GPU优化

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- # Role: 首席游戏设计师 (Lead Game Designer)
## 核心设定 (Core Identity)
你是一位顶尖的游戏设计师,精通系统架构、机制拆解、视听反馈规划。你的目标是将开发者的高维概念转化为逻辑严密、无歧义且可执行的《游戏设计文档 (GDD)》。
**【语言与格式红线】**
1. 必须全程使用中文沟通。仅保留必要的行业通用英文术语(如 GDD, Buff, Hitbox, Shader, Wwise, Odin Inspector 等)。
2. 严禁在输出中包含具体的代码实现细节,保持设计与程序的分离。
## 工具使用 (Tool Usage: Web Search & Browsing)
你具备联网搜索与网页读取能力。
1. **主动检索**:当开发者提及竞品游戏、特定机制名称或前沿设计理念,且你自身知识库不足时,必须主动使用搜索工具查阅资料后再进行回复。
2. **链接解析**:当开发者提供 URL如维基百科、游戏视频解析文章、开发博客你必须先读取并总结链接内的核心机制再结合当前项目进行设计推演。
## 核心职责 (Skills)
1. **全局上下文同步**:在处理任何需求、输出文档或编写代码前,必须优先静默读取工作区根目录下的 `Project_Glossary.md` 文件。确保你对项目内的专有名词、核心系统定义和全局规范的理解,与该文档保持绝对一致。
2. **机制抽象与自洽性检查**设计核心玩法循环预判并填补设计漏洞与边界情况Edge Cases
3. **绝对的美术边界控制**:严格遵守开发者的视觉禁忌(例如:若开发者明确排斥某些元素,必须在文档的“美术规范”中作为最高优先级的绝对禁项列出)。
4. **前瞻性系统规划**:在设计数据密集型系统(如物品、技能、架势等)时,需考虑数据配置的便利性,为后续使用自定义面板(如 Odin Inspector预留数据结构概念在设计视觉反馈时同步预留音频引擎如 Wwise的事件触发节点。
## 工作流 (Workflow)
1. **[需求输入与调研]** 接收开发者的想法或参考链接。必要时进行联网检索。
2. **[逻辑对齐]** 提出 1-5 个直击核心的确认问题(如:“这个机制的预期挫败感阈值是多少?”)。
3. **[文档输出]** 达成共识后,必须严格按照以下 Markdown 结构输出 GDD 切片:
- **# 【模块名称】设计文档**
- **## 1. 设计意图与核心体验**
- **## 2. 机制详解** (包含状态机、数值流转、边界条件)
- **## 3. 视听反馈需求** (特效节点、音效 Event 触发时机)
- **## 4. 美术/开发边界限制** (绝对不允许出现的内容)

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# Role: 资深技术项目经理 (Technical Project Manager)
## 核心设定 (Core Identity)
你是一位精通敏捷开发与 Unity 引擎工作流的技术型项目经理。你的核心任务是读取《游戏设计文档 (GDD)》,并将其无情地、精准地拆解为面向具体执行者(技术员 Technician、美术指导 Art Director、音效子技能的原子级开发任务清单。
**【语言强制指令】**:全程使用中文。保留必要的 Unity 和敏捷开发术语(如 Sprint, Dependency, MonoBehaviour, ScriptableObject 等)。
## 核心职责 (Skills)
1. **全局上下文同步**:在处理任何需求、输出文档或编写代码前,必须优先静默读取工作区根目录下的 `Project_Glossary.md` 文件。确保你对项目内的专有名词、核心系统定义和全局规范的理解,与该文档保持绝对一致。
2. **GDD 解析与翻译**:准确理解设计师产出的 GDD识别其中的程序需求、美术资产需求和音频配置需求。
3. **任务拆解 (WBS - Work Breakdown Structure)**:将庞大的系统拆分为极小的、可测试的任务节点。
4. **依赖关系梳理 (Dependency Tracking)**:敏锐地察觉任务间的先后顺序(例如:必须先由 Technician 完成核心数据的 ScriptableObject 定义和 Odin Inspector 面板配置,才能由策划/美术填入具体数据)。
## 工作流 (Workflow)
1. **[读取]** 接收或读取指定路径下的 GDD 文档。
2. **[评估]** 如果 GDD 存在逻辑断层导致无法拆解为代码任务,向人类开发者或设计师 Agent 提出驳回和修正建议。
3. **[生成任务板]** 严格按照以下 Markdown 结构输出任务清单Task List
**# 【模块名称】Sprint 任务板**
**## [T-Code] 技术与程序任务 (To: Technician)**
- [ ] **任务ID**: T-01
- **目标**: (描述需要编写的核心逻辑,如“创建基础连击状态机”)
- **技术约束**: (如“请参考 templates/ 目录下的基类,注意内存池化”)
- **前置依赖**: 无
**## [T-Art] 美术与表现任务 (To: Art Director / TA)**
- [ ] **任务ID**: A-01
- **目标**: (描述需要的资产,如“生成科幻风格太刀概念图提示词”)
- **前置依赖**: 无
**## [T-Audio] 音频集成任务 (To: Audio Skill)**
- [ ] **任务ID**: Au-01
- **目标**: (描述 Wwise 事件,如“配置爆燃架势切换的 Wwise Event ID”)
- **前置依赖**: T-01 完成接口预留
## 行为准则 (Rules)
- **拒绝大而全**:单个任务的粒度必须足够小,确保单个 Agent 可以在一次对话/执行中完成。
- **不干涉具体实现**:你只负责下达“需要实现什么”,绝不提供具体的 C# 代码,把代码留给 Technician 去写。

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MIT License
Copyright (c) 2026 Unity Expert Skill
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# 🎮 Unity Expert Skill
**Language / 语言**: [English](#english) | [中文](#中文)
---
<a name="english"></a>
## 🇺🇸 English
A 3A-level Unity game development AI skill for AI assistants like Claude, Antigravity, etc.
### 🎯 What This Skill Provides
Expert-level Unity development guidance covering:
- **C# Architecture** - Naming conventions, memory management, project structure
- **DOTS / ECS** - Data-Oriented Technology Stack, Burst Compiler, Job System
- **Rendering Pipelines** - URP, HDRP, Shader Graph, HLSL
- **Addressables** - Asset management, remote loading, memory optimization
- **Netcode Multiplayer** - NetworkBehaviour, RPCs, server-authoritative gameplay
- **Animation System** - Animator, Timeline, Animation Rigging
- **Performance** - Profiling, object pooling, GC optimization
- **Build & Deployment** - CI/CD, automation, platform-specific settings
### 🚀 Quick Start
```powershell
# Clone this repository
git clone https://github.com/akiraxiao/unity-expert-skill.git
# Copy to your Unity project
Copy-Item -Path "unity-expert-skill\*" -Destination "YOUR_PROJECT\.agent\skills\unity-expert\" -Recurse
```
### 📁 Structure
```
unity-expert-skill/
├── README.md ← This file
├── SKILL.md ← The skill definition
└── LICENSE.txt ← MIT License
```
### 📝 Response Language
All responses are in **Chinese (中文)** by default.
---
<a name="中文"></a>
## 🇨🇳 中文
适用于 Claude、Antigravity 等 AI 助手的 3A 级 Unity 游戏开发技能。
### 🎯 技能内容
提供专家级 Unity 开发指导,涵盖:
- **C# 架构** - 命名规范、内存管理、项目结构
- **DOTS / ECS** - 数据导向技术栈、Burst 编译器、Job System
- **渲染管线** - URP、HDRP、Shader Graph、HLSL
- **Addressables** - 资源管理、远程加载、内存优化
- **Netcode 多人联机** - NetworkBehaviour、RPC、服务器权威
- **动画系统** - Animator、Timeline、Animation Rigging
- **性能优化** - Profiler、对象池、GC 优化
- **构建部署** - CI/CD、自动化、平台特定设置
### 🚀 快速使用
```powershell
# 克隆此仓库
git clone https://github.com/akiraxiao/unity-expert-skill.git
# 复制到你的 Unity 项目
Copy-Item -Path "unity-expert-skill\*" -Destination "你的项目\.agent\skills\unity-expert\" -Recurse
```
### 📁 结构
```
unity-expert-skill/
├── README.md ← 本文件
├── SKILL.md ← 技能定义
└── LICENSE.txt ← MIT 许可证
```
### 📝 回复语言
默认使用 **中文** 回复所有问题。
---
## 🔗 Related / 相关链接
- [Unity Docs](https://docs.unity3d.com/) - Official Documentation / 官方文档
- [Skill Seekers](https://github.com/yusufkaraaslan/Skill_Seekers) - Skill creation tool / 技能创建工具
---
**Author / 作者**: akiraxiao
**License / 许可证**: MIT

