Docs: roadmap — rig-type verified HUMANOID (discrepancy resolved)
animationType=Human (enum 3, not Generic); CharactersAvatar.isHuman=true. CLAUDE.md correct; the grounding agent misread the enum. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -184,10 +184,10 @@ Runs parallel with 4–6 where possible.
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> EG/Rukhanka path (renders only in the baked ECS world, not a plain scene). **Still open:** the authoritative **in-game
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> animated run** (wire into `WaveDirector.EnemyPrefabs[]` + a Server/Client play-run — a gameplay-roster change), the
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> **custom kit** re-attach (glowing eyes/kelp as bone-parented children), and the **Bathynaut suit + 2nd creature** — so
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> the "cube→rigged→animated→fighting, twice" gate is close but not signed off. ⚠ Open discrepancy to reconcile: the
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> grounding read found `Characters.fbx` imported as **Generic** (`animationType: 3`), which conflicts with CLAUDE.md's
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> "HUMANOID" note — verify before relying on either. Safe regardless: **reuse the existing rigged Synty prefab + its
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> `CharactersAvatar`** via the tool; do NOT reimport the FBX (a rig-type flip would break the clip binding).
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> the "cube→rigged→animated→fighting, twice" gate is close but not signed off. ✅ Rig-type **verified HUMANOID**
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> (`Characters.fbx` `animationType = Human` (enum 3); `CharactersAvatar.isHuman = true`) — CLAUDE.md's "HUMANOID" note is
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> correct; the earlier "Generic" flag was an enum misread (**3 = Human, not Generic**). Still: reuse the rigged Synty
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> prefab + `CharactersAvatar` via the tool; don't reimport the FBX (a rig-type flip would break the clip binding).
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> Reusable gotchas banked: Blender-5.1 Synty-FBX import workaround, bounds-normalize scattered Synty rocks, posed-static
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> hero bake (apply-armature + visual-transform), the Unity URP render-harness (layer sign-bit, `SubmitRenderRequest`),
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> and the `EnemyRigTools.BuildDrowner` path + its EG-only-render caveat.
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