diff --git a/.agent/skills/game-designer-generic/SKILL.md b/.agent/skills/game-designer-generic/SKILL.md
new file mode 100644
index 00000000..581b7825
--- /dev/null
+++ b/.agent/skills/game-designer-generic/SKILL.md
@@ -0,0 +1,32 @@
+- # 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)时,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)
\ No newline at end of file
diff --git a/.agent/skills/project-manager/SKILL.md b/.agent/skills/project-manager/SKILL.md
new file mode 100644
index 00000000..5d9d583b
--- /dev/null
+++ b/.agent/skills/project-manager/SKILL.md
@@ -0,0 +1,38 @@
+# 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。
\ No newline at end of file
diff --git a/.agent/skills/splines_api.txt b/.agent/skills/splines_api.txt
new file mode 100644
index 00000000..1f4c04cc
Binary files /dev/null and b/.agent/skills/splines_api.txt differ
diff --git a/.agent/skills/unity-expert/LICENSE.txt b/.agent/skills/unity-expert/LICENSE.txt
deleted file mode 100644
index 574cc369..00000000
--- a/.agent/skills/unity-expert/LICENSE.txt
+++ /dev/null
@@ -1,21 +0,0 @@
-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.
diff --git a/.agent/skills/unity-expert/README.md b/.agent/skills/unity-expert/README.md
deleted file mode 100644
index 850e23a3..00000000
--- a/.agent/skills/unity-expert/README.md
+++ /dev/null
@@ -1,101 +0,0 @@
-# 🎮 Unity Expert Skill
-
-**Language / 语言**: [English](#english) | [中文](#中文)
-
----
-
-
-## 🇺🇸 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.
-
----
-
-
-## 🇨🇳 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
diff --git a/.agent/skills/unity-expert/SKILL.md b/.agent/skills/unity-expert/SKILL.md
deleted file mode 100644
index d90f697f..00000000
--- a/.agent/skills/unity-expert/SKILL.md
+++ /dev/null
@@ -1,258 +0,0 @@
----
-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`, `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` 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
-{
- ///
- /// Handles player health and damage in a multiplayer context.
- ///
- public class PlayerHealth : NetworkBehaviour
- {
- [Header("Configuration")]
- [SerializeField] private float _maxHealth = 100f;
- [SerializeField] private GameObject _deathEffectPrefab;
-
- private NetworkVariable _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 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
diff --git a/.agent/skills/unity-technician/SKILL.md b/.agent/skills/unity-technician/SKILL.md
new file mode 100644
index 00000000..b461a991
--- /dev/null
+++ b/.agent/skills/unity-technician/SKILL.md
@@ -0,0 +1,42 @@
+# 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` 或 `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。
\ No newline at end of file
diff --git a/.agent/skills/workflow-architect/SKILL.md b/.agent/skills/workflow-architect/SKILL.md
new file mode 100644
index 00000000..7de1eb70
--- /dev/null
+++ b/.agent/skills/workflow-architect/SKILL.md
@@ -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。
+- 在 `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)的 `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。
\ No newline at end of file
diff --git a/Assets/000_assets/material/M_SquareFrame 1.mat b/Assets/000_assets/material/M_SquareFrame 1.mat
index 0c1d393a..8f7fae43 100644
--- a/Assets/000_assets/material/M_SquareFrame 1.mat
+++ b/Assets/000_assets/material/M_SquareFrame 1.mat
@@ -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
diff --git a/Assets/Dreamteck/Splines/Components/MeshGenerator.cs b/Assets/Dreamteck/Splines/Components/MeshGenerator.cs
index c164a265..83a42b55 100644
--- a/Assets/Dreamteck/Splines/Components/MeshGenerator.cs
+++ b/Assets/Dreamteck/Splines/Components/MeshGenerator.cs
@@ -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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new file mode 100644
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new file mode 100644
index 00000000..f373d9b5
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new file mode 100644
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diff --git a/Assets/Scenes/GameScene.unity b/Assets/Scenes/GameScene.unity
index 4b75ff5a..047ab0d0 100644
--- a/Assets/Scenes/GameScene.unity
+++ b/Assets/Scenes/GameScene.unity
@@ -3432,7 +3432,7 @@ Light:
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m_CookieSize: 10
m_Shadows:
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+ m_Type: 0
m_Resolution: -1
m_CustomResolution: -1
m_Strength: 1
diff --git a/Assets/Scenes/MenuScene.unity b/Assets/Scenes/MenuScene.unity
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new file mode 100644
index 00000000..b734c71c
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diff --git a/Assets/Scripts/Game/GameElements/GeneralEffects/ParticleEmitter.cs b/Assets/Scripts/Game/GameElements/GeneralEffects/ParticleEmitter.cs
index 9ea3a0e9..0cf57aa8 100644
--- a/Assets/Scripts/Game/GameElements/GeneralEffects/ParticleEmitter.cs
+++ b/Assets/Scripts/Game/GameElements/GeneralEffects/ParticleEmitter.cs
@@ -212,6 +212,7 @@ namespace Ichni.RhythmGame
{
var mainModule = particle.main;
mainModule.prewarm = prewarm;
+ mainModule.maxParticles = 500;
}
public void SetSimulationSpace(ParticleSystemSimulationSpace simulationSpace)
diff --git a/Assets/Scripts/Game/GameElements/Track/Track.cs b/Assets/Scripts/Game/GameElements/Track/Track.cs
index daade199..bb49a79c 100644
--- a/Assets/Scripts/Game/GameElements/Track/Track.cs
+++ b/Assets/Scripts/Game/GameElements/Track/Track.cs
@@ -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()
{
diff --git a/Assets/Scripts/Game/GameElements/Track/TrackPoints/CrossTrackPoint.cs b/Assets/Scripts/Game/GameElements/Track/TrackPoints/CrossTrackPoint.cs
index f3dc447d..3de15f16 100644
--- a/Assets/Scripts/Game/GameElements/Track/TrackPoints/CrossTrackPoint.cs
+++ b/Assets/Scripts/Game/GameElements/Track/TrackPoints/CrossTrackPoint.cs
@@ -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) + " " +
diff --git a/Assets/Scripts/Game/GameElements/Track/TrackPoints/TrackHeadPoint.cs b/Assets/Scripts/Game/GameElements/Track/TrackPoints/TrackHeadPoint.cs
index 5db6e591..4876a7eb 100644
--- a/Assets/Scripts/Game/GameElements/Track/TrackPoints/TrackHeadPoint.cs
+++ b/Assets/Scripts/Game/GameElements/Track/TrackPoints/TrackHeadPoint.cs
@@ -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);
}
}
}
diff --git a/Assets/Scripts/Game/GameElements/Track/TrackPoints/TrackPercentPoint.cs b/Assets/Scripts/Game/GameElements/Track/TrackPoints/TrackPercentPoint.cs
index 0a7b0dba..487e7bd7 100644
--- a/Assets/Scripts/Game/GameElements/Track/TrackPoints/TrackPercentPoint.cs
+++ b/Assets/Scripts/Game/GameElements/Track/TrackPoints/TrackPercentPoint.cs
@@ -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
diff --git a/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackPathSubmodule.cs b/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackPathSubmodule.cs
index d5b00364..01526dd5 100644
--- a/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackPathSubmodule.cs
+++ b/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackPathSubmodule.cs
@@ -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 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();
-
+
this.pathNodeList = new List();
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();
+
}
}
@@ -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
diff --git a/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackRendererSubmodule.cs b/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackRendererSubmodule.cs
index bbb732d4..2893db0e 100644
--- a/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackRendererSubmodule.cs
+++ b/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackRendererSubmodule.cs
@@ -65,6 +65,8 @@ namespace Ichni.RhythmGame
protected void SetMesh()
{
+ this.meshGenerator.enabled = false;
+
if (track.trackTimeSubmodule is TrackTimeSubmoduleMovable trackTimeSubmoduleMovable)
{
meshGenerator.clipFrom = trackTimeSubmoduleMovable.tailPercent;
diff --git a/Assets/Settings/URP-Balanced-Renderer.asset b/Assets/Settings/URP-Balanced-Renderer.asset
index 51c789be..27c9df3f 100644
--- a/Assets/Settings/URP-Balanced-Renderer.asset
+++ b/Assets/Settings/URP-Balanced-Renderer.asset
@@ -135,7 +135,7 @@ MonoBehaviour:
m_Name: NBPostProcess
m_EditorClassIdentifier:
m_Active: 1
- downSampling: 0
+ downSampling: 1
