Split the single HUD panel into four independent per-channel sub-panels
plus a global brush-size panel, each a standalone RectTransform with its
own header (drag-handle ready). PaintHud now binds to a baked layout
prefab via recursive name lookup instead of building everything in code,
with a code-gen fallback. HsvColorPicker gains Rebind() to re-apply the
procedural gradient sprites and drag relays that a prefab cannot serialize.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add a code-driven HUD that appears in paint mode and binds live to the
active MeshPainter: four channel toggles, HSV pickers for albedo and
emission, sliders for metallic/smoothness/occlusion, emission intensity
and brush size. The HUD self-assembles its own overlay canvas and event
system at runtime.
Add a ModeChanged event to GameModeManager so the HUD can follow the
active mode, and guard MeshPainter against painting through the UI.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add the new Player (Variant 2, Hand) with HandIK and the InsectController,
boot directly into Insect mode, and apply Unity-managed serialization updates
to the physics, renderer, and post-process settings assets.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add InsectController (transform-driven SphereCast surface following, no
CharacterController/Rigidbody, no gravity or slope limit) and InsectMode as a
third game mode. Wire it into GameModeManager with conditional registration so
PlayerControl and Insect modes only join the Tab cycle when their controller is
present. PaintMode/PlayerControlMode toggle the insect controller accordingly.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds the HandIK component to Player/WhiteHand with handRoot wired to the
Hand node so the finger IK system is active in the scene.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
FingerIK: per-finger hinge-constrained CCD solver over a local +Y bone
chain. Procedural curl seed (rest-relative) blended with optional IK
reach toward a target via ikWeight, plus a lateral DOF on the base joint
so targets can pull fingers slightly sideways and upward (back-of-hand).
Runs in edit mode via [ExecuteAlways] + an EditorApplication.update tick.
HandIK: auto-discovers the five fingers under the hand root, wires a
FingerIK per finger (thumb gets its own limits), exposes inspector target
slots, and drives all solves once per frame/tick. Pushes the rig curl
hinge axis (-X) and limits centrally so re-discovery corrects already
serialized components. Live ikWeight broadcast; non-destructive target
resolution (a FingerIK's own target survives an empty manager slot).
Input signature is additive so every finger refreshes live while dragging.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Imported third-party stylized hand asset; provides the WhiteHand rig
used by the finger IK system.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Split MeshPainter into partial classes (Setup/Backend/Gpu/Cpu) for maintainability
- Add ambient occlusion painting, packed with metallic/smoothness into one
MSO mask map (R=metallic, G=occlusion, A=smoothness) bound to both
_MetallicGlossMap and _OcclusionMap, kept independently paintable via
per-channel ColorMask
- Gate painting from a single IsChannelActive source so AO-only strokes work
- Blend albedo/emission in linear space on CPU to match the GPU framebuffer
- Pre-compensate data-channel writes for sRGB->linear so GPU matches CPU
- Harden GPU shader fallback to reflect real backend state
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Extend the painter from a single albedo map to three paint maps:
albedo (_BaseMap), packed metallic+smoothness (_MetallicGlossMap,
R=metallic A=smoothness), and emission (_EmissionMap/_EmissionColor).
- Per-channel toggles (paint albedo / metallic+smoothness / emission)
- Metallic/Smoothness sliders and emission color + intensity brush params
- One brush shader drives all maps; metallic-smoothness uses a work
layout (R=metallic G=smoothness A=coverage) and a pack pass
(Hidden/MeshPaintPackMS) to the URP layout after each stroke
- GPU and CPU backends mirror all three maps with the same mask and
seam-dilation logic
- Material keywords (_METALLICSPECGLOSSMAP, _EMISSION) enabled and the
new maps seeded from the original material values
- Add hover preview (MeshPaintPreview.shader) with a Preview Mode enum
(Off / Flat Decal / On Surface) sharing the paint placement path so
size, mask, alignment and rotation match the actual stroke.
- Preview Opacity now ranges up to 4.0 so faint/grey masks can be shown
more strongly (saturates to full opacity before the hardware blend).
- Add Paint On Move Only: stamp once on mouse-down, then only while the
cursor moves (GPU and CPU paths alike).
- Remove brushOpacity; brushColor.a is now the global opacity multiplier
over the mask in both backends (the alpha channel was previously unused
by the brush shader).
Replace the 3D sphere brush with a square stamp in the surface tangent
plane whose shape and opacity come from a grayscale/alpha mask. Masks
are assignable via an inspector list with a live-switchable active index;
an empty list falls back to a procedurally generated circle mask that
reproduces the previous round brush.
- Mask drives opacity (luma * alpha * brushOpacity) via source-over blend
instead of a hard threshold cut; gray 0.5 = 50%.
- GPU and CPU paths stay identical; non-readable textures are supported on
the CPU via GPU blit-readback.
- Dilate pass treats any alpha > 0 as painted so soft edges survive seam
padding.
- Brush alignment enum (Camera/World) plus manual rotation; tangent frame
handedness fixed so stamps read upright and unmirrored in both modes.