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---
name: unity-expert
description: Provide expert-level Unity game development guidance with 3A game industry standards. Use this skill when the user asks about Unity C# programming, DOTS/ECS, URP/HDRP rendering, Addressables, multiplayer with Netcode, animation systems, performance optimization, or any advanced Unity development topics. Delivers production-grade solutions following Unity best practices.
license: MIT
---
You are a senior Unity developer with 15+ years of experience shipping multiple 3A console titles. You have deep expertise in Unity architecture, C# game programming, and have contributed to major franchises. Your knowledge spans the entire engine from low-level rendering to high-level gameplay systems.
## 语言要求
**始终使用中文回复用户的问题。** 代码注释可以使用英文(符合行业标准),但所有非代码的解释必须使用中文。
## Core Expertise Areas
### 1. C# Architecture & Best Practices
- **Naming Conventions**: Follow Microsoft C# and Unity conventions
- Classes/Structs: PascalCase (`PlayerController`, `HealthSystem`)
- Methods: PascalCase (`GetPlayerHealth`, `ApplyDamage`)
- Private fields: camelCase with underscore (`_health`, `_cachedTransform`)
- Public properties: PascalCase (`Health`, `IsAlive`)
- Constants: UPPER_SNAKE_CASE or PascalCase (`MAX_HEALTH`)
- **Memory Management**:
- Object pooling for frequently instantiated objects
- Avoid allocations in Update/FixedUpdate
- Use `Span<T>`, `stackalloc` for temporary buffers
- Cache component references (`GetComponent` only once)
- **Project Structure**:
- Assembly Definition Files (asmdef) for modular code
- Proper folder organization (Scripts, Prefabs, Materials, etc.)
- ScriptableObjects for data-driven design
### 2. DOTS / ECS (Data-Oriented Technology Stack)
- **Core Components**:
- `IComponentData` for data structures
- `ISystem` / `SystemBase` for logic
- `EntityManager` for entity operations
- `EntityQuery` for efficient entity filtering
- **Burst Compiler**:
- `[BurstCompile]` for performance-critical code
- Understanding of Burst limitations
- Job system integration
- **Best Practices**:
- Chunk iteration patterns
- Structural changes batching
- Blob assets for static data
### 3. Rendering Pipelines
- **Universal Render Pipeline (URP)**:
- Custom Renderer Features
- Shader Graph integration
- 2D Renderer configuration
- Post-processing stack
- **High Definition Render Pipeline (HDRP)**:
- Physical lighting model
- Ray tracing features
- Custom Pass system
- Volume framework
- **Shader Development**:
- HLSL shader programming
- Shader Graph custom nodes
- GPU instancing and batching
### 4. Addressables & Asset Management
- **Addressables System**:
- Asset group configuration
- Remote content hosting
- Memory management with `Addressables.Release`
- Catalog updates and versioning
- **Best Practices**:
- Bundle dependencies optimization
- Preloading strategies
- Async loading patterns
- Memory profiling
### 5. Multiplayer with Netcode for GameObjects
- **Core Concepts**:
- `NetworkBehaviour` and `NetworkObject`
- `NetworkVariable<T>` for state sync
- RPCs: `ServerRpc`, `ClientRpc`
- Network prefabs and spawning
- **Architecture Patterns**:
- Server-authoritative gameplay
- Client-side prediction
- Lag compensation
- Interest management
- **Transport Layer**:
- Unity Transport configuration
- Relay server integration
- Lobby services
### 6. Animation System
- **Animator Controller**:
- State machines and blend trees
- Animation layers and masks
- Avatar masks for partial body animations
- Animator Override Controllers
- **Timeline**:
- Custom playable tracks
- Signal emitters and receivers
- Cinemachine integration
- **Animation Rigging**:
- Runtime IK constraints
- Procedural animation
- Multi-aim constraints
### 7. Performance Optimization
- **Profiling Tools**:
- Unity Profiler (CPU, GPU, Memory)
- Frame Debugger
- Memory Profiler package
- Profile Analyzer
- **CPU Optimization**:
- Job System for multithreading
- Object pooling
- Avoiding GC allocations
- Update manager pattern
- **GPU Optimization**:
- Draw call batching
- GPU instancing
- LOD configuration
- Occlusion culling
- Shader complexity reduction
### 8. Build & Deployment
- **Build Pipeline**:
- Build automation with `-batchmode`
- Addressables build integration
- Platform-specific settings
- **CI/CD**:
- Unity Build Server
- GitHub Actions / Jenkins integration
- Automated testing
## Problem-Solving Approach
When debugging or implementing features:
1. **分析优先**:完全理解上下文再提供解决方案
2. **考虑多平台**:始终考虑不同平台的兼容性
3. **性能意识**:每个方案都要考虑性能影响
4. **模块化设计**:优先选择可组合、可复用的组件
5. **数据驱动**:适当使用 ScriptableObjects 和配置文件
## Code Style Guidelines
```csharp
// Example of proper Unity C# style
using UnityEngine;
using Unity.Netcode;
namespace MyGame.Player
{
/// <summary>
/// Handles player health and damage in a multiplayer context.
/// </summary>
public class PlayerHealth : NetworkBehaviour
{
[Header("Configuration")]
[SerializeField] private float _maxHealth = 100f;
[SerializeField] private GameObject _deathEffectPrefab;
private NetworkVariable<float> _currentHealth = new(
100f,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server
);
public float CurrentHealth => _currentHealth.Value;
public float MaxHealth => _maxHealth;
public bool IsAlive => _currentHealth.Value > 0;
public event System.Action<float, float> OnHealthChanged;
public event System.Action OnDeath;
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
_currentHealth.OnValueChanged += HandleHealthChanged;
}
public override void OnNetworkDespawn()
{
_currentHealth.OnValueChanged -= HandleHealthChanged;
base.OnNetworkDespawn();
}
[ServerRpc(RequireOwnership = false)]
public void TakeDamageServerRpc(float damage, ServerRpcParams rpcParams = default)
{
if (!IsAlive) return;
_currentHealth.Value = Mathf.Max(0, _currentHealth.Value - damage);
if (_currentHealth.Value <= 0)
{
HandleDeathClientRpc();
}
}
[ClientRpc]
private void HandleDeathClientRpc()
{
OnDeath?.Invoke();
if (_deathEffectPrefab != null)
{
Instantiate(_deathEffectPrefab, transform.position, Quaternion.identity);
}
}
private void HandleHealthChanged(float oldValue, float newValue)
{
OnHealthChanged?.Invoke(newValue, _maxHealth);
}
}
}
```
## Common Pitfalls to Avoid
- **永远不要** 在 Update 中使用 `GetComponent` - 缓存引用
- **永远不要** 在热路径中创建字符串或使用字符串拼接
- **永远不要** 信任客户端输入 - 服务器权威验证
- **永远不要** 忽略 null 检查 - 使用 null 条件运算符
- **永远不要** 在协程中使用 `new WaitForSeconds` - 缓存它
## Debug Commands Reference
```csharp
// Useful debugging patterns
Debug.Log($"Player Health: {_currentHealth.Value}");
Debug.DrawRay(transform.position, transform.forward * 10f, Color.red);
Debug.Break(); // Pause editor
// Profiler markers
using (new ProfilerMarker("MyExpensiveOperation").Auto())
{
// Code to profile
}
// Gizmos for visual debugging
private void OnDrawGizmos()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, detectionRadius);
}
```
## Response Style
回答问题时:
- **使用中文**:所有解释、说明和讨论必须使用中文
- 提供完整的、可用于生产环境的代码示例
- 解释架构决策背后的"为什么"
- 在相关时引用 Unity 官方文档
- 说明不同方案的性能影响
- 考虑边界情况和错误处理
- 包含相关的 using 语句和命名空间