disturbanceLayerMask:
serializedVersion: 2
m_Bits: 0
diff --git a/Assets/Settings/URP-Balanced.asset b/Assets/Settings/URP-Balanced.asset
index e7e6d04a..b29cbdca 100644
--- a/Assets/Settings/URP-Balanced.asset
+++ b/Assets/Settings/URP-Balanced.asset
@@ -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
diff --git a/Assets/Settings/URP-HighFidelity.asset b/Assets/Settings/URP-HighFidelity.asset
index 91592cd9..4be7658b 100644
--- a/Assets/Settings/URP-HighFidelity.asset
+++ b/Assets/Settings/URP-HighFidelity.asset
@@ -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
diff --git a/Assets/Settings/URP-Performant.asset b/Assets/Settings/URP-Performant.asset
index 05bb7419..cd9a84ee 100644
--- a/Assets/Settings/URP-Performant.asset
+++ b/Assets/Settings/URP-Performant.asset
@@ -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
diff --git a/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/Init.bnk b/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/Init.bnk
deleted file mode 100644
index b4d20f7c..00000000
Binary files a/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/Init.bnk and /dev/null differ
diff --git a/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/Init.txt b/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/Init.txt
deleted file mode 100644
index 039735f1..00000000
--- a/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/Init.txt
+++ /dev/null
@@ -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
-
diff --git a/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/PlatformInfo.xml b/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/PlatformInfo.xml
deleted file mode 100644
index 54428873..00000000
--- a/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/PlatformInfo.xml
+++ /dev/null
@@ -1,32 +0,0 @@
-
-
-
-
- ../..
- ../../.cache/Android
- .
-
- .
-
- 16
-
- false
- true
- false
- true
- false
- true
- true
- true
- false
- true
- false
- true
- false
- true
- true
- false
- false
-
- {20CA1668-389C-9E91-3254-FF1A250BC4B5}
-
diff --git a/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/PluginInfo.xml b/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/PluginInfo.xml
deleted file mode 100644
index 2d03833c..00000000
--- a/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/PluginInfo.xml
+++ /dev/null
@@ -1,8 +0,0 @@
-
-
-
-
-
-
- {802CB29E-2A07-E260-0929-231C7A375A1D}
-
diff --git a/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/SoundbanksInfo.xml b/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/SoundbanksInfo.xml
deleted file mode 100644
index 602bf527..00000000
--- a/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/SoundbanksInfo.xml
+++ /dev/null
@@ -1,681 +0,0 @@
-
-
-
- ../..
- ../../.cache/Android
- .
-
- .
-
-
-
-
- Init
- Init.bnk
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- ichni
- ichni.bnk
-
-
- Absolutely:0.wav
- SFX/Absolutely:0_9EDFC787.wem
-
-
- hold start.wav
- SFX/hold start_3F75BDB9.wem
-
-
- asymptotical stability feat. 花隈千冬.wav
- SFX/asymptotical stability feat. 花隈千冬_BDFB4F95.wem
-
-
- Solitudes.wav
- SFX/Solitudes_9EDFC787.wem
-
-
- Stay.wav
- SFX/Stay_BAB055B8.wem
-
-
- 影虎。 - Last Remains (1).wav
- SFX/影虎。 - Last Remains (1)_FA8C90B6.wem
-
-
- 影虎。 - Last Remains (1).wav
- SFX/影虎。 - Last Remains (1)_9EDFC787.wem
-
-
- flick.wav
- SFX/flick_002F2AE7.wem
-
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diff --git a/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/ichni.txt b/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/ichni.txt
deleted file mode 100644
index 843f7470..00000000
--- a/Assets/StreamingAssets/Audio/GeneratedSoundBanks/Android/ichni.txt
+++ /dev/null
@@ -1,112 +0,0 @@
-Event ID Name Wwise Object Path Notes
- 290606676 PlaySong \Default Work Unit\Game\Song\PlaySong
- 1372602579 DefaultStay \Default Work Unit\Game\Note\DefaultStay
- 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
- 1183684776 Chapter0 \Default Work Unit\Game\Songs\SongSelection\Chapter0
- 1183684777 Chapter1 \Default Work Unit\Game\Songs\SongSelection\Chapter1
- 3370370056 Chapter \Default Work Unit\Game\Songs\Chapter
-
-Switch ID Name Switch Group Notes
- 177815898 Drowning_in_a_Moment Chapter0
- 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
- 2113868303 Last_Remains Chapter1
- 2478735458 Absolutely_0 Chapter1
- 3862550981 Leviathan Chapter1
- 1183684776 Chapter0 Chapter
- 1183684777 Chapter1 Chapter
-
-Game Parameter ID Name Wwise Object Path Notes
- 363065643 Preview_Lowpass \Default Work Unit\Menu\Preview_Lowpass
- 2183069388 Preview_Volume \Default Work Unit\Menu\Preview_Volume
- 2191510614 Song_Highpass \Default Work Unit\Game\Song_Highpass
- 2936015903 Song_Volume \Default Work Unit\Game\Song_Volume
- 3534982690 Song_Lowpass \Default Work Unit\Game\Song_Lowpass
- 4043093737 Preview_Highpass \Default Work Unit\Menu\Preview_Highpass
-
-In Memory Audio ID Name Audio source file Wwise Object Path Notes Data Size
- 38389979 Absolutely:0 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Absolutely:0_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Absolutely:0\Absolutely:0 2765953
- 58083349 New_StartHold D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\hold start_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\New_StartHold 31911
- 63536287 asymptotical stability feat_ 花隈千冬 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\asymptotical stability feat. 花隈千冬_BDFB4F95.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\asymptotical stability feat_ 花隈千冬 542739
- 96387914 Solitudes D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Solitudes_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Solitudes\Solitudes 3074119
- 117017922 New_Stay D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Stay_BAB055B8.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\New_Stay 7033
- 133621670 影虎。 - Last Remains D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\影虎。 - Last Remains (1)_FA8C90B6.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\影虎。 - Last Remains 349956
- 138413318 影虎。 - Last Remains (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\影虎。 - Last Remains (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Last Remains\影虎。 - Last Remains (1) 3080471
- 155392418 New_Flick D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\flick_002F2AE7.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\New_Flick 5267
- 158073328 YourShadow D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Your Shadow_5262BA20.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\YourShadow 555062
- 162440105 SelectDifficulty D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\TECH INTERFACE Computer Beeps 02_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\SongSelection\SelectDifficulty 7926
- 250022371 Fate Of Fear D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Fate Of Fear_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Fate Of Fear\Fate Of Fear 2565460
- 252332174 Space Rain D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Space Rain_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Space Rain\Space Rain 2572409
- 267185326 Mr_ Weq - Lunar Shade D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Mr. Weq - Lunar Shade_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Mr_ Weq - Lunar Shade\Mr_ Weq - Lunar Shade 2163668
- 282623311 OERA - register@fantobia D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\OERA - register@fantobia_1B871B30.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\OERA - register@fantobia 684531
- 297299101 New_EndHold D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\hold end_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\New_EndHold 16368
- 311563945 Fate Of Fear D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Fate Of Fear_87849C4B.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Fate Of Fear 490377
- 323831960 OERA - register@fantobia D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\OERA - register@fantobia_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\OERA - register @fantobia\OERA - register@fantobia 3481793
- 327648178 Chapter 0 Tutorial D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Chapter 0 Tutorial_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Chapter 0 Tutorial\Chapter 0 Tutorial 2305418
