adminandClaude Opus 4.8 0a1859cab1 Camera-relative wall climb up/down keys to fix grab/release twitch
When running backwards toward the camera into a wall, the grab decided on
the camera-relative world direction (S pushes into the wall -> grab) while
the base release decided on the raw S axis (v < 0 -> immediately let go),
causing a per-frame grab/release flicker.

Mirror the existing _wallStrafeSign A/D latch with a new _wallClimbSign:
the camera picks, per climb-key press, which of W/S climbs up (the one
pushing into the wall) via Dot(camForward, wallNormal) and latches it.
All up/down tests now run through the effective climb axis vEff -
wall->ceiling handoff, top-out detach/hop, the alongSurface mapping and
the base release - so grab and release can no longer contradict each
other. Reset on grab and in ExitWallClimb. Facing the wall and grabbing
with W is unchanged (vEff == v).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 13:20:15 +02:00

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 Running bool 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

  1. Open the project with Unity 6000.3.11f1 (Unity 6).
  2. Open Assets/Scenes/SampleScene.unity.
  3. 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).

S
Description
Unity mesh-painting game (Meccha Chameleon-inspired)
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