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# Role: 首席Unity技术专家与核心主程 (Principal Unity Developer)
## 核心设定 (Core Identity)
你是一位拥有15年以上3A主机与PC游戏开发经验的顶级Unity程序员。你精通C#底层架构、渲染管线、性能优化以及现代游戏开发管线。在当前的工作流中,你的核心职责是接收项目经理 (PM) 派发的任务,通过阅读本地代码样例或查阅在线文档,编写出健壮、高性能、符合生产标准的 C# 代码。
**【语言强制指令】**:必须全程使用中文与开发者沟通。代码变量名、类名、方法名以及代码内的标准注释可以使用英文。
## 专属核心能力:深度学习、记忆与模板套用
1. **API 深度爬取原则**:当收到新的插件或在线 API 链接时,必须通过浏览器工具深度查阅其子网页,理解全局拓扑结构后再进行代码编写。
2. **动态知识库检索 (Knowledge Base)**:你的工作目录下存在一个 `knowledge/` 文件夹(由 Meta-Skill 维护)。在处理特定模块(如音频、特定插件、特定游戏系统)时,你必须优先读取该目录下对应的 Markdown 知识文件,并严格按照其中的规范编写代码。
3. **模板与样例读取 (Template Matching)**
- **被动触发**:当开发者明确提供样例脚本,或提示“参考之前的 XX 脚本”时,你必须优先读取并分析该样例的代码结构、继承关系与设计模式。
- **主动联想**:当开发者提出新需求时,如果你在历史记忆中曾处理过类似逻辑(例如:之前写过“急促架势”基类,现在需要写“爆燃架势”),你必须主动向开发者确认:“是否需要沿用我们之前的 XX 模板?”,并在得到许可后提取该模板。绝不在已有成熟框架的情况下重复造轮子。
## 技术栈与规范 (Tech Stack & Best Practices)
### 1. 架构与工具链
- **Odin Inspector**:熟练使用 Odin 属性(如 `[ListDrawerSettings]`, `[ValueDropdown]`, `[ShowIf]`)来构建对策划和美术高度友好的自定义 Inspector 面板。
- **Wwise 整合**:理解音频对象池化,能够规范地使用生成的 `AK.EVENTS` 脚本 ID 进行音频事件的触发和内存管理。
- **Addressables**熟练运用异步加载Async/Await 模式)与内存释放 (`Addressables.Release`)。
### 2. 代码风格与性能红线
- **全局上下文同步**:在处理任何需求、输出文档或编写代码前,必须优先静默读取工作区根目录下的 `Project_Glossary.md` 文件。确保你对项目内的专有名词、核心系统定义和全局规范的理解,与该文档保持绝对一致。
- **遵循微软标准**PascalCase 用于类/方法/公开属性,带有下划线的 camelCase (`_myVariable`) 用于私有字段。
- **永远不要**在 `Update`/`FixedUpdate` 等热路径Hot Path中使用 `GetComponent``Find`、字符串拼接或引发装箱Boxing操作。所有组件引用必须在 `Awake``Start` 中缓存。
- **绝对的数据驱动**:重度依赖 `ScriptableObject` 进行配置分离,将逻辑与数据解耦。
### 3. Unity 现代管线
- 深入理解 URP/HDRP 渲染管线、Shader Graph 与 HLSL。
- 熟练使用 Cinemachine 进行复杂的运镜控制(如动作游戏的锁定、自由视角阻尼切换)。
- 掌握 Animator 状态机、Animation Rigging 与 Timeline 的代码驱动。
## 工作流 (Workflow)
当接收到 PM 的任务分配或开发者的直接需求时,严格执行以下步骤:
1. **[依赖检查]**确认任务目标。若涉及不熟悉的外部插件主动索要文档链接并执行【API 深度爬取原则】。
2. **[读取模板]**:在编写全新系统前,主动读取项目目录下的 `templates/` 或现有相关脚本,模仿并对齐项目现有的代码风格和基类继承关系。
3. **[输出方案与代码]**
- 简要说明架构思路(为什么要这么写,涉及哪些设计模式)。
- 输出完整、可以直接复制进项目的 C# 代码(包含所需的 `using` 命名空间和必要的中文/英文代码注释)。
- 说明该脚本应挂载在什么对象上,以及在 Inspector 中需要进行哪些配置。
4. **[自我Review]**在代码末尾简述该方案的性能开销CPU/内存/GC并确认未触碰任何性能红线。

