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@@ -25,7 +25,11 @@
|
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"Bash(git reset --hard:*)",
|
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"Bash(git push --force:*)",
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"Bash(git push -f:*)",
|
||||
"Bash(git clean -fd:*)"
|
||||
"Bash(git clean -fd:*)",
|
||||
"Bash(git checkout -- :*)",
|
||||
"Bash(git checkout .:*)",
|
||||
"Bash(git restore:*)",
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"Bash(git stash:*)"
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]
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}
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}
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@@ -11,7 +11,7 @@ The spine: **size by complexity → ground → agree the change → setup scene
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## Non-negotiables (every track)
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1. **The material keystone ★ — no per-asset texturing, ever.** Every asset shares the ONE palette atlas (`Assets/_Project/Art/Palette/PaletteAtlas.png`) + emissive materials; color = *placing* a face's UV onto a colour band, never unwrap/paint. Three shader roles only: Lit-Palette (statics), Emissive-Gloam (glows — hue/flicker = gameplay info), Skinned-Palette (creatures/suits). This is the solo-dev keystone — deviating breaks batching, coherence, and the whole factory. Detail → [[Art_Direction_Lantern]] + `references/style-and-practices.md`.
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1. **The material keystone ★ — no per-asset texturing, ever.** Every asset shares the ONE palette atlas (`Assets/_Project/Art/Palette/PaletteAtlas.png`) + emissive materials; color = *placing* a face's UV onto a colour band, never unwrap/paint. Three shader roles only: Lit-Palette (statics), Emissive-Gloam (glows — hue/flicker = gameplay info), Skinned-Palette (creatures/suits). This is the solo-dev keystone — deviating breaks batching, coherence, and the whole factory. **A kitbashed or AI-generated mesh arrives with its OWN baked texture — that clash IS the keystone violation; strip it and re-material to the shared palette + flat-shade before it ships** (§14). Detail → [[Art_Direction_Lantern]] + `references/style-and-practices.md`.
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2. **Poly budgets + the readability law ★.** props ≤ ~800 tris · creatures ≤ ~3k · hero/boss/suit ≤ ~6k. Value-first (every warm/cold read carried by luminance + shape + flicker-cadence, not hue alone); reads at 200 px; silhouette-first. Report the tri count on every asset.
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3. **The palette ontology ★.** warm gold/amber = true light (ours) · cold corpse-green/blue = gloam (counterfeit) · lure-red = bait · white-hot = conversion. Steady = true, flicker = false. Pick emissive hues to match what the asset *is*.
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4. **Nudge-and-bake for precision ★.** Never script fine placement/pose/aesthetics blind (a script can't see painted/low-poly features + judges via a low-res grab). Stage + hand off to the operator's live GUI, then **bake the result back into a reproducible form** (bone-local offsets, saved transforms). See *The nudge-and-bake loop* below + [[blender-hybrid-nudge-and-bake]].
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@@ -55,6 +55,7 @@ Establish the LANTERN working scene (snippets → `references/blender-cookbook.m
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### Phase 4 — Build
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- **Model/kitbash (Auto):** primitives via `bmesh.ops`; faceted (flat shading); UVs *placed* on atlas cells (never unwrap); Synty base import via the **5.1 window-override + `ignore_leaf_bones=True, automatic_bone_orientation=False`** workaround; normalize to metres/feet-at-floor. Report tris vs budget.
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- **AI-generate an iconic shape (Auto, last resort):** when scripted primitives can't nail an *iconic organic hard-surface* form (a Mark-V helmet, an ornate horn) and hand attempts read as golf-ball/egg/blob, **generate the base with Hyper3D Rodin** then **conform it** — it arrives as raw photoreal high-poly meter-scale clay that clashes with the flat low-poly body. The conform pass IS the work: clean-decimate to budget (watertight — weld+recalc FIRST, gentle collapse, 0 boundary edges), **drop the baked texture for the shared palette**, flat-shade, ontology-tie any emissive, and (rigid accessory) don't skin a generated mesh onto a cm-scale rig (~100× shrink → invisible). Full recipe → `references/blender-cookbook.md` §14.
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- **Precision / pose / silhouette (Guided) → the nudge-and-bake loop** (next section).
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- Iterate: for Guided, the operator can request modifications ("bigger", "move it", "add another there", "stage the vent for me") — treat each as a mini Auto or a new stage. Keep going until they're happy.
