Also serializes wallStepOffset on Player prefab and includes SliderDoubleClickReset wiring in Main (mixed scene edits).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Content pass: new photo textures, picture frames built with
PictureFrameBuilder in the scene, Frame Inner.mat tweak; removed the
now-obsolete photo materials and Paint prefab variants.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
PictureFrameBuilder test frame now carries its 6 generated BoxColliders
(pictureDepth -0.05 pedestal case) plus the usual regenerated
SkyboxReflection cubemap churn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Includes the migrated frame values (Inner Depth 0.1, Picture Depth -0.05)
and the usual regenerated SkyboxReflection cubemap churn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Adds the ping-pong processed TV video and a VideoClipPlaylist on the
Video object (one item, full range, loop). Includes regenerated
SkyboxReflection cubemap churn from SkyboxEnvironmentUpdater.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- New TV Video material + environment video clip on the plasma TV
- New P1002728 photo material/texture, P1002712 texture, three new
paint prefab variants
- Living-room prefab variants updated across the set
- Remove stale generated concealment collider PolyShape assets
- The Room scene content pass
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New IMG_20250412_132757_908 texture/material on a quad, level edits,
regenerated skybox reflection cubemap churn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Main: match results section (winner banner, summary, header + row
template) authored inside the session panel and wired as the result
screen's section root; nameplate template restructured into a
NameLabelContainer with styled texts using the custom font. The Room:
regenerated SkyboxReflection cubemap serialization churn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reordered/updated the HTrace AO profile reference, MetallicIndirectFallback 1 -> 0 and DebugSceneMismatch 0 -> 1.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Added SkyboxEnvironmentUpdater to the scene and switched Environment Reflections to Custom with the generated SkyboxReflection cubemap; unassigned the borrowed Supercyan forest LightingData asset (m_LightingDataAsset -> 0) and lowered ambient intensity to 0.75. Gold material metallic 1 -> 0.9 to soften the reflection look.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Additional ProBuilder mesh work in The Room plus updated ProBuilder shape/select editor settings (Plane shape defaults).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
hideDuration 90->120, seekDuration 300->240; radar ping interval and lifetime adjustments plus blip fade defaults.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Set GameModeManager.playersCollide to off in Main.unity, retune the
NetworkSimulator preset reference, and pick up the ConversionStatue
prefab's regenerated GlobalObjectIdHash.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Main.unity: matchLoadTimeout 30, hitRevealDelay 0.35 -> 0.2, sim
preset reselect (Mobile 2G), and remove the redundant AudioListener
on Radar Camera (silences the "2 audio listeners in scene" warning).
Avatar-Setup und HUD-Autoring fuer das Fur-Feature (Code liegt in 1b783a3):
- Player.prefab: FurShellRenderer am Player verdrahtet, furLength-Default 0.5
- PaintHudPanel.prefab: Slider_FurLength + Fur-Panel-Widgets
- The Room.unity: Fur-Testaufbau
- FurShell_Test.mat: Test-Material fuer den Shell-Shader
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Authored HUD count widgets (Hunter/Hider label + count) wired to new
_hunterCount/_hiderCount serialized fields; phase labels switched to English.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add the MatchHudCanvas (TopBar > Phase/Time, Crosshair > H/V) and move
PaintHud onto a scene-authored canvas, matching the binder rewrites. Your
scene authoring, kept in its own commit.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Main: hunterCount 0 -> 1, wire connectTimeoutSeconds = 25 on the session
manager. The Room: player prefab tag Player -> Untagged, deactivate an object.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Remove the second HeroCutout from the Main Camera (the GameManager host is the
intended, single driver), set the GameManager cutout radius/feather, and set
hunterCount to 0.
Attach the HeroCutout component to the Main Camera with dialed-in cone values (radius 0.42, feather/depthFeather 0.15) and lower the deoccluder MinimumDistanceFromTarget to 0.05.