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>
This commit is contained in:
2026-07-14 22:21:08 -07:00
parent cb26e68839
commit eaf3d51370
@@ -184,10 +184,10 @@ Runs parallel with 46 where possible.
> EG/Rukhanka path (renders only in the baked ECS world, not a plain scene). **Still open:** the authoritative **in-game > EG/Rukhanka path (renders only in the baked ECS world, not a plain scene). **Still open:** the authoritative **in-game
> animated run** (wire into `WaveDirector.EnemyPrefabs[]` + a Server/Client play-run — a gameplay-roster change), the > animated run** (wire into `WaveDirector.EnemyPrefabs[]` + a Server/Client play-run — a gameplay-roster change), the
> **custom kit** re-attach (glowing eyes/kelp as bone-parented children), and the **Bathynaut suit + 2nd creature** — so > **custom kit** re-attach (glowing eyes/kelp as bone-parented children), and the **Bathynaut suit + 2nd creature** — so
> the "cube→rigged→animated→fighting, twice" gate is close but not signed off. ⚠ Open discrepancy to reconcile: the > the "cube→rigged→animated→fighting, twice" gate is close but not signed off. ✅ Rig-type **verified HUMANOID**
> grounding read found `Characters.fbx` imported as **Generic** (`animationType: 3`), which conflicts with CLAUDE.md's > (`Characters.fbx` `animationType = Human` (enum 3); `CharactersAvatar.isHuman = true`) — CLAUDE.md's "HUMANOID" note is
> "HUMANOID" note — verify before relying on either. Safe regardless: **reuse the existing rigged Synty prefab + its > correct; the earlier "Generic" flag was an enum misread (**3 = Human, not Generic**). Still: reuse the rigged Synty
> `CharactersAvatar`** via the tool; do NOT reimport the FBX (a rig-type flip would break the clip binding). > prefab + `CharactersAvatar` via the tool; don't reimport the FBX (a rig-type flip would break the clip binding).
> Reusable gotchas banked: Blender-5.1 Synty-FBX import workaround, bounds-normalize scattered Synty rocks, posed-static > Reusable gotchas banked: Blender-5.1 Synty-FBX import workaround, bounds-normalize scattered Synty rocks, posed-static
> hero bake (apply-armature + visual-transform), the Unity URP render-harness (layer sign-bit, `SubmitRenderRequest`), > hero bake (apply-armature + visual-transform), the Unity URP render-harness (layer sign-bit, `SubmitRenderRequest`),
> and the `EnemyRigTools.BuildDrowner` path + its EG-only-render caveat. > and the `EnemyRigTools.BuildDrowner` path + its EG-only-render caveat.