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>
This commit is contained in:
2026-07-09 13:48:32 -07:00
parent 4cd9b6579d
commit 0574e74e18
4 changed files with 58 additions and 10 deletions
@@ -117,12 +117,14 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting
`[RuntimeInitializeOnLoadMethod]` attribute** off `WorldFeelConfig.ResetDefaults``Enabled=false` → the WHOLE
feedback slice (shrink/pop + chips + SFX + micro-punch) silently dead. One-line restore; verified on-screen +
numerically on a live server-spawned node; 455/455. Operator still eyeballs a real harvest in the next playtest.
2. **Collision precision pass — SCOPED (2026-07-07 operator): environment collider FIDELITY.** Collision shapes
don't match the visual meshes (cover rocks etc.) — invisible walls / visual clipping. TODO: audit every
Environment-layer collider (boundary rim, landmark rocks, in-room cover props) and fit them to the render mesh
(tightened primitives or convex mesh colliders); verify against the baked subscene PhysicsWorld (that's where
they live — classic-GameObject views lie). Re-validate the enemy stuck-fix backstop after any shape change
(Depenetrate/tangent-slide was tuned on the old shapes).
2. ~~Collision precision pass~~ **DONE (2026-07-09, gate-approved incl. missing-collider adds).**
`ColliderFitTools` (Editor, audit/apply) refit everything to the Game.unity visuals: rings rebuilt
16/24/24→54/82/82 fine segments fitted to torso-band cliff vertices; cover = convex MeshColliders of the
actual rock meshes (needed Read/Write on 2 PNB meshes — new CLAUDE.md gotcha); landmarks hint-matched OBB
fits; 11 solid-prop colliders added (tree/turbine/crates/dish/solar). Verified in the baked CollisionWorld
(ring closure, cover 8/8 solid, server==client parity) + enemy backstop re-validated live (embedded enemy
depenetrates out of a cover hull and keeps moving). Operator feel-lap still pending. See
[[2026-07-09_B4d_Tail_Collision_Grounding]].
### Short-term wins (asset/scene/client layer)