- 348654809 氷点 - Chikanya 3版 (1)(1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\氷点 - Chikanya 3版 (1)(1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\氷点 - Chikanya\氷点 - Chikanya 3版 (1)(1) 2779679
- 414347351 DJ_SoraArshi _Chaos Zone_Bpm200 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\DJ_SoraArshi _Chaos Zone_Bpm200_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\DJ_SoraArshi _Chaos Zone_Bpm200\DJ_SoraArshi _Chaos Zone_Bpm200 2443178
- 449180690 New_Tap D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\tap_B8215445.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Note\New_Tap 4024
- 467475788 LWS2 - SHENG D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\LWS2 - SHENG_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\LWS2 - SHENG\LWS2 - SHENG 2024784
- 527664484 Drowning in a Moment(ichni Original) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Drowning in a Moment(ichni Original)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Drowning in a Moment(ichni Original)\Drowning in a Moment(ichni Original) 3603164
- 539313031 Drowning in a Moment(ichni Original) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Drowning in a Moment(ichni Original)_0639F7DA.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Drowning in a Moment(ichni Original) 465674
- 546713423 Heavenly dystopia Game edit (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Heavenly dystopia Game edit (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Heavenly dystopia\Heavenly dystopia Game edit (1) 2988283
- 552338582 Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1)_3FFB52A9.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) 607253
- 563907591 SwitchTab D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\SFX_OptionChangev15_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\SongSelection\SwitchTab 8183
- 569149046 world for white (lies)(mastered)_ D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\world for white (lies)(mastered)._9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\world for white (lies)_ (14)\world for white (lies)(mastered)_ 2824983
- 638319275 Mr_ Weq - Lunar Shade D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Mr. Weq - Lunar Shade_498B1E56.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Mr_ Weq - Lunar Shade 404793
- 647744421 alunite cas D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\alunite cas_E43E9AD1.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\alunite cas 477581
- 649476878 alunite cas D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\alunite cas_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\alunite cas\alunite cas 3297557
- 697315187 Sonata of Dream(Mastered) (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Sonata of Dream(Mastered) (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Sonata of Dream (Mastered)\Sonata of Dream(Mastered) (1) 3006472
- 715968000 Solitudes D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Solitudes_2BE59EB3.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Solitudes 698594
- 756742419 氷点 - Chikanya D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\氷点 - Chikanya 3版 (1)(1)_9DCE82C5.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\氷点 - Chikanya 614323
- 767242222 Space Rain D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Space Rain_EDB84F31.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\Space Rain 694871
- 767375124 OpenStoryBlock D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\UI_SCI-FI_Tone_Deep_Wet_24_stereo_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\Story\OpenStoryBlock 22881
- 833774105 Your Shadow D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Your Shadow_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Your Shadow\Your Shadow 2178308
- 847124487 asymptotical stability feat_ 花隈千冬 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\asymptotical stability feat. 花隈千冬_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\asymptotical stability feat_ 花隈千冬\asymptotical stability feat_ 花隈千冬 2995543
- 852354219 TouchToStart D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\SCIFI_Reveal_01_mono_12755FEA.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\StartPage\TouchToStart 9148
- 901533885 Heavenly dystopia D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Heavenly dystopia Game edit (1)_B3DF1FE5.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\Heavenly dystopia 431576
- 919901360 霁[MAS] D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\霁[MAS] (1)_52E6183B.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\霁[MAS] 505291
- 924017886 LWS2 - SHENG D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\LWS2 - SHENG_48AB6F89.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\LWS2 - SHENG 361147
- 934855261 DJ_SoraArshi _Chaos Zone_Bpm200 D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\DJ_SoraArshi _Chaos Zone_Bpm200_CFE40B64.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter0\DJ_SoraArshi _Chaos Zone_Bpm200 484200
- 935379926 Confirm D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\UI_Beep_Double_Alternative_stereo_3F75BDB9.wem \Actor-Mixer Hierarchy\Default Work Unit\MenuUI\General\Confirm 3400
- 947807704 Sonata of Dream (Mastered) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Sonata of Dream(Mastered) (1)_6FAF61A6.wem \Actor-Mixer Hierarchy\Default Work Unit\Game\Preview\Chapter1\Sonata of Dream (Mastered) 412324
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- 1012271510 Quree vs_ Mr_ Weq - Leviathan (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Quree vs. Mr. Weq - Leviathan (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\Quree vs_ Mr_ Weq - Leviathan\Quree vs_ Mr_ Weq - Leviathan (1) 2706282
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- 1051943139 霁[MAS] (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\霁[MAS] (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter1\霁[MAS]\霁[MAS] (1) 2660126
- 1062742313 Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) D:\Projects\ichni Official\ichni Official_WwiseProject\.cache\Android\SFX\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1)_9EDFC787.wem \Interactive Music Hierarchy\Default Work Unit\Game\Songs\Chapter0\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1)\Palingenesis of #ffffff :Conjuration in the pallid desert of the mind (1) 2870506
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index 9600912f..9d500ea7 100644
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diff --git a/Assets/StreamingAssets/ThemeBundles/Android/Android.manifest b/Assets/StreamingAssets/ThemeBundles/Android/Android.manifest
index 6801b3f9..542c3d72 100644
--- a/Assets/StreamingAssets/ThemeBundles/Android/Android.manifest
+++ b/Assets/StreamingAssets/ThemeBundles/Android/Android.manifest
@@ -1,5 +1,5 @@
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AssetBundleManifest:
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diff --git a/Assets/StreamingAssets/ThemeBundles/Android/basic b/Assets/StreamingAssets/ThemeBundles/Android/basic
index b0390ea6..8ca2c5c2 100644
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diff --git a/Assets/StreamingAssets/ThemeBundles/Android/basic.manifest b/Assets/StreamingAssets/ThemeBundles/Android/basic.manifest
index e5c08201..54bf4400 100644
--- a/Assets/StreamingAssets/ThemeBundles/Android/basic.manifest
+++ b/Assets/StreamingAssets/ThemeBundles/Android/basic.manifest
@@ -1,15 +1,15 @@
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+CRC: 1896487728
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diff --git a/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse.manifest b/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse.manifest
index 1c9fd3c7..901919ae 100644
--- a/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse.manifest
+++ b/Assets/StreamingAssets/ThemeBundles/Android/departure_to_multiverse.manifest
@@ -1,15 +1,15 @@
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index d641e6da..fef7c99d 100644
--- a/Assets/StreamingAssets/ThemeBundles/Android/metropolis_on_orbit.manifest
+++ b/Assets/StreamingAssets/ThemeBundles/Android/metropolis_on_orbit.manifest
@@ -3,13 +3,13 @@ CRC: 1347338007
Hashes:
AssetFileHash:
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Hash: 3472206654487b82c27a7fa108d66b8b
IncrementalBuildHash:
serializedVersion: 2