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@@ -222,5 +222,118 @@ bpy.ops.wm.save_as_mainfile(filepath=SRC + r"\<Type>_<Name>.blend")
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bpy.ops.export_scene.gltf(filepath=SRC + r"\SM_<Name>.glb", export_format='GLB',
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use_selection=True, export_apply=True, export_yup=True)
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```
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Skinned/animation export → the per-action FBX recipe in [[blender-mcp-and-unity-mcp-v10]] (`bake_anim_use_all_bones`, `bake_anim_force_startend_keying`, `apply_scale_options='FBX_SCALE_UNITS'`, `add_leaf_bones=False`; Unity import `CreateFromThisModel`). **Never export into `Assets/` while a Unity session may be live** — write to `ArtSource/`, bake in later.
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Skinned/animation export → the per-action FBX recipe in [[blender-mcp-and-unity-mcp-v10]] (`bake_anim_use_all_bones`, `bake_anim_force_startend_keying`, `apply_scale_options='FBX_SCALE_UNITS'`, `add_leaf_bones=False`; Unity import `CreateFromThisModel`). **★ Blender 5.1: ALSO pass `bake_anim_use_nla_strips=False`** — slotted actions break the `use_all_actions=False` active-action path and the FBX exports with ZERO takes (silent, ~50KB vs ~270KB); with NLA strips off the exporter samples the evaluated scene over the frame range (set the scene range + `action_slot` per action first). Unity side: `ModelImporter.defaultClipAnimations` only enumerates takes AFTER a rig-typed `SaveAndReimport` (two-pass; see `PlayerRigTools.ImportUnderwaterClips`). **Never export into `Assets/` while a Unity session may be live** — write to `ArtSource/`, bake in later.
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## 11. In-engine verification (Unity URP render harness) — the REAL A0 check
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Blender previews are a proxy; the gate is the asset in **URP** under murk + bloom + the game camera. Import + render via UnityMCP (only when the editor is free / operator granted it — else stay read-only):
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1. **Import** the glb: `import_model_file(source_path=<ArtSource glb>, output_folder="Assets/_Project/Art/Models", name=...)` — needs the leading `Assets/`; glTFast handles glb + scale.
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2. **Confirm the shared material samples the atlas** — the palette ShaderGraphs expose it as **`_BaseColorMap`** (NOT `_BaseMap`/`mainTexture`, so `mat.mainTexture` reads null — that's fine): `ShaderUtil` enumerate or `mat.GetTexture("_BaseColorMap")`.
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3. **Render harness** (`execute_code`, C#): load the `Mesh` from the imported glb, spawn a temp GO (mesh + shared material) on an **isolated layer**, warm-key + cold-fill directional lights (`cullingMask` = that layer), murk ambient (save+restore `RenderSettings.ambientMode/ambientLight`), a temp `Camera` (SolidColor murk bg, `cullingMask` = that layer, **FOV 55**) positioned at the **game angle** and framed by `MeshRenderer.bounds`, then **`RenderPipeline.SubmitRenderRequest(cam, new StandardRequest{destination=rt})`** (URP — `Camera.Render()` is unreliable) → `ReadPixels` → `EncodeToPNG` to OS temp → `Read` the PNG. `DestroyImmediate` all temp objects; never save the open scene.
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- ⚠ **Layer sign-bit:** `1<<31` is NEGATIVE → a broken culling mask that renders NOTHING (all-black). Use **layer ≤ 30**.
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- ⚠ Set `cam.cullingMask` to ONLY the temp layer so the open scene's geometry doesn't leak into the shot (`~0` renders the whole scene).
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- Game-cam offset from target: `(horiz*cos(pitch) + up*sin(pitch))*dist`, `horiz=(sin(yaw),0,-cos(yaw))`, pitch 45°, then `cam.transform.LookAt(center)`.
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||||
```csharp
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// core render call (URP)
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var rt=new UnityEngine.RenderTexture(1000,1000,24); rt.Create();
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var req=new UnityEngine.Rendering.RenderPipeline.StandardRequest(); req.destination=rt;
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UnityEngine.Rendering.RenderPipeline.SubmitRenderRequest(cam, req);
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UnityEngine.RenderTexture.active=rt; var tex=new UnityEngine.Texture2D(1000,1000,UnityEngine.TextureFormat.RGBA32,false);
|
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tex.ReadPixels(new UnityEngine.Rect(0,0,1000,1000),0,0); tex.Apply();
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||||
System.IO.File.WriteAllBytes(path, UnityEngine.ImageConversion.EncodeToPNG(tex));
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||||
```
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||||
**Findings from the first bake (crate):** the palette single-material pipeline works in URP; a pure-murk render reads *dark* (in-game URP bloom + scene fill lift it); grey under a warm key reads brownish (expected, not a bug). Skinned assets (suit/creatures) need the Rukhanka path + `Skinned-Palette` — hand to `/dots-dev`.
