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>