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diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64 b/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64
index 90b44a06..45a02fd0 100644
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diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64.manifest b/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64.manifest
index a0d86cc2..8fd192f7 100644
--- a/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64.manifest
+++ b/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64.manifest
@@ -1,5 +1,5 @@
ManifestFileVersion: 0
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+CRC: 3039222781
AssetBundleManifest:
AssetBundleInfos:
Info_0:
diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/basic b/Assets/StreamingAssets/ThemeBundles/Windows64/basic
index aff2510b..3d217f43 100644
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diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/basic.manifest b/Assets/StreamingAssets/ThemeBundles/Windows64/basic.manifest
index dc438b8d..f8a77e8e 100644
--- a/Assets/StreamingAssets/ThemeBundles/Windows64/basic.manifest
+++ b/Assets/StreamingAssets/ThemeBundles/Windows64/basic.manifest
@@ -1,15 +1,15 @@
ManifestFileVersion: 0
-CRC: 1301441084
+CRC: 4290491515
Hashes:
AssetFileHash:
serializedVersion: 2
- Hash: 8f2c80b3577135c65be7a1e001967d86
+ Hash: ff7021e311641a1ddada4c39e8c92309
TypeTreeHash:
serializedVersion: 2
- Hash: 29a77041670e82941819ca75fd4187a4
+ Hash: f708a8f284dce7b5eb457597bce9300b
IncrementalBuildHash:
serializedVersion: 2
- Hash: 8f2c80b3577135c65be7a1e001967d86
+ Hash: ff7021e311641a1ddada4c39e8c92309
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Script: {fileID: 11500000, guid: e90e53c61dbed234e90f7b745fc89ba1, type: 3}
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Script: {fileID: 11500000, guid: b73aa7982dc9e4261b2ff45db0112d48, type: 3}
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Script: {fileID: 11500000, guid: 9a7a990728bad4e9ba201e72267e7eca, type: 3}
+- Class: 114
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Script: {fileID: 11500000, guid: 474bcb49853aa07438625e644c072ee6, type: 3}
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Script: {fileID: 11500000, guid: 344445a89b4f74a0e9a0a766903df87e, type: 3}
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- Class: 115
Script: {instanceID: 0}
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diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse
index 30744177..cb14f6a1 100644
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diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest
index 9d91f159..49cd918e 100644
--- a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest
+++ b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest
@@ -1,15 +1,15 @@
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+CRC: 238359356
Hashes:
AssetFileHash:
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- Hash: c013be4b20870a0ecb430cb25c9c408e
+ Hash: f04f17ff7bf0157c8aaaca5de2d4a111
TypeTreeHash:
serializedVersion: 2
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+ Hash: 1561eaa96333150f8377d8404bfc682a
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+ Hash: f04f17ff7bf0157c8aaaca5de2d4a111
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diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/metropolis_on_orbit b/Assets/StreamingAssets/ThemeBundles/Windows64/metropolis_on_orbit
index 419024ff..1f156461 100644
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diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/metropolis_on_orbit.manifest b/Assets/StreamingAssets/ThemeBundles/Windows64/metropolis_on_orbit.manifest
index 8636d1a9..875f63c9 100644
--- a/Assets/StreamingAssets/ThemeBundles/Windows64/metropolis_on_orbit.manifest
+++ b/Assets/StreamingAssets/ThemeBundles/Windows64/metropolis_on_orbit.manifest
@@ -1,15 +1,15 @@
ManifestFileVersion: 0
-CRC: 2798949995
+CRC: 1549571229
Hashes:
AssetFileHash:
serializedVersion: 2
- Hash: 6616353930a2dee7e0289ce7a55dd4fd
+ Hash: 3103b02b5781ed67bb188aeb6d44ea7d
TypeTreeHash:
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Hash: 3472206654487b82c27a7fa108d66b8b
IncrementalBuildHash:
serializedVersion: 2
- Hash: 6616353930a2dee7e0289ce7a55dd4fd
+ Hash: 3103b02b5781ed67bb188aeb6d44ea7d
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diff --git a/Assets/Suggo Creations/RETROWAVE SKIES Lite/Shaders/RetrowaveSkybox Lite.shadergraph b/Assets/Suggo Creations/RETROWAVE SKIES Lite/Shaders/RetrowaveSkybox Lite.shadergraph
index 5db7b0ba..018bed58 100644
--- a/Assets/Suggo Creations/RETROWAVE SKIES Lite/Shaders/RetrowaveSkybox Lite.shadergraph
+++ b/Assets/Suggo Creations/RETROWAVE SKIES Lite/Shaders/RetrowaveSkybox Lite.shadergraph
@@ -62,6 +62,15 @@
},
{
"m_Id": "6649543e3def4ba4acc2f3fbd9c08a0d"
+ },
+ {
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+ },
+ {
+ "m_Id": "51e2c4366cc047ad92bc9e49a4966b8f"
+ },
+ {
+ "m_Id": "20e2d8028fd54d028b7bc83af0002cc1"
}
],
"m_Keywords": [
@@ -337,9 +346,6 @@
{
"m_Id": "e347a276e572489e86e7c2140b0e023d"
},
- {
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{
"m_Id": "27be970435b7417e87e4d80e52f2888c"
},
@@ -348,6 +354,36 @@
},
{
"m_Id": "4072cbb506d04082a209a58b10dcb63f"
+ },
+ {
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+ },
+ {
+ "m_Id": "3bd4ba99516d408f9afa06bbbba0646b"
}
],
"m_GroupDatas": [
@@ -442,6 +478,20 @@
"m_SlotId": 2
}
},
+ {
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+ "m_Node": {
+ "m_Id": "05700b9338e448baac9c1c5423976376"
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+ }
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{
"m_OutputSlot": {
"m_Node": {
@@ -470,34 +520,6 @@
"m_SlotId": 0
}
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{
"m_OutputSlot": {
"m_Node": {
@@ -666,6 +688,20 @@
"m_SlotId": 1
}
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{
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@@ -717,9 +753,9 @@
},
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},
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}
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{
@@ -792,6 +828,20 @@
"m_SlotId": 1
}
},
+ {
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{
"m_OutputSlot": {
"m_Node": {
@@ -960,6 +1010,48 @@
"m_SlotId": 1
}
},
+ {
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+ "m_InputSlot": {
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+ "m_InputSlot": {
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{
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@@ -1053,7 +1145,35 @@
},
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@@ -1095,25 +1215,11 @@
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{
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@@ -1240,6 +1346,20 @@
"m_SlotId": 1
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{
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@@ -1352,6 +1472,34 @@
"m_SlotId": 1
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+ "m_InputSlot": {
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+ {
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+ title: RETROWAVE SKIES
+ sections:
+ - heading: Thank you for purchasing Retrowave Skies!
+ text:
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+ - heading:
+ text: Retrowave Skies is a dynamic and highly customizable Skybox Shader for
+ the Universal Render Pipeline (URP) that'll instantly give your project
+ a unique retro neon look.
+ linkText:
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+ - heading:
+ text: The materials in the Skybox Materials folder are great to quick-start
+ using the asset, just drag and drop onto the scene sky! Check
+ out the "_Demo Scenes" folder for preset scenes to see how to use the
+ content and for inspiration.
+ linkText:
+ url:
+ - heading:
+ text: Using this asset in a project you want to share? Tag me in a tweet,
+ I'd love to see it!
+ linkText: @suggocreations
+ url: https://twitter.com/SuggoCreations
+ - heading: Documentation
+ text: Be sure to check the documentation .pdf file. It includes troubleshooting
+ guides to help solve issues or learn more about the asset pack.
+ linkText:
+ url:
+ - heading: Support
+ text: Still have an issue or question? Message my support email!
+ linkText: support@suggocreations.com
+ url: mailto:support@suggocreations.com
+ - heading: Enjoying Retrowave Skies?