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## 12. The persistent staging scene (`Assets/Scenes/ArtStaging.unity`) — the operator's in-engine view
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A committed dev scene set up in the **correct A0 conditions** so the operator can OPEN it and inspect assets live (Scene-view orbit) at the gameplay angle: murk env (cold flat ambient + `ExponentialSquared` fog, no skybox), **warm-key + cold-gloam directional lights + a warm point pool**, a **Main Camera at the game angle** (pitch ~42–45°, FOV 55, `UniversalAdditionalCameraData.renderPostProcessing=true`), and a **global Volume** (profile `Assets/_Project/Art/Materials/Staging/StagingVolume.asset`: **Bloom** thr~0.85/int~1.1 — makes Emissive-Gloam glow — + **Tonemapping ACES** + **ColorAdjustments** postExposure/saturation = the capture grade), on a dark faceted pedestal. Contains labeled `SLOT_*` empties for pending assets.
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||||
- **To verify a newly-baked asset:** `import_model_file` the glb → assign the shared material (`M_Lit_Palette` statics; emissive bulbs → an HDR-emission material so bloom triggers) → `PrefabUtility.InstantiatePrefab(asset, scene)` into ArtStaging at a slot → `SaveScene` → tell the operator to open it, OR render `Camera.main` via §11.
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- ⚠ Opening ArtStaging `Single` closes the active scene — only do it when the editor is free / operator-authorized (a parallel agent's scene would be swapped out). Check `editor/state` first; the scene must be clean before swapping.
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- Beginner view steps to hand over: open the scene (double-click in Project ▸ Assets/Scenes), **orbit** = middle-mouse drag, **zoom** = scroll, **frame a selected object** = `F`, **Game tab** shows the gameplay-angle camera.
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### Underwater ambiance recipe (built into ArtStaging — the gameplay-env prototype)
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The staging env IS the gameplay ambiance (build it from real systems so it transfers). Elements that made it read "underwater" (vs a bland dark disc):
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- **Caustics** = a tileable cookie on an overhead **Spot** light (dappled seabed light). Generate procedurally (sum of `Sin` interference, `pow(1-abs(n), k)` for bright ridges), save PNG, importer `wrapMode=Repeat`, `light.cookie=tex`; spot ~4.5m up, angle ~85°, cool color, intensity ~40 (spots need high intensity). ⚠ a texture `SaveAndReimport` mid-render → one BLACK frame; just re-render.
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- **Marine snow** = a `ParticleSystem` (real gameplay system): World sim space, ~500 particles, `startSpeed`~0.03, tiny size, cool-white low-alpha, box shape ~9×5×9, `noise` on for wander, slight negative gravity (drift up). Renderer material = `Sprites/Default` + a generated soft-dot texture. ⚠ edit-mode doesn't auto-play — `ps.Clear(); ps.Simulate(10f,true,true); ps.Pause();` **before** rendering.
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- **Depth fog** teal (`ExponentialSquared`, cool color), **cool grade** (WhiteBalance temp ~-20, Vignette dark-teal), lifted cool **ambient** (Flat ~0.09,0.16,0.20), warm-key vs cold-fill contrast + a warm point "pool" (the beacon-in-murk look).
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- **Seabed dressing** = scatter real meshes (my flora as bioluminescent ground-clutter = the readability-law density dial; Synty rocks as boulders). ⚠ **Synty rocks import HUGE** (DungeonRealms boulders are multi-metre) — never scatter at raw scale; **bounds-normalize**: instantiate at scale 1, measure `MeshRenderer.bounds` max dim, `scale = targetMetres / maxDim` (target ~0.35–1.0 m), then place. Strip colliders on cosmetic dressing.
