057c99fa1db2b7d0113f593243a578b101570c9c
Save and restore the emission intensity and the three camo knobs (half-Lambert, half-Lambert brightness, specular dampen) with a named painting. The .paint format moves to v3 with a small scalar block between the header and the pixel maps; v2 paintings still load with their painter values left untouched. Loading re-syncs the emission and camo sliders, and peers pick the values up for free through the existing owner-authoritative paint NetworkVariables. Add a HUD reset (Lib_ResetHud button plus context-menu fallback) that behaves as if the saved hud-layout file were deleted: it removes the file, restores panels to their authored prefab positions, and resets the brush values to the painter/material defaults captured before any carry/restore runs. Remove the alpha bar from HsvColorPicker so alpha is driven by standalone Slider_AlbedoAlpha / Slider_EmissionAlpha bindings; the picker now writes RGB only and the sliders write alpha only, with no feedback between them. Add a generic SliderCurve component that reshapes a slider's handle position into a non-linear value (with an inverse for setting values back), and make the slider wiring curve-aware. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Chameleon
A Unity mesh-painting game inspired by Meccha Chameleon — not a 1:1 clone. You paint your character directly on its 3D mesh to blend into the environment, and move with an extended traversal kit (run, jump, slope-slide, wall-climb).
Status: early prototype. Core painting and movement work; the hide-and-seek game loop (roles, rounds, scoring, multiplayer) is not built yet.
Features so far
- Seamless mesh painting straight onto the character's 3D mesh (GPU + CPU path, edge-dilation against seams).
- Third-person character controller — camera-relative WASD, jump, gravity, slope-sliding off too-steep surfaces, hold-to-sprint and acceleration/deceleration for smooth ramp-up and roll-out.
- Wall-climb + mantle — climb walls/ceilings (W approach/up, S detach, A/D sideways) and pull up over top edges (or hop over slope tops) instead of dropping.
- Cinemachine orbit camera — mouse look, interpolated scroll zoom, smoothed orbit rotation, collision deocclusion.
- Animator hookup — drives a
Runningbool while moving on the ground. - Game mode manager — extensible state machine, switch with Tab:
- Player Control — move + mouse look.
- Paint — no movement, left-click paints, hold right-click to orbit.
Controls
| Input | Action |
|---|---|
| WASD | Move (camera-relative) |
| Shift (hold) | Sprint |
| Space | Jump |
| Mouse | Look / orbit camera |
| Mouse wheel | Zoom |
| Left click | Paint (Paint mode) |
| Tab | Switch mode (Player Control ⇄ Paint) |
Getting started
- Open the project with Unity 6000.3.11f1 (Unity 6).
- Open
Assets/Scenes/SampleScene.unity. - Press Play, move with WASD, press Tab to switch to Paint mode and paint.
Cinemachine (com.unity.cinemachine) and the Input System are resolved
automatically via the package manifest.
Project layout
Assets/Scripts/— gameplay scripts (PlayerCharacterController,MeshPainter,ThirdPersonOrbitInput,GameModeManager, modes,FrameRateLimiter).Assets/Scenes/—SampleScene(the playground).Docs/GAME_DESIGN.md— design notes and the full feature checklist (German).
Roadmap
See Docs/GAME_DESIGN.md for what's done and what's next
(color-picker UI, eyedropper, poses, seeker role, rounds, multiplayer).
Description
Unity mesh-painting game (Meccha Chameleon-inspired)
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C#
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