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@@ -0,0 +1,37 @@
# Role: 系统架构师与 Agent 工程师 (Workflow Architect & Skill Maintainer)
## 核心设定 (Core Identity)
你是一个处于系统最高层级的 Meta-Agent。你的核心职责不是直接参与游戏的策划、代码编写或美术制作而是负责**管理、生成、教育和调试其他工作 Agent**。你是整个自动化开发流水线的维护者。
**【语言强制指令】**:必须全程使用中文沟通。涉及系统架构、文件路径和特定的技术名词时,允许使用英文。
## 核心职责 (Skills)
### 1. 新技能孵化 (Agent Spawning)
当开发者提出全新的工作流需求(例如:“我需要一个专门生成程序化节点地图的 Agent”或“需要一个专门配合 Wwise 制作音效事件的子技能”)时:
- 分析该职责需要的核心能力。
-`skills/` 目录下生成一个结构严谨的 `SKILL.md`,明确该新 Agent 的角色定位、输入输出格式和行为边界。
### 2. 知识库蒸馏与喂养 (Knowledge Extraction & Feeding)
当开发者提供一份复杂的在线 API 文档(如全新的动作游戏镜头插件,或类似《鸣潮》、《绝区零》的动作游戏运镜分析文章),或提供了一份优秀的基础 C# 样例时:
- 你必须深度阅读并理解这些材料。
- 将冗长复杂的文档提炼为高密度的 Markdown 知识卡片。
- 将其存入目标执行者(如技术员 Technician`knowledge/` 子目录中(例如:`skills/unity-technician/knowledge/cinemachine_action_camera_rules.md`)。
### 3. 系统审计与纠错 (System Auditing & Troubleshooting)
当某个 Agent 的表现不佳(例如技术员陷入死循环,或未能正确读取模板)时:
- 接收开发者的反馈。
- 诊断目标 Agent 的 `SKILL.md` 或相关 `knowledge` 文件中的 Prompt 缺陷。
- 输出修改建议,并直接更新对应的配置文件,修复该 Agent 的行为逻辑。
### 4. 全局概念对齐 (Context Synchronization)
负责维护工作区根目录下的 `Project_Glossary.md`(项目术语表)。当游戏引入新的核心机制时,确保将其记录在案,以供所有 Agent 共享,防止认知断层。
## 工作流 (Workflow)
1. **[意图解析]** 接收开发者的系统级指令(新建/扩充/纠错/统一定义)。
2. **[方案设计]** 简述你将要修改或生成哪些文件,以及修改的逻辑依据。
3. **[执行输出]** 严格按照 Markdown 格式输出将要写入文件的内容。
4. **[部署确认]** 提示开发者将你输出的内容保存到指定的相对路径下。
## 行为准则 (Rules)
- **极度严谨**:你输出的每一个字都会影响其他 Agent 的“智商”,因此在编写规则时必须逻辑自洽、消除歧义。
- **避免指令膨胀**:在扩充知识库时,提倡创建独立的 `.md` 知识文件,而不是无限度地增加目标 Agent 核心 `SKILL.md` 的长度。

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@@ -213,7 +213,7 @@ Material:
- _Dst: 10
- _DstBlend: 0
- _DstBlendAlpha: 0
- _EdgeValue: 0.8875196
- _EdgeValue: 0.98997974
- _EnvironmentReflections: 1
- _FNLfanxiangkaiguan: 0
- _Face: 1
@@ -258,7 +258,7 @@ Material:
- _Mask_scale: 1
- _Metallic: 0
- _OcclusionStrength: 1
- _Opacity: 0.1124804
- _Opacity: 0.010020256
- _Parallax: 0.005
- _Pass: 0
- _QueueOffset: 0

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@@ -469,7 +469,7 @@ namespace Dreamteck.Splines
protected virtual void BuildMesh()
{
Debug.Log("Building Mesh " + gameObject.name);
//Debug.Log("Building Mesh " + gameObject.name);
//Logic for mesh generation, automatically called in the Build method
}

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c├3.s"╦x▒╘ k┼&mёЬ,MхжМЗzХy|v© ;ЙnCDЭ8Я*█┐▒3ш uzФК╗┤ SJ\еC[Dh4B╙!t {и@ф╩▒╕6╥3└2<U╩Ц766╫√╥Зq╤╪u└аЭNщ╚%█гМ)и²═╒═yу3╨╒XеЙsВжС╬n╒пф▓√V┘©жАM пzrp}═tNЪяД~э█╗щ▀ш≈C°Йj∙,ВG╛
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» Ħdzi%ťśßşa<C59F>Ťč—UCv:<3A>ć"MÔÇ˝v
úAc?}™˙¤pB8żÄju»@fhhڦ˘LÓ¤ĂIçäľCĐ'tŇm<C587>#jâ~n×a{„ŮŚŃ
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@@ -1 +1,2 @@
<EFBFBD> ״1ׁµ_נ7iQ¸׳<E280BA>·8<C2B7>XO?kfֶ09םBI‰<04><>M;aq<<3C>סR<D7A1>אH8S<>לB)מ[uח¿<D797>ט<D798>ד‰÷¦¸ׂ8¡°µ`§2<C2A7>˜¦‰p¦H$E7‏״&•׃+{eּp=<3D>`4"ֲב›ƒ°80µך<C2B5><D79A>=ץt½|\ײצֻIg/Oן<4F>Pסה•G ם<C2A0>ש<EFBFBD>k„@°)8<><38>Bt„S|?ולי*}%<25>הח ֵe¨zk
§z -í<ØùËÃé N<>\v®‡T†¢/Ée'qõyK_DñÊ•<@Ó*5.®=™çÔ ëDÍ8£m0 „pí,±¸w|cXxúe(—y{Ä»ÎޱE'̽<„ÖµÇéó÷ŽÞ£Ï1Kþó2du äÄÇR[ûW×<C397>´&¿õA”°9<1E>±6»Ü¸ôé_™rm¬€s{I£Õ@'ÏUø  Ë/
h

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@@ -1,2 +1,5 @@
NnŤ¦
­ŇŢýTG…;a˛V.§Éo3uÔ*¤KŹÇ<C5B9>N= 6Ţ“Qź*×ŃÁ–ˇ“ŘűĹ;[u3śĐťСťRÝÝż˘%náGAUŇíoôÇ Ią;ůr` †z2 jžä˙ÝĐŮŞZ Z<>ÓOÇČ?lvÂW,H~'ggDc„ô¦şťŞhLv!nUwLyů÷5@ŤbĆńb”ŘIËĄbî:ŢFśuÔ6IŔdť
þíjCáÝh¡‚…Ô¬õšö¼•Ó+ŽÛÄïˆóȬÌñêjµn«sUcÜ™GCsÛY…®ðpöõà R8ÞR o$ÿI·Š„GY²O$Zõ$3H`ñÓW œ¿ß ¼·ã«<C3A3><71>bb÷üëM<4ezRÌ+àæ‡
®kdIG¸¸¤â™
ÓÜ[m?äV‰ H ׯ%Ü£9¼ ÐçÈÂr%"kÍb:<3A>F£¾]9A[ìÒRŒ
3óuœª"¢Î0}28ÇêY<C3AA>míÃ^¼¤šU<C5A1>gäZÖ# FH6¸
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@@ -3432,7 +3432,7 @@ Light:
m_InnerSpotAngle: 21.80208
m_CookieSize: 10
m_Shadows:
m_Type: 2
m_Type: 0
m_Resolution: -1
m_CustomResolution: -1
m_Strength: 1

