New PlayerPose ScriptableObject (AnimationClip + ceiling Y-offset) and
PlayerPoseController that drives poses via a PlayableGraph, overriding the
Animator controller. Poses are held continuously (idle, moving, on wall/
ceiling) so cycle and sprint changes show immediately. Sprinting in any
state resets to pose 0. Non-keyed bones fall back to a captured rest pose
so empty/partial clips apply fully. Ceiling Y-offset is folded into the
controller's single mesh-offset writer.
PlayerCharacterController gains IsIdle / IsSprinting / IsOnCeiling /
AnimatorOverridden accessors and SetPoseLocalYOffset; SetAnimatorRunning is
guarded while a pose owns the Animator. Removed obsolete Paintman.controller.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
PlayerCharacterController:
- Wall lean now moves only the visual model + its paint collider (auto-resolved
mesh root parenting both renderer and bones), not the CharacterController
capsule, so the mesh can sink into the wall (wallMaxInset) as well as lean out
(wallMaxOffset); capsule stays flush.
- Lean eases back to the authored pose when leaving the wall instead of snapping.
- Sprint multiplier now also applies while wall/ceiling climbing.
- Separate wallMantleSpeedMultiplier for pulling up over the top edge,
independent of the climb speed.
Assets:
- Re-exported paintman_UV.FBX and added Paintman.blend: rescaled armature to
mesh, merged seam duplicate vertices, fresh automatic weights, inner-thigh
weight fix (no webbing on leg spread).
- Updated anims, animator controller, font SDF and scene.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add player position/rotation/wall-climb persistence and camera
orbit (yaw/pitch/radius) persistence, auto-saved on quit/play-stop
and auto-loaded on start. Also includes the wall-climb fixes
(directional top-out, base detach on push-away).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- PlayerCharacterController: latch the wall-strafe sign once at strafe
start instead of re-deriving it from the camera every frame, which
flipped at the 90-degree point while circling a cylinder and caused a
back-and-forth lock. Flat walls stay bit-identical; reset on enter/exit.
- MeshPainter.Pick: dispatch terrain hits to a splat-layer blend (full
PBR channels), terrain trees / grass / sky to rendered screen-color,
keeping texel-accurate picks for the paint mesh and foreign materials.
- Includes Unity auto-reserialization of SampleScene and three Supercyan
pack assets (URP material upgrades, skybox/lighting) from the import.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reset the pipette toggle after a successful pick so each pick is a
one-shot action (HUD toggle follows via the Picked sync). Split the
wall-climb pose drag so the lean-out offset stays on LMB while body
rotation moves to RMB, letting both be held independently. Also pulls in
the terrain physics module and the user's scene setup for the terrain
test area.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- 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>
- 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>
- 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>