punch) silently dead. One-line restore; verified on-screen +
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numerically on a live server-spawned node; 455/455. Operator still eyeballs a real harvest in the next playtest.
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2. **Collision precision pass — SCOPED (2026-07-07 operator): environment collider FIDELITY.** Collision shapes
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don't match the visual meshes (cover rocks etc.) — invisible walls / visual clipping. TODO: audit every
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Environment-layer collider (boundary rim, landmark rocks, in-room cover props) and fit them to the render mesh
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(tightened primitives or convex mesh colliders); verify against the baked subscene PhysicsWorld (that's where
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they live — classic-GameObject views lie). Re-validate the enemy stuck-fix backstop after any shape change
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(Depenetrate/tangent-slide was tuned on the old shapes).
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2. ~~Collision precision pass~~ **DONE (2026-07-09, gate-approved incl. missing-collider adds).**
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`ColliderFitTools` (Editor, audit/apply) refit everything to the Game.unity visuals: rings rebuilt
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16/24/24→54/82/82 fine segments fitted to torso-band cliff vertices; cover = convex MeshColliders of the
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actual rock meshes (needed Read/Write on 2 PNB meshes — new CLAUDE.md gotcha); landmarks hint-matched OBB
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fits; 11 solid-prop colliders added (tree/turbine/crates/dish/solar). Verified in the baked CollisionWorld
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(ring closure, cover 8/8 solid, server==client parity) + enemy backstop re-validated live (embedded enemy
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depenetrates out of a cover hull and keeps moving). Operator feel-lap still pending. See
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[[2026-07-09_B4d_Tail_Collision_Grounding]].
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### Short-term wins (asset/scene/client layer)
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