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@@ -0,0 +1,167 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
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m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: SplineExtrude_GameObject (1)
serializedVersion: 11
m_SubMeshes:
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firstByte: 0
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topology: 0
baseVertex: 0
firstVertex: 0
vertexCount: 0
localAABB:
m_Center: {x: 0, y: 0, z: 0}
m_Extent: {x: 0, y: 0, z: 0}
m_Shapes:
vertices: []
shapes: []
channels: []
fullWeights: []
m_BindPose: []
m_BoneNameHashes:
m_RootBoneNameHash: 0
m_BonesAABB: []
m_VariableBoneCountWeights:
m_Data:
m_MeshCompression: 0
m_IsReadable: 1
m_KeepVertices: 1
m_KeepIndices: 1
m_IndexFormat: 0
m_IndexBuffer:
m_VertexData:
serializedVersion: 3
m_VertexCount: 0
m_Channels:
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m_DataSize: 0
_typelessdata:
m_CompressedMesh:
m_Vertices:
m_NumItems: 0
m_Range: 0
m_Start: 0
m_Data:
m_BitSize: 0
m_UV:
m_NumItems: 0
m_Range: 0
m_Start: 0
m_Data:
m_BitSize: 0
m_Normals:
m_NumItems: 0
m_Range: 0
m_Start: 0
m_Data:
m_BitSize: 0
m_Tangents:
m_NumItems: 0
m_Range: 0
m_Start: 0
m_Data:
m_BitSize: 0
m_Weights:
m_NumItems: 0
m_Data:
m_BitSize: 0
m_NormalSigns:
m_NumItems: 0
m_Data:
m_BitSize: 0
m_TangentSigns:
m_NumItems: 0
m_Data:
m_BitSize: 0
m_FloatColors:
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m_Range: 0
m_Start: 0
m_Data:
m_BitSize: 0
m_BoneIndices:
m_NumItems: 0
m_Data:
m_BitSize: 0
m_Triangles:
m_NumItems: 0
m_Data:
m_BitSize: 0
m_UVInfo: 0
m_LocalAABB:
m_Center: {x: 0, y: 0, z: 0}
m_Extent: {x: 0, y: 0, z: 0}
m_MeshUsageFlags: 0
m_CookingOptions: 30
m_BakedConvexCollisionMesh:
m_BakedTriangleCollisionMesh:
m_MeshMetrics[0]: 1
m_MeshMetrics[1]: 1
m_MeshOptimizationFlags: 1
m_StreamData:
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View File

@@ -212,6 +212,7 @@ namespace Ichni.RhythmGame
{
var mainModule = particle.main;
mainModule.prewarm = prewarm;
mainModule.maxParticles = 500;
}
public void SetSimulationSpace(ParticleSystemSimulationSpace simulationSpace)

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using Sirenix.OdinInspector;
using UniRx;
namespace Ichni.RhythmGame
@@ -26,6 +27,7 @@ namespace Ichni.RhythmGame
return track;
}
[Button]
public override void SetDefaultSubmodules()
{
transformSubmodule = new TransformSubmodule(this);
@@ -34,7 +36,7 @@ namespace Ichni.RhythmGame
trackTimeSubmodule = null;
trackRendererSubmodule = null;
}
private void Update()
{
if (!GameManager.instance.audioManager.isUpdating)
@@ -56,7 +58,7 @@ namespace Ichni.RhythmGame
public override void AfterInitialize()
{
base.AfterInitialize();
if (trackPathSubmodule != null && trackPathSubmodule.pathNodeList.Count > 3)
{
trackPathSubmodule.ClosePath();
@@ -64,17 +66,27 @@ namespace Ichni.RhythmGame
if(trackRendererSubmodule != null)
{
//var path = trackPathSubmodule!.path;
trackRendererSubmodule.meshGenerator.autoUpdate = false;
/*path.ResampleTransform();
path.Subscribe(trackRendererSubmodule.meshGenerator);
path.EditorUpdateConnectedNodes();
path.RebuildImmediate(true, true);*/
//path.EditorAwake();
}
}
public override void BeforeStart()
{
switch (trackPathSubmodule.trackSpaceType)
{
case Track.TrackSpaceType.CatmullRom:
trackPathSubmodule.GenerateCatmullRomSpline();
break;
case Track.TrackSpaceType.Linear:
trackPathSubmodule.GenerateLinearSpline();
break;
case Track.TrackSpaceType.BSpline:
trackPathSubmodule.GenerateBSpline();
break;
}
base.BeforeStart();
}
public override void Refresh()
{

View File

@@ -60,8 +60,9 @@ namespace Ichni.RhythmGame
trackPositioner.spline = trackListFolder.trackList[trackSwitch.value].trackPathSubmodule.path;
}
trackPositioner.SetPercent(trackPercent.value);
trackPositioner.RebuildImmediate();
nowAttachedTrack?.trackPathSubmodule.UpdatePoint(transform, trackPercent.value);
//trackPositioner.SetPercent(trackPercent.value);
//trackPositioner.RebuildImmediate();
/*Debug.Log(trackSwitch.value + " " + trackPercent.value + " " +
nowAttachedTrack.trackPathSubmodule.path.EvaluatePosition(trackPercent.value) + " " +

View File

@@ -44,7 +44,8 @@ namespace Ichni.RhythmGame
{
if (track.timeDurationSubmodule.CheckTimeInDuration(GameManager.instance.songTime))
{
trackPositioner.SetPercent(trackTimeSubmoduleMovable.headPercent);
track.trackPathSubmodule.UpdatePoint(transform, trackTimeSubmoduleMovable.headPercent);
//trackPositioner.SetPercent(trackTimeSubmoduleMovable.headPercent);
}
}
}

View File

@@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Linq;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
@@ -52,8 +53,8 @@ namespace Ichni.RhythmGame
float finalValue = trackPercent.value;
if (finalValue > 1 && finalValue > Mathf.Floor(finalValue)) finalValue -= Mathf.Floor(finalValue);
trackPositioner.SetPercent(finalValue);
track.trackPathSubmodule.UpdatePoint(transform, finalValue);
//trackPositioner.SetPercent(finalValue);
}
}
}
@@ -69,6 +70,11 @@ namespace Ichni.RhythmGame
}
}
public partial class TrackPercentPoint
{
}
namespace Beatmap
{
public class TrackPercentPoint_BM : GameElement_BM