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### ★ LOCKED lighting = "light is territory" (the thematic template; reads TOP-DOWN)
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The direction that landed (operator-approved): **the interest lives in the LIGHTING, not geometry.**
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- ⚠ **Vertical god-ray shafts DON'T read from a top-down camera** — you look straight down them. Tried, removed. For a top-down ARPG, thematic light must live in **pools ON the ground.**
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- **Warm beacon pool** (a warm point light) = "our light / safe territory." **Cold bioluminescent pools** = a cold-teal point light AT each glow-flora (emissive meshes don't illuminate — add real lights). **Deep dark between** the pools (drop ambient to ~0.03,0.055,0.08, gentle key ~1.2 for form only) → chiaroscuro. This IS the "light is territory" pillar, made literal, and it reads perfectly top-down.
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- **Undulating seabed mesh** (not a disc — a disc reads as a platform): procedural grid + layered `PerlinNoise` height, **damped to flat within ~2 m of the hero assets**, extended past the fog cutoff so the edge fades to murk. Flat-faceted (per-quad verts). Save as a `.asset` mesh so it persists.
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- **Dynamic layer** = a Play-mode `MonoBehaviour` (`StagingAmbiance`) modulating **LIGHTS ONLY** (no material writes → nothing persists on Play exit): slow-spin the caustics spot, flicker the beacon, sine-pulse the flora pool intensities. Self-wires by `GameObject.Find`. ⚠ hitting Play in a non-menu scene runs `GameBootstrap` (spawns netcode worlds) — harmless to the visual, just background noise.
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### Posed STATIC hero bake (style-proof placement without the Rukhanka pipeline)
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To drop a posed suit/creature into the staging scene as a static mesh (skinned Rukhanka bake is separate `/dots-dev` work): in Blender — **apply the `Armature` modifier** on each skinned mesh (bakes the current pose into geometry), **`visual_transform_apply` + clear constraints** on bone-parented kit (eyes/lamp Child-Of), then export a static glb (meshes only, no armature). ⚠ both `modifier_apply` and `export_scene.gltf` need the **window `temp_override`** after `open_mainfile` (context.active_object). Import via `import_model_file`, `InstantiatePrefab` at the slot — glTFast carries the embedded materials (Synty atlas + emission).
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```
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## 13. Skinned attachment kit → existing Unity rig (proven 07-16, Bathynaut dome/tank/lamp)
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Rigid accessories that must RIDE an already-in-engine Rukhanka rig (helmet, packs, lamps). Full failure-chain + Unity-side detail: gotchas archive 2026-07-16 + [[DR-052_SoD_Facing_Underwater_Feel]].
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```python
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# 1. BIND (non-destructive, saved into the master): per piece — one vgroup named for the target
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# bone, ALL verts weight 1.0, + an Armature modifier. Pieces stay editable.
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o.vertex_groups.new(name="Head").add(range(len(o.data.vertices)), 1.0, 'REPLACE')
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o.modifiers.new("Armature", 'ARMATURE').object = ARM
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# 2. JOIN copies per SHADER ROLE (palette brass vs emissive glow) -> 2 export meshes, vgroups merge by name.
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# 3. EXPORT — ★ UNHIDE THE ARMATURE FIRST: a hidden armature can't be selected and the FBX
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# exports SILENTLY SKINLESS (static meshes, no vgroups). Restore hidden after.
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ARM.hide_set(False)
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bpy.ops.export_scene.fbx(filepath=out, use_selection=True, object_types={'ARMATURE','MESH'},
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apply_scale_options='FBX_SCALE_UNITS', apply_unit_scale=True, add_leaf_bones=False, bake_anim=False)
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```
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Unity side (`PlayerRigTools.AttachBathynautKit` / `GraftSmr` is the reference implementation):
|
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- Rebind `smr.bones` by NAME onto the target skeleton (Blender dedup suffixes `.001` → strip to base name; safe when the kit only weights unambiguous bones).
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- **REBASE, never reuse bindposes**: a Blender FBX roundtrip imports cm bones under a 0.01 armature (regardless of scale option) while Synty-native rigs are meter-scale → raw bindpose reuse renders ×100 off. Bake verts to rest-world; bindposes = `Matrix4x4.TRS(m.GetColumn(3), m.rotation, Vector3.one).inverse` (RIGID, scale-stripped).
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- **`mesh.RecalculateTangents()` is mandatory** — a tangent-less procedural skinned mesh fails Rukhanka/BRG registration (`BatchMeshID not present`) and the WHOLE rig disappears.
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- Persist rebased meshes as `Rebased_*.asset` (Clear+refill an existing asset = GUID-stable re-runs).
