- Smooth acceleration/deceleration on ground and air movement - Interpolated scroll zoom and low-pass smoothed orbit rotation - Drive Animator "Running" bool while moving on the ground - Add Paintman animator controllers and animation clips - Update README and GAME_DESIGN docs for sprint, accel, camera smoothing and animator hookup Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
58 lines
2.3 KiB
Markdown
58 lines
2.3 KiB
Markdown
# 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`](Docs/GAME_DESIGN.md)** for what's done and what's next
|
|
(color-picker UI, eyedropper, poses, seeker role, rounds, multiplayer).
|