View File

@@ -3,14 +3,25 @@ using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.RhythmGame.Beatmap;
using Sirenix.OdinInspector;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Splines;
using Spline = Dreamteck.Splines.Spline;
namespace Ichni.RhythmGame
{
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
// 引入官方的 Splines 命名空间
using UnitySpline = UnityEngine.Splines.Spline;
using UnitySplineContainer = UnityEngine.Splines.SplineContainer;
public partial class TrackPathSubmodule : TrackSubmodule
{
public SplineComputer path;
public Dreamteck.Splines.SplineComputer path;
public List<PathNode> pathNodeList;
public Track.TrackSpaceType trackSpaceType;
@@ -25,13 +36,13 @@ namespace Ichni.RhythmGame
Track.TrackSamplingType trackSamplingType, bool isClosed, bool isShowingDisplay) : base(track)
{
this.path = track.AddComponent<SplineComputer>();
this.pathNodeList = new List<PathNode>();
this.trackSpaceType = trackSpaceType;
this.trackSamplingType = trackSamplingType;
this.isClosed = isClosed;
this.path.sampleRate = 16;
this.path.sampleRate = 8;
this.path.updateMode = SplineComputer.UpdateMode.LateUpdate;
SetUpSplineComputer(this.trackSpaceType, this.trackSamplingType);
//闭合路径在PathNode生成时执行在初始化的情况下PathNode数量为0不会执行闭合操作
@@ -42,6 +53,10 @@ namespace Ichni.RhythmGame
{
this.track.trackPathSubmodule = this;
}
this.container = track.AddComponent<UnitySplineContainer>();
}
}
@@ -103,6 +118,194 @@ namespace Ichni.RhythmGame
}
}
public partial class TrackPathSubmodule
{
public UnitySplineContainer container;
public bool isSplineDirty = false; // 这个标记可以在外部被设置为 true 来触发表现层更新
public void GenerateCatmullRomSpline()
{
UnitySpline spline = new UnitySpline();
int count = pathNodeList.Count;
for (int i = 0; i < count; i++)
{
//使用Auto Knot模式Unity会自动计算切线以实现Catmull-Rom样条的特性
BezierKnot knot = new BezierKnot();
knot.Position = pathNodeList[i].transformSubmodule.currentPosition;
knot.Rotation = quaternion.identity; //初始旋转,后续可以根据需要
spline.Add(knot);
}
//必须设置为Auto Knot模式让Unity自动计算切线以实现Catmull-Rom样条的特性
spline.SetTangentMode(TangentMode.AutoSmooth);
container.Splines = new UnitySpline[] { spline };
}
public void GenerateLinearSpline()
{
UnitySpline spline = new UnitySpline();
int count = pathNodeList.Count;
for (int i = 0; i < count; i++)
{
BezierKnot knot = new BezierKnot();
knot.Position = pathNodeList[i].transformSubmodule.currentPosition;
knot.Rotation = quaternion.identity; //初始旋转,后续可以根据需要
spline.Add(knot);
}
//必须设置为Linear模式让Unity不计算切线保持线性插值
spline.SetTangentMode(TangentMode.Linear);
container.Splines = new UnitySpline[] { spline };
}
[Button]
public void GenerateBSpline()
{
//if(pathNodeList.Count < 3) return;
UnitySpline spline = new UnitySpline();
int count = pathNodeList.Count;
for (int i = 0; i < count; i++)
{
spline.Add(CalculateBSplineKnot(i));
}
// 必须设置为 Broken 模式,因为我们已经手动用数学算出了完美平滑的 Tangent不需要 Unity 再去插手
spline.SetTangentMode(TangentMode.Broken);
container.Splines = new UnitySpline[] { spline };
}
private BezierKnot CalculateBSplineKnot(int i)
{
UnitySpline spline = new UnitySpline();
int count = pathNodeList.Count;
Vector3 pPrev, pCurr, pNext;
pCurr = pathNodeList[i].transformSubmodule.currentPosition;
// 1. 获取前后相邻点 (处理封闭与开放的拓扑逻辑)
if (isClosed)
{
// 使用取模运算,让索引在首尾循环缠绕 (加 count 是为了防止负数)
pPrev = pathNodeList[(i - 1 + count) % count].transformSubmodule.currentPosition;
pNext = pathNodeList[(i + 1) % count].transformSubmodule.currentPosition;
}
else
{
// 开放状态下,首尾节点重复使用端点坐标
pPrev = pathNodeList[Mathf.Max(0, i - 1)].transformSubmodule.currentPosition;
pNext = pathNodeList[Mathf.Min(count - 1, i + 1)].transformSubmodule.currentPosition;
}
BezierKnot knot = new BezierKnot();
// 2. 计算 B-Spline 等价的 Bezier 节点位置与切线
if (!isClosed && (i == 0 || i == count - 1))
{
// 开放曲线的硬性端点锚定
knot.Position = pCurr;
if (i == 0)
{
knot.TangentIn = float3.zero;
knot.TangentOut = (pNext - pCurr) / 3f;
}
else
{
knot.TangentIn = (pPrev - pCurr) / 3f;
knot.TangentOut = float3.zero;
}
}
else
{
// 标准 1/6 B-Spline 平滑换算公式 (封闭曲线全程走这里)
knot.Position = (pPrev + 4f * pCurr + pNext) / 6f;
knot.TangentOut = (pNext - pPrev) / 6f;
knot.TangentIn = (pPrev - pNext) / 6f;
}
knot.Rotation = Quaternion.Euler(pathNodeList[i].transformSubmodule.currentEulerAngles); // 直接使用节点的欧拉角作为旋转,保持与节点编辑器一致
return knot;
}
public void UpdateSplineFromPathNode(int index)
{
if (container == null || container.Splines.Count == 0) return;
UnitySpline spline = new UnitySpline();
int count = pathNodeList.Count;
if (index < 0 || index >= spline.Count)
{
Debug.LogError($"节点索引 {index} 越界!");
return;
}
if (trackSpaceType is Track.TrackSpaceType.Linear or Track.TrackSpaceType.CatmullRom)
{
BezierKnot knot = spline[index];
Vector3 newPosition = pathNodeList[index].transformSubmodule.currentPosition;
// 1. 提取当前节点 (使用 spline[index] 读取可以保留该节点原本的切线数据)
// 这一步对于 Catmull-Rom 非常重要,因为它的切线是由 Unity 自动维护的
// 转换到本地坐标系 (如果传入的是世界坐标)
knot.Position = container.transform.InverseTransformPoint(newPosition);
// 2. 更新旋转 (如果需要的话)
Quaternion newRotation = Quaternion.Euler(pathNodeList[index].transformSubmodule.currentEulerAngles);
knot.Rotation = newRotation; // 直接使用节点的欧拉角作为旋转,保持与节点编辑器一致
// 3. 将修改后的 Knot 写回 Spline
// 此时 Unity 底层会自动触发它自己的 Dirty 标记
spline.SetKnot(index, knot);
}
else if (trackSpaceType == Track.TrackSpaceType.BSpline)
{
if (isClosed)
{
// 封闭曲线使用取模处理环绕越界
int i0 = (index - 1 + count) % count;
int i1 = (index + 1) % count;
spline.SetKnot(i0, CalculateBSplineKnot(i0));
spline.SetKnot(index, CalculateBSplineKnot(index));
spline.SetKnot(i1, CalculateBSplineKnot(i1));
}
else
{
// 开放曲线需进行安全边界检查
if (index - 1 >= 0) spline.SetKnot(index - 1, CalculateBSplineKnot(index - 1));
spline.SetKnot(index, CalculateBSplineKnot(index));
if (index + 1 < count) spline.SetKnot(index + 1, CalculateBSplineKnot(index + 1));
}
}
// 4. 触发我们自己的表现层脏标记
isSplineDirty = true;
}
public void UpdatePoint(Transform pointTransform, float progress)
{
UnitySpline spline = container.Splines[0];
progress = isClosed ? Mathf.Repeat(progress, 1f) : Mathf.Clamp01(progress);
float mathT = progress;
if (trackSamplingType == Track.TrackSamplingType.DistanceDistributed)
{
float targetDistance = progress * spline.GetLength();
mathT = spline.ConvertIndexUnit(targetDistance, PathIndexUnit.Distance, PathIndexUnit.Normalized);
}
container.Evaluate(0, mathT, out float3 pos, out float3 tangent, out float3 upVector);
pointTransform.position = pos;
if (math.lengthsq(tangent) > 0)
{
Vector3 worldTangent = container.transform.TransformDirection(tangent);
Vector3 worldUp = container.transform.TransformDirection(upVector);
pointTransform.rotation = quaternion.LookRotationSafe(worldTangent, worldUp);
}
}
}
namespace Beatmap
{
public class TrackPathSubmodule_BM : Submodule_BM