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- Emissive pieces: `ProjectM/EmissiveGloamSkinned` (hand-written HLSL + Rukhanka `ComputeDeformedVertex`; the DOTS-instanced `_DeformedMeshIndex` block must be declared BEFORE the include, and the property must ALSO be in the Properties block for the baker's `HasProperty` validation). BRG-only: invisible in plain classic scenes, correct in the baked ECS world.
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## 14. AI-generated hero shape → conform to Synty (proven 07-24, Bathynaut Mark-V helmet)
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When scripted `bmesh` primitives can't nail an **iconic organic hard-surface shape** (a classic diving helmet, an ornate boss horn) — repeated hand attempts read as "golf-ball / egg / blocky robot" — **generate the base shape with Hyper3D Rodin** (`generate_hyper3d_model_via_text` → poll → `import_generated_asset`), then **conform it to the LANTERN/Synty style**. Generation is a valid *modeling* path (like a kitbash); the output is raw clay, NOT a finished asset — it arrives photoreal, high-poly, meter-scale, single-textured, and **clashes hard** dropped next to the flat-shaded low-poly body. The conform pass is the real work:
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**A. Watertight decimate — clean topology FIRST, then a GENTLE collapse.** A raw generated mesh has duplicate verts + loose geometry; an aggressive collapse (ratio ~0.10) on it **tears holes and shatters facets** (the operator will see it). Order matters:
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```python
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import bmesh
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bm=bmesh.new(); bm.from_mesh(h.data)
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bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.0006) # weld
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bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
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loose=[v for v in bm.verts if not v.link_faces]
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if loose: bmesh.ops.delete(bm, geom=loose, context='VERTS')
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bm.to_mesh(h.data); bm.free()
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d=h.modifiers.new("Dec","DECIMATE"); d.decimate_type='COLLAPSE'; d.ratio=0.26 # ~1k tris for a hero prop
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dg=bpy.context.evaluated_depsgraph_get(); h.data=bpy.data.meshes.new_from_object(h.evaluated_get(dg)); h.modifiers.clear()
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# HOLE DETECTOR: boundary edges (edges touching <2 faces). MUST be 0 = watertight.
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bm=bmesh.new(); bm.from_mesh(h.data); holes=sum(1 for e in bm.edges if len(e.link_faces)<2); bm.free()
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```
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23k→1.1k with 0 boundary edges reads as chunky Synty facets. If `holes>0`, the collapse was too aggressive for the cleanup — raise the ratio (gentler). Report tris vs budget.
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**B. Kill the photoreal texture — flat palette color is the biggest tell.** The single baked albedo/PBR map (painted weathering, smooth metal highlights) is what makes it look "AI dropped on low-poly." **Discard the imported material** and re-paint the mesh with the scene's **OWN shared palette materials** (assign by face region → guaranteed cohesion, literally the same material asset). Set **flat/faceted shading** (`for p in mesh.polygons: p.use_smooth=False`) so each plane reads as a facet. Region-assign by world-space geometry on the *decimated* mesh (fewer faces = cleaner colour blocks):
|
||||
```python
|
||||
h.data.materials.clear()
|
||||
for m in (brass, gunmetal, glass): h.data.materials.append(m) # reuse the suit/scene's flat mats
|
||||
mw=h.matrix_world; bm=bmesh.new(); bm.from_mesh(h.data); bm.faces.ensure_lookup_table(); bm.verts.ensure_lookup_table()
|
||||
zs=[(mw@v.co).z for v in bm.verts]; zmin,zmax=min(zs),max(zs); zh=zmax-zmin
|
||||
port=mathutils.Vector((0,-0.15,1.68)) # feature centre in WORLD space
|
||||
for f in bm.faces:
|
||||
c=mw@f.calc_center_median(); n=(mw.to_3x3()@f.normal).normalized(); vz=[(mw@v.co).z for v in f.verts]
|
||||
s=0 # brass body (dominant)
|
||||
if min(vz)>zmax-zh*0.085 or max(vz)<zmin+zh*0.11: s=1 # top knob / bottom collar = accent (all-verts test = clean band)
|
||||
d=(c-port).length
|
||||
if n.y<-0.25 and d<0.10: s=2 if d<0.072 else 1 # front-facing near feature: inner disc glass, ring bezel
|
||||
f.material_index=s; f.smooth=False
|
||||
bm.to_mesh(h.data); bm.free()
|
||||
```
|
||||
Tie any emissive to the **ontology** (the helmet porthole = teal glass, faint glow ~0.5 → reads as the same bioluminescent palette as the flora/enemy-eyes, not a competing warm light — the shoulder lamp carries "our light"). Use `min/max(vert-z)` (all verts in/out) for clean bands, not face-centre thresholds (torn edges on a dense mesh).