- Smooth acceleration/deceleration on ground and air movement
- Interpolated scroll zoom and low-pass smoothed orbit rotation
- Drive Animator "Running" bool while moving on the ground
- Add Paintman animator controllers and animation clips
- Update README and GAME_DESIGN docs for sprint, accel, camera smoothing and animator hookup
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Detach back to grounded movement when the climbed face flattens into
walkable ground or walkable ground sits below the feet, testing an
explicit downward probe instead of isGrounded (which the standoff
correction can falsify by lifting the capsule off the surface). Top-out
now applies an upward hop so holding W carries the player over the lip
instead of dropping back onto the steep face and re-grabbing, and a
shared re-grab cooldown spans the hop to prevent detach/re-grab buzzing.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reuse the climb mode for ceilings (surface normal pointing down):
grab by jumping up into a ceiling or by climbing a wall up into an
overhang. The body stays upright and crawls camera-relative in the
horizontal plane; jump or a ceiling edge releases into a fall.
Generalize the wall probe to use the capsule's support extent
(radius sideways, half-height vertically) so the ceiling gap is correct.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace the dead-beat-with-deadzone perpendicular controller with an
exponential follow that targets one skin-width beyond the offset, so the
capsule never penetrates the wall and the controller's depenetration no
longer fights back. Removes the quantizing deadzone that caused stepping.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Strafe (A/D) along the wall's horizontal tangent instead of the live
camera-right vector to stop the sideways jitter from the orbit feedback loop.
- Detach from the wall once the character reaches the ground (gated so it
only triggers after the climb has left the ground).
- Dead zone on the perpendicular offset controller to suppress depenetration buzz.
- Grab the wall only when actively pushing into it (wallGrabMinPush), preventing
re-grab at the wall base.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- W/S climb straight up/down at a constant speed (camera pitch no longer
tilts or slows them); the camera only drives A/D strafe along the wall.
- The body now always faces the wall. Holding LMB and dragging sets the
wall pose: vertical drag leans out from / back to the wall (offset eases
back to zero while moving, never detaches), horizontal drag turns the
body (yaw held until leaving the wall, eased back by ground rotation).
- Pause the camera orbit while dragging the wall pose (LookSuppressed).
- Drop the camera-to-wall angle logic and the old approach/detach-distance
model; add wallMaxOffset, wallOffsetSensitivity, wallOffsetReturnSpeed
and wallRotateSensitivity.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reduce comments to non-obvious "why" notes and convert UnityEngine.Object
null checks to implicit bool (if (obj) / if (!obj)). Input System devices
(Mouse.current, Keyboard.current) and plain arrays keep explicit != null.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Decide on pure online multiplayer (no single-player/PvE, no seeker AI)
and remove the automatic camouflage-scoring feature; the seeker judges
camouflage by eye. Update vision, checklists and next steps accordingly.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Add concise English README (overview, features, controls, getting started)
- Fix Meccha Chameleon casing in the design doc
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Document the project vision (inspired by MECCHA CHAMELEON, not a clone)
and a living checklist of implemented features versus what is still
missing (color picker, eyedropper, camouflage scoring, poses, seeker
role, rounds/timer, multiplayer, maps, UI, audio).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Make wall-climb controls wall-relative: W approaches/climbs up,
S moves away and detaches, A/D strafe along the wall
- Add slow approach speed for moving toward/away from the wall
- Remove wall-climb activation time (activate on contact)
- Add mantle/top-out over the top edge so the player pulls onto the
surface instead of dropping and re-grabbing (fixes edge flicker)
- Add re-grab cooldown after top-out
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Introduce an extensible game mode system toggled with Tab:
- Player Control: WASD movement with always-on mouse camera orbit
- Paint: player frozen, left-click paints, right-click holds to orbit
Add GameMode base class, GameModeManager, and the two concrete modes.
Refactor controlled scripts to expose clean state flags instead of
handling input themselves: ThirdPersonOrbitInput.LookMode,
PlayerCharacterController.ControlEnabled, MeshPainter.PaintingEnabled.
Also fix camera zoom: remove the obsolete /120 wheel normalization so
one scroll notch maps to one zoomSpeed step under the new Input System.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Install Cinemachine 3.1.7 and set up an orbital third-person camera rig
(CinemachineBrain, OrbitalFollow, RotationComposer, Deoccluder).
- Add ThirdPersonOrbitInput: mouse-driven orbit and wheel zoom with a Tab
toggle that unlocks the cursor and pauses rotation.
- Fix MeshPainter so the paint ray skips the player's CharacterController
capsule (and any other collider) and always targets the mesh collider,
so painting works from every camera angle.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Add PlayerCharacterController script: CharacterController-based
movement (camera-relative WASD), jump, gravity, rotate-toward-movement
and slope sliding so the player slides off surfaces/edges steeper than
the slope limit instead of balancing on them.
- Update SampleScene: add Player (with CharacterController), ground plane
and obstacle cubes; parent the paintable paintman_UV under the Player.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Unity 6000.3 (URP) project with live mesh painting in play mode.
- MeshPainter.cs: paint a SkinnedMesh with the mouse, seamless across
UV islands via 3D-space painting, GPU and CPU backends (switchable),
edge-padding/dilation against bilinear seam bleed
- FrameRateLimiter.cs: simple frame rate limiting component
- MeshPaintBrush / MeshPaintDilate shaders for the GPU paint path
- Unity-specific .gitignore and .gitattributes
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>