7c84f6ba9274c219d986b4be8f5cc95565500593
Surface the PlayerCamoLit material knobs (HalfLambert, HalfLambert brightness, specular dampen) as material-backed properties on MeshPainter, guarded by an IsReady gate since the HUD binds before the material instance exists. Wire the three HUD sliders to them and seed the sliders from the live material once the painter is ready. Persist the values into the same HUD JSON as the brush settings (with a hasCamoValues flag so pre-camo save files never clobber the authored material) and carry them across a scene-switch respawn. Replicate them owner-authoritatively via a NetworkVariable in PlayerPaintSync, exactly like emission intensity, so remotes and late joiners show the same camo. 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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