Assets/ 14 GB -> 5.5 GB.
- Assets/BefourStudios DELETED (8.2 GB). Transitive-closure reachability
from every project scene, prefab and settings asset found exactly FOUR
reachable files in the whole pack — four textures. Relocated them to
Assets/_Project/Textures/Env via AssetDatabase.MoveAsset with the GUIDs
verified preserved, then removed the pack. It was HDRP art for a
direction DR-051 deleted; re-downloadable from the Asset Store.
(3.3 GB of that was gitignored .unitypackage archives git rm could not
see — removed separately.)
- 92 vendor demo/gallery/overview scenes deleted (294 MB). They are the
ten largest tracked blobs in the repo, stored as non-LFS YAML that
Unity must parse and index on every database rebuild. Build settings
reference only MainMenu and Game.
- com.shadercrew.the-toon-shader.3d + .core removed (132 MB embedded,
referenced by nothing).
- Assets/Screenshots (182 PNGs, 22 MB) moved to the gitignored
_visual_scratch/ — Unity was importing them as textures.
- manifest: dropped com.unity.ai.navigation and com.unity.cinemachine
(zero references — no NavMesh assets, no Cinemachine in any scene).
Pinned com.coplaydev.unity-mcp to a SHA instead of #main; that floating
branch ref silently re-resolving IS what the dirty packages-lock.json
was, and it means two machines can run different bridge versions while
both match the committed manifest.
KEPT after checking, against the audit's suggestion: visualeffectgraph
(27 .vfx assets) and timeline (213 .playable) are genuinely used. And I
RESTORED com.unity.ai.assistant + com.unity.ai.inference after removing
them left half the AI Toolkit resolved in Library/PackageCache and
crashed two AssetImportWorkers on domain reload — editor-only tooling is
not worth destabilising the install for.
Verified after: 0 compile errors, 304/304 green, DevSandbox plays with
the player, an enemy, live socket stats and no leaked RPCs.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Second ground iteration ("better but could be further improved"): the remaining
plainness was single-texture ground — noise only modulated brightness, never
MATERIAL. Now each biome bakes a unique 1024 splat-blended base map (zero
repetition at macro scale) with the fine texture moved to the detail slot as a
high-pass layer at real tiling:
- Meadow: grass + dirt + clover patches masked by fbm; the worn paths
(storage->warpgate, storage->base-gate) and a congregation-wear disc at the
storage crystal are baked INTO the splat as organic dirt zones (exact
plane-UV mapping probed: u=0.5-x/90 — both axes inverted).
- Arid: sand + sand2 + arid-dirt patches + a subtle arena-wear disc at the
quad center (= the room origin on both quads) + warm/cool hue drift.
- Detail slot: generated 2048 high-pass (full - 128-blur, 1.4x) of the
grass/sand textures, LINEAR import, tiled 22x/26x — crisp up close, the
splat carries identity at distance.
- Superseded assets removed: the overlay WornPath quads + material + texture
(double-darkened over the baked wear and caught fog as a ghostly rectangle)
and the old macro-noise detail textures.
Biome tint MPB + normals unchanged and still active. Measured ground luminance
0.30/0.33 (edit ambient) — play fog/dark ambient pulls it down; tints remain
the one-line brightness knob.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Phase 1.5b ground bundle (operator: "the ground is very plain"):
- Ground materials rebuilt: Grass/Sand base maps at real tiling (22x/26x, was a
2x smear across 90-130u) + Synty normal maps + a generated 0.5-centered macro
noise detail texture (LINEAR import — sRGB detail mul2x darkens 2.3x) with
baked rim vignette. Meadow ground moved OFF the shared Synty asset onto
project-owned Mat_Ground_Meadow.
- WorldAtmosphereSystem: per-room-biome ground tint on the expedition quads via
MaterialPropertyBlock (Meadow green / Cavern blue / Blight purple; Arid sand
default), lerped alongside the existing fog/ambient palettes.
- RoomDressingSystem + RoomDressingConfig (new, client-only observe-only):
26 biome-flavoured cosmetic props per room, scattered inside the room's ACTUAL
shape (same RoomLayoutMath authority as the server, distinct 0xD2E55 hash
stream), deterministic from the replicated run seed, torn down with the room,
colliders stripped. 47 curated prefab refs wired in Game.unity (build-safe).
- Base: 357 curated flora props re-enabled (bushes/wildflowers/grass clumps;
buildings/pond/FX stay parked) + generated worn-dirt paths storage->warpgate
and storage->base gate.
Live-verified: dressing 26/26 inside x[981,1023] z[-11,12] y=0, 11 varieties,
0 colliders; teardown on run end; Meadow tint converged to exact target; 470
EditMode green; console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>