f496212f93
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
8.2 KiB
8.2 KiB
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.
Animation packs (imported 2026-07-16 — all animationType:3 humanoid, drop onto the shared rig zero-work)
- AnimationBaseLocomotion (original): the 8-direction Run + Walk strafe sets (+RootMotion variants), idles, in-air, transitions — IN USE: the player's Locomotion tree runs the WALK strafe set (07-16c,
PlayerRigTools.WireUnderwaterFeelClips);A_Walk_FwdStrafeF_RootMotionaverageSpeed 1.46 u/s = theFeelConfig.TrudgeNaturalSpeedStrideScale reference. - AnimationIdles (NEW): ~330 masc + feminine idle clips, Polygon + Sidekick rigs. Masculine/Polygon categories (clips): ArmsFolded 6 · Base 1 (IN USE — the player Idle + Locomotion center since 07-16d) · Bored 4 · CheckWatch 1 · Drink 6 · Eat 6 · HandsOnHips 6 · HeadNod 4 · HeadShake 3 · Inspect 5 · Lean 27 · Look 8 · PickNose 4 · PlayWithHair 3 · Plead 2 · PointHand 6 · Posture 12 (Aggressive/Dramatic/Shy/Slumped Enter/Loop/Exit) · Pray 7 · Stretch 6 · Sway 3 (Drunk — too wobbly for the diver) · Thoughtful 8 · UsePhone 25 · Wave 9 · WeightShift 2 · Yawn 1. Most stances ship Enter/Loop/Exit triplets → ready-made idle-fidget rotation (Bored/Look/WeightShift/Stretch fit the Bathynaut; a random-fidget sub-state machine is the natural follow-up). Props included (phone/cup/donut/comb — needs
Tools/SyntyPropBoneTool). - AnimationSwordCombat (NEW, parked for the combat-anim pass): Polygon-rig clips — Attack 42 (Light/Heavy Combo01 chains A/B/C + ReturnToIdle, HeavyStab, HeavyFlourish, LightFencing, LightLeaping; each with RootMotion variants,
*_Swordsuffix, no Masc/Femn split) · Block 13 · Death 8 · Dodge 16 · Hit 19 (React/Stagger/KnockDown/Stun) · Idle 20 (Base/Fidgets/Menacing01/Sheathed). The melee-verb upgrade path: Swing1/2/3 → LightCombo01 A/B/C, MeleeSwing tells → Menacing idle, real death/hit-react variety. - Tools/SyntyPropBoneTool (NEW): Synty's prop-to-bone attachment utility (editor tooling for the idle/combat prop clips).
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. - Melee combat animation pass (NEXT, operator-flagged 07-16) — AnimationSwordCombat: LightCombo01 A/B/C onto Swing1/2/3, Menacing01 combat idle, Hit/Death variety; idle-fidget rotation from AnimationIdles (Bored/Look/WeightShift/Stretch).
- 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.