Found by running the A0 style-proof against the SHIPPING scene instead of
ArtStaging (which judges static glTF bakes on an import shader, with zero
SkinnedMeshRenderers and no Animator — it cannot answer "does the game look
like this").
Player-facing bugs fixed:
- AC_PlayerTopDown/AC_EnemyTopDown "Death" had ZERO outgoing transitions.
Any State enters on IsDead and nothing ever leaves. The player ghost is a
persistent entity, so its Rukhanka animator never resets: once you died you
rendered sprawled on the seabed permanently — sim fully respawned, moving and
fighting, visually a corpse. Added Death -> Idle on (IsDead == false).
- AmbientMotionSystem drift was still the deleted biome system: key 0 =
"meadow", MeadowMoteColor (0.62, 0.85, 0.60) = GREEN motes, 600 of them in a
36x7x24 box following the camera — the most off-palette thing in the frame.
Its x>500 region probe pointed at space now holding zero renderers. Collapsed
to one cold marine particulate; dropped the 4 dead mote colours + AridWind.
- FeedbackFx.MakeParticleMaterial built Sprites/Default with NO texture, so
every procedural particle rendered as a hard SQUARE. Added a procedural soft
dot (no Resources.Load — build-stripped; asset-free presentation is the rule).
- Game.unity carried a stock Unity "Directional Light" (warm-WHITE, 1.05, Soft)
outranking KeyWarm as a second competing shadow caster, plus 6 orphaned
LandmarkLights — four at x=1030/1530 lighting a kilometre of empty water, two
with no renderer within 12u, two of them purple. All 7 deleted. Added RimCold
for silhouette separation; key:fill set to the tuned 3.9:1; WarmPool -> Soft.
ArtStaging (kept as a lighting lab): KeyWarm 0.15 -> 0.85 — it was the only
shadow-caster yet sat BELOW GloamFill 0.22, which destroys form by definition
and is what read as "flat". StagingAmbiance was attached to nothing and its
flora wiring searched for a Game.unity parent, which is what read as "static";
it also force-played the combat one-shot pool, now restricted to looping
emitters. Flicker raised to a measured x2.11 cold swing vs x1.03 warm.
304/304 EditMode green; death-recovery, palette and particulate all verified
live in Game.unity Play.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Operator: base flora too dense + "the waving/shader doesn't look great".
Diagnosis: EVERY Synty flora prop (both biomes) uses the Synty/Foliage
VERTEX-wind shader — the transform root-tilt sway has been double-animating
all flora since 1.5, and ground-flush carpet props (Flowers_Flat,
Grass_*_Plane) visibly lift their edges when tilted.
- AmbientMotionConfig.SwayEnabled -> false (code default + the serialized
scene value): idle motion = the authored per-vertex shader wind (tips bend,
bases planted). Knob kept for A/B; walk-through RUSTLE stays as the
reactive layer the shader can't provide.
- AmbientMotionSystem: flat carpet props excluded from the flora cache
entirely — no tilt even from rustle.
- Flower density thinned deterministically: Flowers_Flat keep 40%,
Wildflowers/Sunflowers keep 50%, center (r<13) thinned harder (x0.6) —
17/38 drifts off; play/build area reads clear, flowers become ring accents.
Console clean; sway/rustle knobs remain live-tunable in the scene.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Art look LOCKED by the operator from the artlook_* side-by-sides:
clean dark-Synty; PixelOutline._MasterEnabled=0 shipped (feature stays
dev-toggleable via F3; other fullscreen effects remain backlog).
New AmbientMotionSystem (client-only PresentationSystemGroup, the
"world alive" anti-static beat, zero netcode):
- per-biome DRIFT particles from one world-space emitter following the
camera (meadow motes / arid wind-blown dust / cavern motes / blight
spores; palette keys on camera-X region + replicated room biome,
mirroring WorldAtmosphereSystem's switch)
- idle SWAY on the ACTIVE cosmetic flora prop roots near the camera
(LOD children follow the root; probed: none static-batched)
- walk-through RUSTLE: flora brushed by the local player
(GhostOwnerIsLocal idiom) gets a decaying energy shake
Rotations write around a cached base (lossless when toggled off);
knobs in AmbientMotionConfig (scene object, code defaults when absent).
Verified live: drift palettes exact in both regions (meadow
0.62/0.85/0.60 -> arid 0.85/0.68/0.45 on region cross), flora beside
the player rocked (0,0)->(-4.0,+5.0) deg within the rustle+sway
envelope, 466/466 EditMode, console clean. Discovery for follow-up:
the BASE biome's flora props are authored INACTIVE (84 bushes etc.) -
the base has no sway targets until some are re-enabled.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>