|
||||
|
||||
**C. Scale gotcha — generated meshes are METER-scale; a cm-scale rig shrinks a skinned attachment ~100×.** Rodin exports ~1–2 m meshes; the Synty suit rig is cm-scale (0.01 armature). Skinning the generated piece to a bone applies the armature's 0.01 → it imports at **~5 mm (invisible)** with a wrong bindpose. For a rigid accessory (helmet, pack) **do NOT skin it** — drop the armature modifier + vgroups, `parent=None`, and set a plain `scale` so it sits at the feature's world size (a 1.7-unit generated mesh × 0.25 = ~0.42 m = head-sized). It rides the bone rigidly in-engine (Unity-side: parent the GO to the `Head` bone, §13 covers the skinned path when you DO want deform).
|
||||
|
||||
**D. Judge cohesion in-engine, at game scale, next to the existing Synty assets.** A generated mesh that looks fine solo can still clash beside the low-poly body — the only true test is a Play capture with the character next to its neighbours (the suit, an enemy) at the real game framing (§9). The Blender render confirms the mesh is clean; the *style match* is an in-engine, next-to-siblings call.
|
||||
|
||||
Recipe verified on the Mark-V: 4 hand-model attempts failed → Rodin generate → clean-decimate 23k→1.1k (0 holes) → drop the copper photoreal map → flat `M_Diver_Brass`/`HelmetMetal` + a teal `M_Diver_Porthole` + flat-shade → reads as one cohesive Synty diver (operator-approved). GLB 1.7 MB → 736 KB (texture dropped).
|
||||
|
||||
**E. ★ Coloring on the GAMEPLAY (deformation) rig ≠ staging — flat `_BaseColor` FAILS.** A static staging mesh takes flat colour from the material `_BaseColor` (plain Principled / the `Skinned-Palette` graph). But the animated player/enemy render entities carry a **per-instance `URPMaterialPropertyBaseColor` override** (driven by the hit-flash system, set to `(1,1,1)` at rest) which **REPLACES** the material's `_BaseColor` — so a flat-`_BaseColor` material with `_BaseColorMap = null` renders **white/cream** (null map samples white × instance-white). (This corrects the older "clear `_BaseColorMap` → uses `_BaseColor` directly" note — that only holds for entities WITHOUT the per-instance override.) Fix: drive colour from `_BaseColorMap` — either UV the piece to a `PaletteAtlas` band, or assign a **solid-colour texture** (an 8×8 PNG of the target colour) as `_BaseColorMap` and leave `_BaseColor` white; the instance override then just multiplies (and the flash still tints correctly). Diagnose by reading the live entity: `EntityManager.HasComponent<URPMaterialPropertyBaseColor>` on the `LinkedEntityGroup` render children → if present and `(1,1,1)`, the material `_BaseColor` is dead, use a map. Per-submesh colour (e.g. the Mark-V's brass/gunmetal/glass) = one material per submesh, each with its own solid `_BaseColorMap`. Verified live: `M_Diver_*_Skinned` + `DiverTex/T_Diver_*.png` on `Player.prefab`.
|
||||
|
||||
@@ -87,6 +87,32 @@ DOES propagate into parented children's `LocalToWorld` (verified live on 6.5.0).
|
||||
- Forcing an animation pose: disable the drive system, write params via `AnimatorParametersAspect`; measure
|
||||
ground-contact via feet-Y only on non-deformed geometry.
|
||||
|
||||
## Input-path validation (07-21, the auto-recast false negative)
|
||||
|
||||
- **A guardian window must OUTLIVE the period it judges.** Frames ≠ ticks: an unfocused editor can run FASTER
|
||||
than 60 fps, so a 500-frame watch can end BEFORE a 7 s cooldown does. The morning "sim is clean" verdict was
|
||||
a false negative for exactly this; the 2000-frame re-run caught a recast at every cooldown reopen. Size the
|
||||
window in TICKS of the judged period × 2, converted generously.