+ text:
+ linkText: ‣ Leave a review!
+ url: https://assetstore.unity.com/packages/vfx/shaders/retrowave-skies-dynamic-synthwave-skybox-asset-pack-197258#reviews
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+ outline: []
+ physicsShape: []
+ bones: []
+ spriteID:
+ internalID: 0
+ vertices: []
+ indices:
+ edges: []
+ weights: []
+ secondaryTextures: []
+ nameFileIdTable: {}
+ spritePackingTag:
+ pSDRemoveMatte: 0
+ pSDShowRemoveMatteOption: 0
+ userData:
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diff --git a/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts.meta b/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts.meta
new file mode 100644
index 00000000..a1ba6701
--- /dev/null
+++ b/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 258431113711cc846a2086976524c35b
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/Editor.meta b/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/Editor.meta
new file mode 100644
index 00000000..02236413
--- /dev/null
+++ b/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/Editor.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 82ddf808034789a46810c8918d6bd0ad
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/Editor/ReadmeEditorRWS.cs b/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/Editor/ReadmeEditorRWS.cs
new file mode 100644
index 00000000..8879e3d9
--- /dev/null
+++ b/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/Editor/ReadmeEditorRWS.cs
@@ -0,0 +1,243 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+using System;
+using System.IO;
+using System.Reflection;
+
+[CustomEditor(typeof(ReadmeRWS))]
+[InitializeOnLoad]
+public class ReadmeEditorRWS : Editor
+{
+ static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
+
+ // Changed to remove RETROWAVE SKIES Readme Assets instead
+ static string s_ReadmeSourceDirectory = "Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets";
+
+ const float k_Space = 16f;
+
+ static ReadmeEditorRWS()
+ {
+ EditorApplication.delayCall += SelectReadmeAutomatically;
+ }
+
+ static void RemoveTutorial()
+ {
+ if (EditorUtility.DisplayDialog("Remove Readme Assets",
+
+ $"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
+ "Proceed",
+ "Cancel"))
+ {
+ if (Directory.Exists(s_ReadmeSourceDirectory))
+ {
+ FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
+ FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
+ }
+ else
+ {
+ Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
+ }
+
+ var readmeAsset = SelectReadme();
+ if (readmeAsset != null)
+ {
+ var path = AssetDatabase.GetAssetPath(readmeAsset);
+ FileUtil.DeleteFileOrDirectory(path + ".meta");
+ FileUtil.DeleteFileOrDirectory(path);
+ }
+
+ AssetDatabase.Refresh();
+ }
+ }
+
+ static void SelectReadmeAutomatically()
+ {
+ if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
+ {
+ var readme = SelectReadme();
+ SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
+
+ if (readme && !readme.loadedLayout)
+ {
+ LoadLayout();
+ readme.loadedLayout = true;
+ }
+ }
+ }
+
+ static void LoadLayout()
+ {
+ var assembly = typeof(EditorApplication).Assembly;
+ var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
+ var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
+ method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false });
+ }
+
+ static ReadmeRWS SelectReadme()
+ {
+ var ids = AssetDatabase.FindAssets("ReadmeRWS t:Readme");
+ if (ids.Length == 1)
+ {
+ var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
+
+ Selection.objects = new UnityEngine.Object[] { readmeObject };
+
+ return (ReadmeRWS)readmeObject;
+ }
+ else
+ {
+ // Debug.Log("Couldn't find a readme");
+ return null;
+ }
+ }
+
+ protected override void OnHeaderGUI()
+ {
+ var readme = (ReadmeRWS)target;
+ Init();
+
+ var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
+
+ GUILayout.BeginHorizontal("In BigTitle");
+ {
+ if (readme.icon != null)
+ {
+ GUILayout.Space(k_Space);
+ GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
+ }
+ GUILayout.Space(k_Space);
+ GUILayout.BeginVertical();
+ {
+
+ GUILayout.FlexibleSpace();
+ GUILayout.Label(readme.title, TitleStyle);
+ GUILayout.FlexibleSpace();
+ }
+ GUILayout.EndVertical();
+ GUILayout.FlexibleSpace();
+ }
+ GUILayout.EndHorizontal();
+ }
+
+ public override void OnInspectorGUI()
+ {
+ var readme = (ReadmeRWS)target;
+ Init();
+
+ foreach (var section in readme.sections)
+ {
+ if (!string.IsNullOrEmpty(section.heading))
+ {
+ GUILayout.Label(section.heading, HeadingStyle);
+ }
+
+ if (!string.IsNullOrEmpty(section.text))
+ {
+ GUILayout.Label(section.text, BodyStyle);
+ }
+
+ if (!string.IsNullOrEmpty(section.linkText))
+ {
+ if (LinkLabel(new GUIContent(section.linkText)))
+ {
+ Application.OpenURL(section.url);
+ }
+ }
+
+ GUILayout.Space(k_Space);
+ }
+
+ if (GUILayout.Button("Remove Readme Assets", ButtonStyle))
+ {
+ RemoveTutorial();
+ }
+ }
+
+ bool m_Initialized;
+
+ GUIStyle LinkStyle
+ {
+ get { return m_LinkStyle; }
+ }
+
+ [SerializeField]
+ GUIStyle m_LinkStyle;
+
+ GUIStyle TitleStyle
+ {
+ get { return m_TitleStyle; }
+ }
+
+ [SerializeField]
+ GUIStyle m_TitleStyle;
+
+ GUIStyle HeadingStyle
+ {
+ get { return m_HeadingStyle; }
+ }
+
+ [SerializeField]
+ GUIStyle m_HeadingStyle;
+
+ GUIStyle BodyStyle
+ {
+ get { return m_BodyStyle; }
+ }
+
+ [SerializeField]
+ GUIStyle m_BodyStyle;
+
+ GUIStyle ButtonStyle
+ {
+ get { return m_ButtonStyle; }
+ }
+
+ [SerializeField]
+ GUIStyle m_ButtonStyle;
+
+ void Init()
+ {
+ if (m_Initialized)
+ return;
+ m_BodyStyle = new GUIStyle(EditorStyles.label);
+ m_BodyStyle.wordWrap = true;
+ m_BodyStyle.fontSize = 14;
+ m_BodyStyle.richText = true;
+
+ m_TitleStyle = new GUIStyle(m_BodyStyle);
+ m_TitleStyle.fontSize = 26;
+
+ m_HeadingStyle = new GUIStyle(m_BodyStyle);
+ m_HeadingStyle.fontStyle = FontStyle.Bold;
+ m_HeadingStyle.fontSize = 18;
+
+ m_LinkStyle = new GUIStyle(m_BodyStyle);
+ m_LinkStyle.wordWrap = false;
+
+ // Match selection color which works nicely for both light and dark skins
+ m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
+ m_LinkStyle.stretchWidth = false;
+
+ m_ButtonStyle = new GUIStyle(EditorStyles.miniButton);
+ m_ButtonStyle.fontStyle = FontStyle.Bold;
+
+ m_Initialized = true;
+ }
+
+ bool LinkLabel(GUIContent label, params GUILayoutOption[] options)
+ {
+ var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
+
+ Handles.BeginGUI();
+ Handles.color = LinkStyle.normal.textColor;
+ Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
+ Handles.color = Color.white;
+ Handles.EndGUI();
+
+ EditorGUIUtility.AddCursorRect(position, MouseCursor.Link);
+
+ return GUI.Button(position, label, LinkStyle);
+ }
+}
diff --git a/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/Editor/ReadmeEditorRWS.cs.meta b/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/Editor/ReadmeEditorRWS.cs.meta
new file mode 100644
index 00000000..37a3ff68
--- /dev/null
+++ b/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/Editor/ReadmeEditorRWS.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 73ee732d16ca5b843b6336a916e742f3
+timeCreated: 1484146680
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/ReadmeRWS.cs b/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/ReadmeRWS.cs
