Art: Bathynaut body-swap into the gameplay Player (Mark-V + brass/teal split)
The approved staging character is now in the shipping animated Player.prefab: - Re-exported the skinned kit FBX dome-less + the Synty Mark-V helmet skinned to the Head bone (3 submeshes brass/gunmetal/glass); replaced the old fused dome. - Split materials: brass armour, dark-teal undersuit, gunmetal tank pack, warm shoulder beacon, teal porthole glow. - ★ per-instance _BaseColor gotcha: the hit-flash system sets URPMaterialPropertyBaseColor=(1,1,1) on every player render child, which REPLACES the material _BaseColor -> flat-color materials washed cream. Fix = drive color via a solid-color _BaseColorMap texture (DiverTex/), not _BaseColor. Verified live in DevSandbox from the game camera: copper Mark-V + brass armour + teal undersuit + gunmetal tanks + warm beacon, animated, reads at true game scale. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -38,7 +38,7 @@ Material:
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serializedVersion: 3
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m_TexEnvs:
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- _BaseColorMap:
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 2800000, guid: b5641ebbdcdaa6545bf930cdfbc44226, type: 3}
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- _MaskMap:
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@@ -70,7 +70,7 @@ Material:
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- _Smoothness: 0.45
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- _USE_VERTEX_COLOR: 0
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m_Colors:
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- _BaseColor: {r: 0.09, g: 0.1, b: 0.12, a: 1}
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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