78ab6e2dd6bcd553d07446989ee7dbd1a3d45ddd
The swept-sphere probes tilt their contact normal while rolling over a thin board's edge, which faked slope top-outs, ceiling hand-offs and bare-rim vaults mid-face. Confirmed via temporary exit-path logging (stripped again) and fixed at the verified causes: - RaycastWallFace: confirm "face flattened into a slope" with a thin, strictly horizontal ray instead of trusting the tilted sphere normal (a vertical board still reads steep; real ramps still top out). - Rim judging: the full-capsule span probe is the arbiter — while it still sees a steep face anywhere along the capsule, re-adopt that true normal (breaking the tilt self-amplification feedback loop) and keep climbing; only a persistent rim (wallTopOutConfirm debounce) vaults. - WallContinuesAbove: band-sampled horizontal sweep so a grazed shelf edge above never reads as a cleared rim. - Bare rim: parks by default (upward motion clamped); holding up vaults over the edge via MantleOverEdge, headroom-gated. - ProbeWallSpan sweeps strictly horizontally; center probe always rejects down-facing hits (edge grazes), wall->ceiling hand-off only via the explicit head-gap check against clearly down-facing surfaces. - Slope/ground top-outs additionally gated on a genuine stand (HasStandableTop) so a board's own top edge no longer detaches. Co-Authored-By: Claude Fable 5 <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)
1.1 GiB
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Languages
C#
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ShaderLab
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GLSL
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HLSL
2.3%