new file mode 100644
index 00000000..e7799e77
--- /dev/null
+++ b/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/ReadmeRWS.cs
@@ -0,0 +1,16 @@
+using System;
+using UnityEngine;
+
+public class ReadmeRWS : ScriptableObject
+{
+ public Texture2D icon;
+ public string title;
+ public Section[] sections;
+ public bool loadedLayout;
+
+ [Serializable]
+ public class Section
+ {
+ public string heading, text, linkText, url;
+ }
+}
diff --git a/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/ReadmeRWS.cs.meta b/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/ReadmeRWS.cs.meta
new file mode 100644
index 00000000..3652f85a
--- /dev/null
+++ b/Assets/Suggo Creations/RETROWAVE SKIES/Readme Assets/Scripts/ReadmeRWS.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 6d444ca49ad5ebc439b6a451e1c85d23
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences:
+ - icon: {instanceID: 0}
+ executionOrder: 0
+ icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Suggo Creations/RETROWAVE SKIES/Scripts.meta b/Assets/Suggo Creations/RETROWAVE SKIES/Scripts.meta
new file mode 100644
index 00000000..95bcd4a0
--- /dev/null
+++ b/Assets/Suggo Creations/RETROWAVE SKIES/Scripts.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: c9cf9e24c070bad49bffbc95bcd75529
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
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diff --git a/Assets/Suggo Creations/RETROWAVE SKIES/Scripts/GetGlobalMatrix.cs b/Assets/Suggo Creations/RETROWAVE SKIES/Scripts/GetGlobalMatrix.cs
new file mode 100644
index 00000000..a26eca80
--- /dev/null
+++ b/Assets/Suggo Creations/RETROWAVE SKIES/Scripts/GetGlobalMatrix.cs
@@ -0,0 +1,14 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[ExecuteAlways]
+
+public class GetGlobalMatrix : MonoBehaviour
+{
+
+ void Update()
+ {
+ Shader.SetGlobalMatrix("_LightMatrix", Matrix4x4.Rotate(transform.rotation));
+ }
+}
diff --git a/Assets/Suggo Creations/RETROWAVE SKIES/Scripts/GetGlobalMatrix.cs.meta b/Assets/Suggo Creations/RETROWAVE SKIES/Scripts/GetGlobalMatrix.cs.meta
new file mode 100644
index 00000000..f75235ad
--- /dev/null
+++ b/Assets/Suggo Creations/RETROWAVE SKIES/Scripts/GetGlobalMatrix.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
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+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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new file mode 100644
index 00000000..d753b15d
--- /dev/null
+++ b/Assets/Suggo Creations/RETROWAVE SKIES/Shaders.meta
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diff --git a/Assets/Suggo Creations/RETROWAVE SKIES/Shaders/Grid (Lit).shadergraph b/Assets/Suggo Creations/RETROWAVE SKIES/Shaders/Grid (Lit).shadergraph
new file mode 100644
index 00000000..f1ac9f52
--- /dev/null
+++ b/Assets/Suggo Creations/RETROWAVE SKIES/Shaders/Grid (Lit).shadergraph
@@ -0,0 +1,10753 @@
+{
+ "m_SGVersion": 3,
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new file mode 100644
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new file mode 100644
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new file mode 100644
index 00000000..5e6b6680
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diff --git a/Assets/Suggo Creations/RETROWAVE SKIES/_Demo Scenes/Preset Scenes/SignalLost_PresetScene.unity b/Assets/Suggo Creations/RETROWAVE SKIES/_Demo Scenes/Preset Scenes/SignalLost_PresetScene.unity
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index 00000000..30d49f84
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diff --git a/Assets/Suggo Creations/RETROWAVE SKIES/_Demo Scenes/Preset Scenes/Vapor_PresetScene.unity.meta b/Assets/Suggo Creations/RETROWAVE SKIES/_Demo Scenes/Preset Scenes/Vapor_PresetScene.unity.meta
new file mode 100644
index 00000000..c26d2e72
--- /dev/null
+++ b/Assets/Suggo Creations/RETROWAVE SKIES/_Demo Scenes/Preset Scenes/Vapor_PresetScene.unity.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 4e68d7e8f104f2049926a395ef8f8f67
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Skybox/DTM_Skybox_StarryIndigo.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Skybox/DTM_Skybox_StarryIndigo.mat
index f5405465..a5408001 100644
--- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Skybox/DTM_Skybox_StarryIndigo.mat
+++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Skybox/DTM_Skybox_StarryIndigo.mat
@@ -46,6 +46,10 @@ Material:
m_Texture: {fileID: 8900000, guid: 076c38b6eeadf20499db69439176be6d, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
+ - _StarMap:
+ m_Texture: {fileID: 2800000, guid: cde55c14ef538d949af4155b1e979592, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
- _SunMask:
m_Texture: {fileID: 2800000, guid: e35515429b080e64ca556493cecbc99a, type: 3}
m_Scale: {x: 1, y: 1}
@@ -127,6 +131,7 @@ Material:
- _TransparentWritingMotionVec: 0
- _TransparentZWrite: 0
- _UseShadowThreshold: 0
+ - _UseStarMap: 1
- _ZTestDepthEqualForOpaque: 3
- _ZTestGBuffer: 4
- _ZTestTransparent: 4
diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_NoteVisualHold.prefab b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_NoteVisualHold.prefab
index 5dd45e6c..dbe7a5b3 100644
--- a/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_NoteVisualHold.prefab
+++ b/Assets/ThemeBundles/DepartureToMultiverse/Prefabs/DTM_NoteVisualHold.prefab
@@ -627,6 +627,7 @@ MonoBehaviour:
meshGenerator: {fileID: 3749440688852897166}
headPoint: {fileID: 4280273939034235032}
tailPoint: {fileID: 4319407568721311756}
+ extrude: {fileID: 0}
--- !u!1 &4591335795006963298
GameObject:
m_ObjectHideFlags: 0
diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteEffect/DTMNoteGenerateExtend.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteEffect/DTMNoteGenerateExtend.cs
index 921dcb60..b39dbc15 100644
--- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteEffect/DTMNoteGenerateExtend.cs
+++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteEffect/DTMNoteGenerateExtend.cs
@@ -27,6 +27,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
hold.trackPositioner.SetPercent(startPercent);
noteVisualHold.meshGenerator.SetClipRange(startPercent, endPercent);
+ //noteVisualHold.extrude.Range = new Vector2(startPercent, endPercent);
noteVisualHold.headPoint.SetPercent(startPercent);
noteVisualHold.tailPoint.SetPercent(endPercent);
}
diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteVisual/DTMNoteVisualHold.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteVisual/DTMNoteVisualHold.cs
index 86ee4499..51637361 100644
--- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteVisual/DTMNoteVisualHold.cs
+++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/NoteVisual/DTMNoteVisualHold.cs
@@ -6,6 +6,7 @@ using Ichni.RhythmGame.Beatmap;
using Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap;
using UniRx;
using UnityEngine;
+using UnityEngine.Splines;
namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
{
@@ -16,6 +17,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
public MeshGenerator meshGenerator;
public SplinePositioner headPoint, tailPoint;
+ public SplineExtrude extrude;
+
