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Session log + DR-025 for the off-world natural-frontier world redo; mark PolygonNatureBiomes in-use in the Synty inventory; archive the long-form gotchas (PNB ring-mesh white-torus, edit-mode region-fog preview, EG-entity vs cosmetic, execute_code DeleteAsset block, shadow-cast hygiene). CLAUDE.md: net-zero art pointer to DR-025 (39882 B, under the 40KB budget). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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title, type, date, tags, permalink
| title | type | date | tags | permalink | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Synty Asset Inventory — enemy picks + future-development catalog | reference | 2026-06-06 |
|
gamevault/06-roadmap/synty-asset-inventory |
Synty Asset Inventory
Catalog of the Synty Polygon packs under Assets/Synty/, produced by the DR-023_Enemy_Animation_MonsterMash research pass. Purpose: (1) pick enemy characters, (2) note what each pack offers future development. Enemy-grade = shares the unified Synty Polygon Generic skeleton (animationType:3 + Optimize-Game-Objects OFF) so the existing AC_Polygon / Base-Locomotion clips + the DR-022/DR-023 Rukhanka recipe drive it with zero per-pack avatar work.
Character packs
| Pack | Characters | Rig | Enemy use |
|---|---|---|---|
| PolygonSciFiSpace | the player soldier + aliens (SM_Chr_Alien_01), BR_BigAlien, robots |
Generic ✓ (player reference) | Already the player. Aliens/BigAlien = a ready sci-fi enemy faction. |
| PolygonSciFiCity | 20 cyberpunk humanoids: Robot, CyborgNinja, Android, Cyber, Alien, Muscle, Junky/Garbage | Generic ✓ (verified) | Best next enemy faction — one skeleton + one atlas → one material; on-theme. |
| PolygonKaiju | 4 giant monsters (+40 recolor skins) | Generic core ✓ (extra Jaw/Eye bones idle; tail = separate attach) | Brute/boss (in use: Kaiju_01 = Brute). Reskin alts = cheap variants. |
| PolygonWerewolf | 1 werewolf + undead variant | Generic ✓ | In use (Grunt + Swarmer). Eye-glow mat; 21 biped attachments + 2 axes reusable. |
| PolygonMech | humanoid pilots (drop-in); the mech walker | pilots Generic ✓; walker = bespoke rig | Pilots = drop-in Grunts. Walker = its own rig (separate task). |
| PolygonGeneric | Robot / Skeleton / Charred (a literal "husk") | Generic ✓ | Charred/Robot/Skeleton are sci-fi-adjacent enemy options. |
| PolygonDog | Hellhound / Wolf / Zombie / Robot / SciFi dogs | custom quadruped (animationType:2, ships its own clips) |
The ideal quadruped Swarmer — but a SEPARATE Rukhanka rig + dog controller (independent track, not drop-in). |
| PolygonFantasyHeroCharacters / Vikings / Western / DungeonRealms | fantasy/western humanoids (DungeonRealms has Undead Knight + Demon) | Generic ✓ / likely ✓ | Off-theme for sci-fi; fine as test beds or a themed mode. |
Environment / world (no characters — map + set-dressing)
- PolygonNatureBiomes ✅ IN USE (DR-025_World_Environment_Redo_Natural_Frontier): Arid_Desert = the +1000 expedition region (off-world survey site: satellite, solar panels, turbines, beacons, artefact, alien bones, craters; cliff/rock perimeter ring) and Meadow_Forest = the home base (tree-ring bowl, Warpgate gateway, cabin/windmill/well/pond). Built as cosmetic classic-URP roots in
Game.unity(no conversion; colliders stripped). Ground =Mat_Grass_Textures_01/sand 1(both stock URP/Lit — AVOID the prop-atlasS_Generalmats as a floor). - PolygonNature: trees/rocks/foliage/water + skybox — terrain dressing, harvestable-node visuals.
- PNB_Core: shared sky/weather/water/aurora atmosphere (rain/snow/fog FX, skydome, 9 ShaderGraphs — verify under URP 17.4; use the skydome in the classic-URP cosmetic root, not baked EG meshes).
- PolygonKaiju (env half): 23 buildings incl. pre-destroyed highrises/blocks + 40 props (cars, boats, bridge+rubble, neon signs, powerlines, crane, jet, missile) — a ruined-city map + FX meshes (bullets/fire/stomp).
- PolygonFantasyKingdom: castle/base kit + 15 siege engines → turret/structure visuals. PolygonGeneric
Models/Base: sci-fi wall/floor kit with destroyed variants → buildable structures. PolygonWestern/DungeonRealms/Carnival: modular building kits, props.
FX / props
- PolygonParticleFX (high presentation value): ~180 ready FX prefabs — muzzle/tracer/shell-eject (player gun + turret), impacts, BloodSplat/Explosion_Body/GoreChunk (Husk-death VFX), pickup/heal/levelup/coins (resource & goal feedback), Portal (expedition gateway), fire/smoke/dust (base-damage & machine ambience). Wire into
VFXConfig/CombatFeedbackSystemas client-only cosmetics; strip any self-propelling Rigidbody/colliders; verify mats under URP.
UI / icons
- PolygonIcons: 520 3D icon meshes (Network/Error/Node, Gear/Volume, Play/Pause, Heart/Shield, Crafting/Coin/Ingot, Skull/Star) — need a render-texture→sprite bake to use as UITK background-images.
- InterfaceSciFiSoldierHUD: a UGUI kit (does NOT drop into the code-built UITK HUD) — harvest its sprites/fonts: Icons_Status (Health/Armor/Oxygen/Radiation), Icons_Resources (125), Icons_Weapons/Ammo, HUD 9-slice panel skins, 3 cursors (for
AimReticleSystem), Exo 2.0 + Orbitron fonts. - InterfaceCore: UGUI dependency base — harvest 631 input-prompt glyph PNGs (Icons_Input) for scheme-correct (KBM/Gamepad) control hints.
- SyntyPackageHelper / AnimationBaseLocomotion: import helper (no game content) / the shared
AC_Polygon_*controllers + locomotion clips already driving every Generic-Polygon character.
Roadmap hooks (from this catalog)
- Cyberpunk enemy faction — add PolygonSciFiCity meshes as new wave variants on the exact DR-023 pipeline (one new material + variant-table rows in
EnemyRigTools). - Quadruped Swarmer — PolygonDog as a separate Rukhanka rig + dog controller (its bundled Attack/Death clips enable a real death anim).
- Ruined-city / off-world maps — Kaiju destroyed-city + NatureBiomes Arid_Desert for the base + expedition regions.
- Combat/heal/portal VFX — wire PolygonParticleFX into
VFXConfig. - HUD polish — ✅ DONE (DR-024_HUD_Synty_Skin_Theme): harvested Interface* sprites/fonts (status/map/inventory icons, HUD panels/bars/pips/gradients/glow, 640 input glyphs, Orbitron + Exo 2.0) into the UITK HUD via a build-safe
HudThemeScriptableObject. PolygonIcons (3D meshes) still un-baked — a future render-to-sprite option if more icon variety is wanted.