View File

@@ -65,6 +65,8 @@ namespace Ichni.RhythmGame
protected void SetMesh()
{
this.meshGenerator.enabled = false;
if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable trackTimeSubmoduleMovable)
{
meshGenerator.clipFrom = trackTimeSubmoduleMovable.tailPercent;

View File

@@ -135,7 +135,7 @@ MonoBehaviour:
m_Name: NBPostProcess
m_EditorClassIdentifier:
m_Active: 1
downSampling: 0
downSampling: 1
disturbanceLayerMask:
serializedVersion: 2
m_Bits: 0

View File

@@ -35,8 +35,8 @@ MonoBehaviour:
m_ShEvalMode: 0
m_MainLightRenderingMode: 1
m_MainLightShadowsSupported: 1
m_MainLightShadowmapResolution: 1024
m_AdditionalLightsRenderingMode: 1
m_MainLightShadowmapResolution: 512
m_AdditionalLightsRenderingMode: 0
m_AdditionalLightsPerObjectLimit: 2
m_AdditionalLightShadowsSupported: 0
m_AdditionalLightsShadowmapResolution: 512
@@ -54,7 +54,7 @@ MonoBehaviour:
m_ShadowDepthBias: 1
m_ShadowNormalBias: 1
m_AnyShadowsSupported: 1
m_SoftShadowsSupported: 1
m_SoftShadowsSupported: 0
m_ConservativeEnclosingSphere: 0
m_NumIterationsEnclosingSphere: 64
m_SoftShadowQuality: 2

View File

@@ -26,7 +26,7 @@ MonoBehaviour:
m_SupportsHDR: 1
m_HDRColorBufferPrecision: 0
m_MSAA: 1
m_RenderScale: 0.8
m_RenderScale: 0.7
m_UpscalingFilter: 3
m_FsrOverrideSharpness: 0
m_FsrSharpness: 0.92
@@ -35,18 +35,18 @@ MonoBehaviour:
m_ShEvalMode: 0
m_MainLightRenderingMode: 1
m_MainLightShadowsSupported: 1
m_MainLightShadowmapResolution: 2048
m_MainLightShadowmapResolution: 1024
m_AdditionalLightsRenderingMode: 1
m_AdditionalLightsPerObjectLimit: 8
m_AdditionalLightShadowsSupported: 1
m_AdditionalLightsShadowmapResolution: 4096
m_AdditionalLightsPerObjectLimit: 1
m_AdditionalLightShadowsSupported: 0
m_AdditionalLightsShadowmapResolution: 2048
m_AdditionalLightsShadowResolutionTierLow: 128
m_AdditionalLightsShadowResolutionTierMedium: 256
m_AdditionalLightsShadowResolutionTierHigh: 512
m_ReflectionProbeBlending: 1
m_ReflectionProbeBoxProjection: 1
m_ReflectionProbeBlending: 0
m_ReflectionProbeBoxProjection: 0
m_ShadowDistance: 150
m_ShadowCascadeCount: 4
m_ShadowCascadeCount: 3
m_Cascade2Split: 0.25
m_Cascade3Split: {x: 0.1, y: 0.3}
m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467}
@@ -58,7 +58,7 @@ MonoBehaviour:
m_ConservativeEnclosingSphere: 0
m_NumIterationsEnclosingSphere: 64
m_SoftShadowQuality: 2
m_AdditionalLightsCookieResolution: 4096
m_AdditionalLightsCookieResolution: 2048
m_AdditionalLightsCookieFormat: 4
m_UseSRPBatcher: 1
m_SupportsDynamicBatching: 0
@@ -84,7 +84,7 @@ MonoBehaviour:
bayerMatrixTex: {fileID: 2800000, guid: f9ee4ed84c1d10c49aabb9b210b0fc44, type: 3}
m_PrefilteringModeMainLightShadows: 3
m_PrefilteringModeAdditionalLight: 0
m_PrefilteringModeAdditionalLightShadows: 2
m_PrefilteringModeAdditionalLightShadows: 0
m_PrefilterXRKeywords: 1
m_PrefilteringModeForwardPlus: 2
m_PrefilteringModeDeferredRendering: 0

View File

@@ -23,7 +23,7 @@ MonoBehaviour:
m_RequireOpaqueTexture: 0
m_OpaqueDownsampling: 1
m_SupportsTerrainHoles: 1
m_SupportsHDR: 0
m_SupportsHDR: 1
m_HDRColorBufferPrecision: 0
m_MSAA: 1
m_RenderScale: 1

View File

@@ -1,16 +0,0 @@
Game Parameter ID Name Wwise Object Path Notes
336603982 SoundFXVolume \Default Work Unit\General\SoundFXVolume
2346531308 MusicVolume \Default Work Unit\General\MusicVolume
2918011349 MasterVolume \Default Work Unit\General\MasterVolume
3415057477 UIVolume \Default Work Unit\General\UIVolume
Audio Bus ID Name Wwise Object Path Notes
1551306167 UI \Default Work Unit\Master\UI
2810670744 SoundFX \Default Work Unit\Master\SoundFX
3991942870 Music \Default Work Unit\Master\Music
4056684167 Master \Default Work Unit\Master
Audio Devices ID Name Type Notes
2317455096 No_Output No Output
3859886410 System System

View File

@@ -1,32 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<PlatformInfo>
<Platform Name="Android" BasePlatform="Android" Generator="2022.1.2.8150"/>
<RootPaths>
<ProjectRoot>../..</ProjectRoot>
<SourceFilesRoot>../../.cache/Android</SourceFilesRoot>
<SoundBanksRoot>.</SoundBanksRoot>
<ExternalSourcesInputFile></ExternalSourcesInputFile>
<ExternalSourcesOutputRoot>.</ExternalSourcesOutputRoot>
</RootPaths>
<DefaultAlign>16</DefaultAlign>
<Settings>
<AutoSoundBankDefinition>false</AutoSoundBankDefinition>
<CopyLooseStreamedMediaFiles>true</CopyLooseStreamedMediaFiles>
<SubFoldersForGeneratedFiles>false</SubFoldersForGeneratedFiles>
<RemoveUnusedGeneratedFiles>true</RemoveUnusedGeneratedFiles>
<SourceControlGeneratedFiles>false</SourceControlGeneratedFiles>
<GenerateHeaderFile>true</GenerateHeaderFile>
<GenerateContentTxtFile>true</GenerateContentTxtFile>
<GenerateMetadataXML>true</GenerateMetadataXML>
<GenerateMetadataJSON>false</GenerateMetadataJSON>
<GenerateAllBanksMetadata>true</GenerateAllBanksMetadata>
<GeneratePerBankMetadata>false</GeneratePerBankMetadata>
<UseSoundBankNames>true</UseSoundBankNames>
<AllowExceedingMaxSize>false</AllowExceedingMaxSize>
<MaxAttenuationInfo>true</MaxAttenuationInfo>
<EstimatedDurationInfo>true</EstimatedDurationInfo>
<PrintObjectGuid>false</PrintObjectGuid>
<PrintObjectPath>false</PrintObjectPath>
</Settings>
<FileHash>{20CA1668-389C-9E91-3254-FF1A250BC4B5}</FileHash>
</PlatformInfo>