public new static DTMNoteVisualHold GenerateElement(string elementName, Guid id, List tags,
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement, bool isHighlighted)
{
@@ -37,6 +40,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
this.headPoint = notePartList[0].GetComponent();
this.meshGenerator = notePartList[1].GetComponent();
+ this.extrude = notePartList[1].GetComponent();
this.tailPoint = notePartList[2].GetComponent();
this.hold.trackPositioner.autoUpdate = false;
@@ -44,6 +48,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
headPoint.spline = hold.track.trackPathSubmodule.path;
meshGenerator.spline = hold.track.trackPathSubmodule.path;
tailPoint.spline = hold.track.trackPathSubmodule.path;
+
+ //meshGenerator.enabled = false;
+ //extrude.Container = hold.track.trackPathSubmodule.container;
}
public override void AfterInitialize()
@@ -96,6 +103,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
hold.trackPositioner.SetPercent(startPercent);
meshGenerator.SetClipRange(startPercent, endPercent);
+ //Debug.Log("Range: " + startPercent + " - " + endPercent);
+ //extrude.Range = new Vector2(startPercent, endPercent);
headPoint.SetPercent(startPercent);
tailPoint.SetPercent(endPercent);
}
@@ -115,6 +124,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
transformSubmodule.positionDirtyMark = false;
willRefresh = true;
transformSubmodule.positionOffset = Vector3.zero;
+
+ //extrude.transform.localPosition = Vector3.zero - hold.transform.localPosition;
+ //extrude.transform.localEulerAngles = Vector3.zero - hold.transform.localEulerAngles;
}
if (refreshAll && willRefresh)
diff --git a/Assets/Wwise/API/Runtime/Plugins/Android/arm64-v8a/Profile/libAkSoundEngine.so.meta b/Assets/Wwise/API/Runtime/Plugins/Android/arm64-v8a/Profile/libAkSoundEngine.so.meta
index df256bac..b6a878ca 100644
--- a/Assets/Wwise/API/Runtime/Plugins/Android/arm64-v8a/Profile/libAkSoundEngine.so.meta
+++ b/Assets/Wwise/API/Runtime/Plugins/Android/arm64-v8a/Profile/libAkSoundEngine.so.meta
@@ -14,7 +14,7 @@ PluginImporter:
- first:
Android: Android
second:
- enabled: 1
+ enabled: 0
settings:
CPU: ARM64
- first:
diff --git a/Assets/Wwise/API/Runtime/Plugins/Android/armeabi-v7a/Profile/libAkSoundEngine.so.meta b/Assets/Wwise/API/Runtime/Plugins/Android/armeabi-v7a/Profile/libAkSoundEngine.so.meta
index ad3b9a53..7955be71 100644
--- a/Assets/Wwise/API/Runtime/Plugins/Android/armeabi-v7a/Profile/libAkSoundEngine.so.meta
+++ b/Assets/Wwise/API/Runtime/Plugins/Android/armeabi-v7a/Profile/libAkSoundEngine.so.meta
@@ -14,7 +14,7 @@ PluginImporter:
- first:
Android: Android
second:
- enabled: 1
+ enabled: 0
settings:
CPU: ARMv7
- first:
diff --git a/Assets/Wwise/API/Runtime/Plugins/Android/x86/Profile/libAkSoundEngine.so.meta b/Assets/Wwise/API/Runtime/Plugins/Android/x86/Profile/libAkSoundEngine.so.meta
index 536ec6ed..ffd7acae 100644
--- a/Assets/Wwise/API/Runtime/Plugins/Android/x86/Profile/libAkSoundEngine.so.meta
+++ b/Assets/Wwise/API/Runtime/Plugins/Android/x86/Profile/libAkSoundEngine.so.meta
@@ -14,7 +14,7 @@ PluginImporter:
- first:
Android: Android
second:
- enabled: 1
+ enabled: 0
settings:
CPU: x86
- first:
diff --git a/Packages/manifest.json b/Packages/manifest.json
index 7cc4ac96..f211c3c1 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -10,6 +10,7 @@
"com.unity.ide.vscode": "1.2.5",
"com.unity.inputsystem": "1.14.0",
"com.unity.render-pipelines.universal": "14.0.12",
+ "com.unity.splines": "2.8.3",
"com.unity.test-framework": "1.1.33",
"com.unity.textmeshpro": "3.0.7",
"com.unity.timeline": "1.7.7",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index 750c3043..c019e27b 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -30,11 +30,11 @@
"depth": 2,
"source": "registry",
"dependencies": {
+ "com.unity.burst": "1.7.3",
"com.unity.2d.sprite": "1.0.0",
"com.unity.mathematics": "1.1.0",
- "com.unity.modules.uielements": "1.0.0",
"com.unity.modules.animation": "1.0.0",
- "com.unity.burst": "1.7.3"
+ "com.unity.modules.uielements": "1.0.0"
},
"url": "https://packages.unity.com"
},
@@ -239,6 +239,13 @@
"dependencies": {},
"url": "https://packages.unity.com"
},
+ "com.unity.settings-manager": {
+ "version": "2.1.0",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
"com.unity.shadergraph": {
"version": "14.0.12",
"depth": 1,
@@ -248,6 +255,17 @@
"com.unity.searcher": "4.9.2"
}
},
+ "com.unity.splines": {
+ "version": "2.8.3",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.mathematics": "1.2.1",
+ "com.unity.modules.imgui": "1.0.0",
+ "com.unity.settings-manager": "1.0.3"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.sysroot": {
"version": "2.0.10",
"depth": 1,
diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset
index dbfc0ac3..95ff7102 100644
--- a/ProjectSettings/QualitySettings.asset
+++ b/ProjectSettings/QualitySettings.asset
@@ -139,7 +139,7 @@ QualitySettings:
streamingMipmapsRenderersPerFrame: 512
streamingMipmapsMaxLevelReduction: 2
streamingMipmapsMaxFileIORequests: 1024
- particleRaycastBudget: 2048
+ particleRaycastBudget: 512
asyncUploadTimeSlice: 2
asyncUploadBufferSize: 16
asyncUploadPersistentBuffer: 1
diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset
index b3cb0046..3cda28d7 100644
--- a/UserSettings/EditorUserSettings.asset
+++ b/UserSettings/EditorUserSettings.asset
@@ -33,7 +33,7 @@ EditorUserSettings:
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flags: 0
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+ value: 181344140043005e1a220d3b1f364b524c0c5a27130c293326201334cee5322ca0bd30e8eb293a707b0fd0180b3d0a36fc0d3d04e649500d1002ee0b5dbd1d2c27c00ad113cb1e10e41f1addc80993b982988db381b2b1818a87f2a6a6a1b6afa0bde7f69580f3d2a3b5f1bfbbc3cbebc7cca4c1d884939ff4829d91b3ece1dac3d3c78cc2c5c09983dcf2d8ecc3f4f7c0f0f6cfcdfdcbf3ccccc9fe22aaed3a37353cf4eaeee0d6e8ef39da2621d0d824249b646a
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diff --git a/UserSettings/Layouts/CurrentMaximizeLayout.dwlt b/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
index 48cc379c..7c3b8539 100644
--- a/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
+++ b/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
@@ -24,9 +24,281 @@ MonoBehaviour:
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m_MaxSize: {x: 24288, y: 16192}
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diff --git a/unity_splines_manual.txt b/unity_splines_manual.txt
new file mode 100644
index 00000000..b5b9f2e0
--- /dev/null
+++ b/unity_splines_manual.txt
@@ -0,0 +1,724 @@
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/index.html
+
+# About Splines
+
+Work with curves and paths. Use the Splines package to generate objects and behaviors along paths, create trajectories, and draw shapes.
+
+The Splines package contains:
+
+* The tools to create and manipulate splines in the Unity Editor.
+* The framework to customize the standard spline editing tools in this package.
+* A standard data format and storage model for commonly used splines.
+* Samples of implementations that address common spline use cases, such as creating a road, animating a GameObject's position and rotation along a spline, instantiating prefabs along a spline to create environments, and more.