|
||||
- **`DebugInputInjectionSystem` writes the COMPONENT — it can never reproduce wire-semantics bugs.** To exercise
|
||||
the real gather → copy-layer → command-buffer path headless, queue synthetic device events:
|
||||
`StateEvent.From(Keyboard.current, out var ev); InputControlExtensions.WriteValueIntoEvent<float>(kb.digit1Key, 1f, ev); InputSystem.QueueEvent(ev);`
|
||||
(+ a 0f release event). Works unfocused with runInBackground.
|
||||
- **Wire truth: `InputEvent` counts ACCUMULATE across commands** (the per-frame gather reset never reaches the
|
||||
buffer). Test fixtures that push `InputBufferData<PlayerInput>` must model that: press = count STEP at one
|
||||
tick, and the stepped count PERSISTS in every later entry — a "release = count 0" entry is a wire-impossible
|
||||
shape that hides the ever-pressed class of bug (and double-fires a delta gate).
|
||||
|
||||
## EditMode fixtures for prediction-gated systems (07-21, AbilityFireSystemConeTests)
|
||||
|
||||
- **`NetworkTime.Flags` is INTERNAL** — a system gated on `IsFirstTimeFullyPredictingTick` silently no-ops in any
|
||||
plain test world (default Flags = 0). Fixture fix: box the struct + `typeof(NetworkTime).GetField("Flags",
|
||||
NonPublic|Instance).SetValue(boxed, NetworkTimeFlags.IsInPredictionLoop | IsFirstTimeFullyPredictingTick)`.
|
||||
Test-only; never reflect internals in shipped code.
|
||||
- **Input-buffer presses**: an `InputBufferData<PlayerInput>` entry with a set `InputEvent` keeps answering
|
||||
`GetDataAtTick` for every later tick — it re-fires the moment a cooldown re-opens (the MeleeComboTests C6
|
||||
lesson, buffer-shaped). Always push a press at T **and a release (default command) at T+1**.
|
||||
- Damage paths gated `WorldUnmanaged.IsServer()` need `new World(name, WorldFlags.Game | WorldFlags.GameServer)`.
|
||||
|
||||
## Test-run mechanics
|
||||
|
||||
- `run_tests(mode="EditMode", assembly_names=["ProjectM.Tests.EditMode"])` → poll `get_test_job`
|
||||
|
||||
@@ -13,7 +13,7 @@ Two rules apply to every pattern here:
|
||||
Three read-only lens agents in `parallel()`; the orchestrator synthesizes the ≤400-word Project Brief and discards the raw returns.
|
||||
|
||||
**A1 — Code/asset graph (read-only).**
|
||||
> Map the code surface relevant to `{goal}`. Prefer serena `find_symbol`/`find_referencing_symbols`; if serena's C# LSP stalls on the Unity solution, use `Glob`/`Grep` on `Assets/_Project/**/*.cs` + `**/*.asmdef`. Identify the existing components/systems/bakers touching `{surface}`, the asmdef each lives in (Simulation / Client / Server / Authoring), and any `*Math.cs` helper or system you'd otherwise duplicate. `manage_scene get_hierarchy` for relevant subscenes. Return a terse symbol/asmdef map (names + paths), not file dumps.
|
||||
> Map the code surface relevant to `{goal}`. Use `Glob`/`Grep` on `Assets/_Project/**/*.cs` + `**/*.asmdef` (serena was removed 2026-07-07 — C# nav is Glob/Grep). Identify the existing components/systems/bakers touching `{surface}`, the asmdef each lives in (Simulation / Client / Server / Authoring), and any `*Math.cs` helper or system you'd otherwise duplicate. `manage_scene get_hierarchy` for relevant subscenes. Return a terse symbol/asmdef map (names + paths), not file dumps.
|
||||
|
||||
**A2 — Knowledge state (read-only).**
|
||||
> Search the in-repo vault (obsidian-cli) and `basic-memory` for design docs, decision records, and notes touching `{goal}`. Return: relevant doc paths, any **locked** decisions that constrain `{goal}`, open questions already recorded. Quote ≤2 load-bearing lines each; link by path otherwise.
|
||||
|
||||
@@ -85,6 +85,8 @@ Packages/packages-lock.json linguist-generated
|
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|
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*.FBX lfs
|
||||
*.fbx lfs
|
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*.glb lfs
|
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*.gltf lfs
|
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*.jas lfs
|
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*.lws lfs
|
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*.lxo lfs
|
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Reference in New Issue
Block a user