c54e0cf502c2de7cd70e7280d18d1e8d4c0428aa
Add a second, additive HDR emission color (_XRayColor) that reveals a player through walls as a pulsing energy glow, driven during matches: - Shader: XRayOverlay pass (ZTest Greater, additive) for occluded parts plus a matching additive term in the forward fragment for visible parts, so the glow shows everywhere and never double-blends. Exposes _XRayColor, _XRayPulseSpeed and _XRayPulseStrength for a breathing pulse. - Render it after opaques via a RenderObjects feature (custom XRayReveal light-mode tag) on both PC and Mobile renderers, so the through-wall test is depth-sort independent and no longer drops out at some camera angles/distances. - MeshPainter drives _XRayColor alpha through a framerate-independent fade (xrayFadeDuration) rather than a hard toggle. - Reveal is driven per avatar on every client: all remaining un-found hiders glow during the Resolution phase, and a hider whose ConcealmentMeter EmbeddedPercent exceeds MatchManager.embeddedRevealPercent glows via an owner-authoritative NetworkVariable. 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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