Docs: DR-025 world redo (natural-frontier biomes) + session log; CLAUDE.md art pointer
Session log + DR-025 for the off-world natural-frontier world redo; mark PolygonNatureBiomes in-use in the Synty inventory; archive the long-form gotchas (PNB ring-mesh white-torus, edit-mode region-fog preview, EG-entity vs cosmetic, execute_code DeleteAsset block, shadow-cast hygiene). CLAUDE.md: net-zero art pointer to DR-025 (39882 B, under the 40KB budget). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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---
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date: 2026-06-08
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type: session
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tags:
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- session
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- art
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- synty
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- environment
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- world
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- urp
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- presentation
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- biomes
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permalink: gamevault/07-sessions/2026/2026-06-08-world-environment-redo
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---
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# Session 2026-06-08 — World environment redo (off-world natural frontier)
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> Driven by `/dots-dev` (Feature track) under **ultracode**. Major world cleanup using newly-imported Synty
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> nature packs (PolygonNature, PolygonNatureBiomes, PNB_Core).
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## Goal
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Operator: *"The world environment needs a major cleanup. I imported new assets — use them to redo the world.
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Utilize materials, terrain, new models, foliage. Whatever makes the world look good."* Intake fork resolved:
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**off-world natural frontier** (Meadow_Forest base + Arid_Desert expedition, sci-fi tech on top) · **both regions**.
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## Process (ultracode)
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- **Design fan-out Workflow** (3 read-only agents → verified build spec): Meadow base composition, Arid expedition
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composition, atmosphere/lighting recipe extracted from Synty's own biome demo scenes. Every prefab/material path
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verified by reading the `.prefab`/`.mat` YAML before listing.
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- **Implementation sequential via `execute_code`** (single editor — mutation can't race; the blessed DR-011/DR-018
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pattern), in batches with `read_console` between each.
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- **4-lens adversarial review Workflow** (sim-isolation · performance · code-correctness · composition) over the
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saved scene + new scripts + screenshots → confirmed findings fixed before sign-off.
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## Done
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- **Retired the old world** (`SyntyWorld` sci-fi colony + `BlightfieldDecor`/`ExpeditionGround`/`ExpedPillar*`/`Ground`,
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8 roots) and built two cosmetic classic-URP roots in `Game.unity` (NOT the subscene; colliders stripped → inert to
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the DOTS PhysicsWorld, per [[DR-011_Synty_World_VFX_Integration]]/[[DR-018_World_Space_Cohesion_Pass]]):
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- **`BaseBiome`** (origin) — Meadow_Forest: grass ground plane, 195 deterministic foliage/tree/rock instances
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(tree-ring bowl r20-30, wildflower band, bushes/rocks/ground-cover, flat interior cover only), 8 landmarks
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(**Warpgate** hero gateway at (0,0,-20), stone cabin, windmill, well, pond + waterwheel + lilies, 2 sci-fi crates),
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6 FX (butterflies/sunbeams/petals/glowing-dust/water), 4 cyan Aether point lights.
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- **`ExpeditionBiome`** (+1000) — Arid_Desert: sand ground plane, 182+5 instances (cliff/spike ring r44-58, mid
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rock/cactus/bramble bands, crater+alien-bone scatter, flat inner cover, background hills, **5 hero rock
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silhouettes** added in review), 9 survey-outpost landmarks (satellite, solar array, 2 turbines, tent, survey
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level, sign, alien artefact, rock arch), 6 FX (dust/ash/sunray/tumbleweed/vulture), 4 orange Aether point lights.
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- **Atmosphere:** warm daylight directional sun (euler 50,330; `#FFF4E0`; 1.6), Trilight ambient, a new
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`Skybox/Procedural` material (`Assets/_Project/Rendering/Sky_DaytimeProcedural.mat`, infinite → covers both regions
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unlike a Synty skydome mesh at origin), exp-squared fog, and a cloned daylight post-FX profile
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(`PostFX_Daylight.asset` — kept ACES, trimmed bloom/contrast/vignette + neutralised the dark-colony cool cast).
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- **`WorldAtmosphereSystem`** (+ `WorldAtmosphereConfig`) — client-only presentation `SystemBase` that cross-fades
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`RenderSettings` fog colour/density + ambient sky between the cool-green meadow and the warm-orange desert based on
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camera world-X (mirrors `HudSystem`'s region split at X>500). Pure presentation, observe-only, zero sim impact;
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live-tunable config mirroring the `WorldFeelConfig` idiom.
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## Validation
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- **EditMode 214/214** (unchanged; the new presentation code added no test but broke none). Console clean (only the
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pre-existing benign Server-Tick-Batching/RPC-age warnings).
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- **Value-introspected:** 832 renderers across both biomes, **0 colliders** (all stripped), **0 error/magenta
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materials**, 8 point lights (shadows off), 13 particle systems. All Synty shaders URP-native.
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- **Adversarial review (4 lenses):** isolation = *purely cosmetic confirmed* (no ghost/subscene/sim/PhysicsWorld
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leak; system writes only `RenderSettings`); perf = Forward+ clustered lights + SRP batcher correct, **fixed**
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realtime shadow-casting on 254 small props + ground planes (now off); code = correct vs sibling systems, **fixed**
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fog-default drift; composition = **fixed** washed/flat desert (removed bad fog-ring meshes, saturated expedition
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fog, added hero silhouettes). Hero shots: `Assets/Screenshots/redo_base_meadow3.png` (+ `redo_expedition_arid3.png`
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previewed with expedition atmosphere baked).
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## Decisions
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- [[DR-025_World_Environment_Redo_Natural_Frontier]] — off-world natural-frontier biome world; cosmetic-GameObject
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pattern reused; region-aware atmosphere cross-fade. Builds on [[DR-011_Synty_World_VFX_Integration]],
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[[DR-018_World_Space_Cohesion_Pass]], [[DR-013_M6_Aether_Cycle_Region_Split]].
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## Gotchas recorded (→ archive)
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- **Synty PNB_Core fog-ring / cloud-ring MESHES render as a glaring white torus band** — don't place them; the
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global `RenderSettings` fog gives the atmosphere. (Deleted all 4 in review.)
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- **Edit-mode screenshots show the BASE region's baked fog over the expedition** because the runtime cross-fade
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system only runs in Play — to preview a region's true look, temporarily bake that region's `RenderSettings` then
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revert. (The desert looked washed until previewed with expedition fog.)
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- **A cyan capsule at each region centre is a baked Gameplay-subscene ENTITY** (Entities-Graphics-rendered, Aether
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material), NOT cosmetic dressing — `FindObjectsByType<MeshRenderer>` won't find EG entities; out of scope for an
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art pass.
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## Open / deferred
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- **Live cross-fade Play-validation:** confirmed by-code + by a baked-atmosphere preview; a focused play-through to
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eyeball the actual fog/ambient transition while walking base↔expedition is the remaining eyeball check.
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- **Global quality knobs (deferred, low-risk perf):** shadow distance 50u/4-cascade and PC `lodBias=2` are generous
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for a top-down cam; `RequireOpaqueTexture` likely unused. Left to a dedicated perf pass (they touch global RP/quality).
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- **Polish opinions (optional):** stronger per-region brightness/contrast delta (hostile desert hotter), more visible
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cyan at the base play area, procedural-skybox ground tint if the camera ever exposes the horizon.
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## Next
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A focused play-through to tune the atmosphere cross-fade + biome density/feel, then either the deferred global perf
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pass or resume the milestone track. The biome-cosmetic pattern + `WorldAtmosphereConfig` generalise to future regions.
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