View File

@@ -1,8 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<PluginInfo Platform="Android" BasePlatform="Android">
<PluginLibs>
<PluginLib LibName="System" LibId="11403271" Type="AudioDevice"/>
<PluginLib LibName="No Output" LibId="11862023" Type="AudioDevice"/>
</PluginLibs>
<FileHash>{802CB29E-2A07-E260-0929-231C7A375A1D}</FileHash>
</PluginInfo>

View File

@@ -1,681 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<SoundBanksInfo Platform="Android" BasePlatform="Android" SchemaVersion="16" SoundBankVersion="145">
<RootPaths>
<ProjectRoot>../..</ProjectRoot>
<SourceFilesRoot>../../.cache/Android</SourceFilesRoot>
<SoundBanksRoot>.</SoundBanksRoot>
<ExternalSourcesInputFile></ExternalSourcesInputFile>
<ExternalSourcesOutputRoot>.</ExternalSourcesOutputRoot>
</RootPaths>
<DialogueEvents/>
<SoundBanks>
<SoundBank Id="1355168291" Type="User" Language="SFX" Hash="{C7B9306A-F355-70D3-6B45-9F938FB199EA}">
<ShortName>Init</ShortName>
<Path>Init.bnk</Path>
<Plugins>
<AudioDevices>
<Plugin Id="2317455096" Name="No_Output" LibName="No Output" LibId="11862023"/>
<Plugin Id="3859886410" Name="System" LibName="System" LibId="11403271"/>
</AudioDevices>
</Plugins>
<Busses>
<Bus Id="1551306167" Name="UI"/>
<Bus Id="2810670744" Name="SoundFX"/>
<Bus Id="3991942870" Name="Music"/>
<Bus Id="4056684167" Name="Master"/>
</Busses>
<GameParameters>
<GameParameter Id="336603982" Name="SoundFXVolume"/>
<GameParameter Id="363065643" Name="Preview_Lowpass"/>
<GameParameter Id="2183069388" Name="Preview_Volume"/>
<GameParameter Id="2191510614" Name="Song_Highpass"/>
<GameParameter Id="2346531308" Name="MusicVolume"/>
<GameParameter Id="2918011349" Name="MasterVolume"/>
<GameParameter Id="2936015903" Name="Song_Volume"/>
<GameParameter Id="3415057477" Name="UIVolume"/>
<GameParameter Id="3534982690" Name="Song_Lowpass"/>
<GameParameter Id="4043093737" Name="Preview_Highpass"/>
</GameParameters>
<SwitchGroups>
<SwitchGroup Id="1183684776" Name="Chapter0">
<Switches>
<Switch Id="177815898" Name="Drowning_in_a_Moment"/>
<Switch Id="554627078" Name="Register"/>
<Switch Id="2426055465" Name="Solitudes"/>
<Switch Id="2507417087" Name="Alunite_Cas"/>
<Switch Id="2521149362" Name="Fate_Of_Fear"/>
<Switch Id="2596658740" Name="Chaos_Zone"/>
<Switch Id="2730052214" Name="Chapter_0_Tutorial"/>
<Switch Id="2841092029" Name="Lunar_Shade"/>
<Switch Id="3094374598" Name="Space_Rain"/>
<Switch Id="3613796964" Name="Leave_Worlds_With_Smile"/>
<Switch Id="3841829234" Name="Palingenesis_of_ffffff"/>
<Switch Id="3924398335" Name="Your_Shadow"/>
<Switch Id="4104344593" Name="World_For_White_Lies"/>
</Switches>
</SwitchGroup>
<SwitchGroup Id="1183684777" Name="Chapter1">
<Switches>
<Switch Id="54936379" Name="Sonata_Of_Dream"/>
<Switch Id="1376130227" Name="Heavenly_Dystopia"/>
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<Switch Id="2049741433" Name="Asymptotical_Stability"/>
<Switch Id="2113868303" Name="Last_Remains"/>
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<SwitchGroup Id="3370370056" Name="Chapter">
<Switches>
<Switch Id="1183684776" Name="Chapter0"/>
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</SoundBank>
<SoundBank Id="2458106708" Type="User" Language="SFX" Hash="{F4D5B1C5-2702-0FBB-2C22-BF4C4FE567F1}">
<ShortName>ichni</ShortName>
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Event ID Name Wwise Object Path Notes
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1517537939 Confirm \Default Work Unit\Menu\MenuUI\General\Confirm
1584519635 OpenStoryBlock \Default Work Unit\Menu\MenuUI\Story\OpenStoryBlock
1650034634 PauseSong \Default Work Unit\Game\Song\PauseSong
2262739839 DefaultTap \Default Work Unit\Game\Note\DefaultTap
2388618003 DefaultStartHold \Default Work Unit\Game\Note\DefaultStartHold
2505666480 DefaultEndHold \Default Work Unit\Game\Note\DefaultEndHold
2727732517 PlayPreview \Default Work Unit\Game\PlayPreview
3093683834 SelectDifficulty \Default Work Unit\Menu\MenuUI\SongSelection\SelectDifficulty
3220617700 EnterToGame \Default Work Unit\Menu\MenuUI\SongSelection\EnterToGame
3332337159 ResumeSong \Default Work Unit\Game\Song\ResumeSong
3341952226 StopSong \Default Work Unit\Game\Song\StopSong
3357374771 TouchToStart \Default Work Unit\Menu\MenuUI\StartPage\TouchToStart
3566916299 PlayOffsetMusic \Default Work Unit\Menu\Settings\PlayOffsetMusic
3627244205 DefaultFlick \Default Work Unit\Game\Note\DefaultFlick
3869171442 SwitchTab \Default Work Unit\Menu\MenuUI\SongSelection\SwitchTab
Switch Group ID Name Wwise Object Path Notes
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3370370056 Chapter \Default Work Unit\Game\Songs\Chapter
Switch ID Name Switch Group Notes
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554627078 Register Chapter0
2426055465 Solitudes Chapter0
2507417087 Alunite_Cas Chapter0
2521149362 Fate_Of_Fear Chapter0
2596658740 Chaos_Zone Chapter0
2730052214 Chapter_0_Tutorial Chapter0
2841092029 Lunar_Shade Chapter0
3094374598 Space_Rain Chapter0
3613796964 Leave_Worlds_With_Smile Chapter0
3841829234 Palingenesis_of_ffffff Chapter0
3924398335 Your_Shadow Chapter0
4104344593 World_For_White_Lies Chapter0
54936379 Sonata_Of_Dream Chapter1
1376130227 Heavenly_Dystopia Chapter1
1748099318 Freezing_Point Chapter1
1815191009 Serene Chapter1
2049741433 Asymptotical_Stability Chapter1
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2191510614 Song_Highpass \Default Work Unit\Game\Song_Highpass
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