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>
Re-exported the skinned kit from the ONE master .blend with the reshaped diving helmet, grouped into
Metal/Beacon/Porthole SMRs. Darkened the helmet (M_Diver_Metal_Skinned flat gunmetal - the AnimatedLitShader
was multiplying the tint by the gold PaletteAtlas sample, so the atlas map is cleared to force the flat dark
base), kept the warm shoulder-lamp beacon, dimmed the porthole (M_Diver_PortholeGlow_Skinned), shifted the body
to a cool diver tone. Rebuilt Player.prefab via the proven PlayerRigTools graft chain. Verified live in
DevSandbox from the game camera: the gold-dome lamp is gone. Remaining full-match gap (brass-armour/teal-
undersuit split + the shoulder/boot silhouette edits) needs the Synty body replaced by the .blend body.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>