Generate concealment colliders for Big_Light_01, Kallax_Chest and
Kragsta_Tall in The Room; wire the Big_Light_01 prefab and scene
references. Includes incidental ProBuilder settings churn.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Generated concealment colliders for The Room (Fortuny ON base/top)
- Main + The Room scene edits, Wall_White material variants
- ProjectSettings churn (PackageManager, ProBuilder settings)
- .gitignore: exclude imported Allsky / ArchVizPRO Vol.6 / Isle of Assets packs
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
New The Room scene built from the Barking_Dog living room asset: prefab
variants under Assets/Prefabs/3D Living Room, an Environment Light prefab and
baked lighting settings. Point MatchManager at The Room (was Test Map) and
swap it into the build settings scene list. Floor_Wood material and the
living room meta files are reserialized by the URP/Unity importer. Main.unity
also carries the inspector-pinned defaults of the orbit-zoom and hunter-count
fields (matching the C# defaults, no behavior change).
Import Barking Dog's free URP-ready interior asset (~41 MB, 155 assets:
meshes, textures, materials, prefabs) as the small interior map, and
populate SampleScene with its geometry.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>