+
+## Supported Unity versions
+
+Splines is supported in Unity version 2022.3 and later.
+
+## Install Splines
+
+Before you can use Splines, you must install the Splines package from the Package Manager.
+
+To install this package, follow the instructions in the [Package Manager documentation](https://docs.unity3d.com/Manual/upm-ui-install.html).
+
+## Import Splines samples
+
+The Splines package contains sample scenes that demonstrate different use cases for splines.
+
+To import these sample scenes, you must install the Splines package.
+
+To import sample scenes from the Splines package:
+
+1. Go to **Window** > **Package Manager** to open the Package Manager.
+2. In the Package Manager, select **Splines**.
+3. Expand the **Samples** section.
+4. Next to **Spline Examples**, select **Import**.
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/upgrade-guide.html
+
+# Splines upgrade guide
+
+This is a new package release. In future package versions, this page will display a list of the actions you need to take to upgrade your project to that version.
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/create-a-spline.html
+
+# Create a spline
+
+Splines are paths made up of control points called knots. Segments connect knots to other knots. You can place knots onto the surface of objects or [align them to the grid](https://docs.unity3d.com/Manual/GridSnapping.html). Knots can include tangents which control the curvature of the segment at that knot.
+
+## Create a new spline
+
+To create a spline:
+
+##### Note
+
+Before you add a knot to a spline, the spline's default location is 0, 0, 0. After you create the spline's first knot, the spline takes that knot's location.
+
+1. Do one of the following:
+
+ * In the **Scene** view, from the **Tools** overlay, select **Create Spline**.
+ * Go to **GameObject** > **Spline** > **Draw Splines Tool**.
+ * In the [Hierarchy window](https://docs.unity3d.com/6000.0/Documentation/Manual/Hierarchy.html), right-click and select **Spline** > **Draw Splines Tool**.
+2. Click in the [Scene view](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingTheSceneView.html) to create knots for the spline's path to follow. If you want to add a curve to the knot's segment, click and drag to create a knot with tangents.
+
+ ##### Tip
+
+ When you use the Draw Splines Tool, if you click on the surface of a GameObject, the knot snaps to that surface. Otherwise, the knot snaps to the grid.
+3. To exit the **Draw Splines Tool**, select a tool in the **Tools** overlay or press Escape.
+
+## Add to an existing spline container
+
+To add a spline to a GameObject's existing spline container:
+
+1. In the **Scene** view, select your spline GameObject.
+2. From the **Tools** overlay, select the **Spline** context.
+3. From the **Tools** overlay, select **Create Spline**.
+4. Create a new spline. It's added to the existing spline container as a new spline. You can attach it to a knot in the existing spline, or leave it disconnected.
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/manipulate-splines.html
+
+# Manipulate splines
+
+You can move, rotate, and scale splines like other GameObjects. Refer to [Positioning GameObjects](https://docs.unity3d.com/6000.0/Documentation/Manual/PositioningGameObjects.html) in the Unity User Manual to learn more.
+
+Knots and tangents determine a spline's path and shape. To change a spline's path or shape, manipulate a spline's knots and tangents.
+
+## Select knots or tangents in the Scene view
+
+Activate the **Spline** tool context to use the Move, Rotate, and Scale tools on knots or tangents in the Scene view. Once your active tool context is **Spline**, a spline's knots and tangents are visible and you can select them in the Scene view. When your active tool context is **Spline**, you can't select GameObjects that aren't splines in the Scene view.
+
+To select the knots or tangents of a spline in the Scene view:
+
+1. In the [Hierarchy window](https://docs.unity3d.com/6000.0/Documentation/Manual/Hierarchy.html) or [Scene view](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingTheSceneView.html), select a GameObject with a Spline component.
+2. In the [Tools overlay](https://docs.unity3d.com/6000.0/Documentation/Manual/overlays.html), set the tool context to **Spline**.
+3. In the Scene view, select a knot or tangent.
+4. To select multiple knots and tangents, do one of the following:
+ * Click and drag to draw a box over multiple knots and tangents.
+ * Hold Shift and then click the knots or tangents you want to select.
+
+## Toggle tool handle positions with splines
+
+You can toggle tool handle positions for knots and tangents like you would with other GameObjects. When you have multiple knots and tangents selected, a tool's handle position affects the behavior of some transform tools, such as the **Rotate** and **Scale** tools.
+
+Use the tool handle position toggles in the [Tool Settings Overlay](https://docs.unity3d.com/Documentation/Manual/overlays.html) to select the following tool handle positions for knots and tangents:
+
+* **Pivot**: Set the tool handle at the active element's pivot point. The active element is the last item you selected. If you select multiple knots or tangents:
+
+ + The **Rotate** tool rotates the active element around its own pivot point and then applies that same rotation to the other knots in the selection.
+ + The **Scale** tool scales the knots and tangents from each element's own pivot point.
+* **Center**: Set the tool handle at the center of a selection. If you select multiple knots or tangents:
+
+ + The **Rotate** tool rotates the knots or tangents around a handle centered between the selected elements.
+ + The **Scale** tool scales the knots or tangents from a handle centered between the selected elements.
+
+## Toggle tool handle rotation with splines
+
+You can toggle tool handle rotations for knots and tangents like you would with other GameObjects. Besides the default tool handle rotation settings, **Global** and **Local**, knots and tangents have the **Parent** and **Element** handle rotations. When you have multiple knots and tangents selected, a tool's handle rotation setting affects the behavior of some transform tools, such as the **Rotate** and **Scale** tools.
+
+Use the tool handle rotation position toggles in the [Tool Settings Overlay](https://docs.unity3d.com/6000.0/Documentation/Manual/overlays.html) to select the following tool handle rotation positions for knots and tangents:
+
+* **Global**: Clamp a spline element to world space orientation.
+* **Local**: Keep a spline element's rotation relative to its parent spline.
+* **Parent**: Set spline elements to take their parent element's orientation. For example, a tangent with its tool handle rotation set to **Parent** keeps its orientation relative to its parent knot. A knot with its tool handle rotation set to **Parent** keeps its orientation relative to its parent spline GameObject.
+* **Element**: Set the tool handle to the active element's orientation.
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/reverse-spline-flow.html
+
+# Reverse the flow of a spline
+
+Reverse the flow direction of a spline.
+
+Each spline has a flow direction that moves from its first knot to its last knot. Arrows on the segments and knots of a spline indicate the flow direction of the spline.
+
+If you reverse the flow of a spline, you create a spline that mirrors the original spline. The following occurs:
+
+* The knot indices of the spline reverse. For example, the first knot of the original spline becomes the last knot of the reversed spline.
+* For knots in the [Bezier tangent mode](tangent-modes#bezier-tangent-mode), the In tangent becomes the Out tangent and the Out tangent becomes the In tangent.
+
+To reverse the flow of a spline:
+
+1. In the [Hierarchy window](https://docs.unity3d.com/6000.0/Documentation/Manual/Hierarchy.html) or [Scene view](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingTheSceneView.html), select a GameObject with a Spline component.
+2. In the [Tools overlay](https://docs.unity3d.com/6000.0/Documentation/Manual/overlays.html), set the tool context to **Spline**.
+3. Select a knot on the spline.
+4. In the Scene view, right-click to open the context menu.
+5. In the Scene view context menu, select **Reverse Spline Flow**.
+
+## Additional resources
+
+* [Knots](knots.html)
+* [Tangent modes](tangent-modes.html)
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/join-knots.html
+
+# Join splines
+
+Join knots to connect the ends of two splines to each other.
+
+When you join two knots, the new, joined knot takes the position of the active knot. The active knot is the last knot you selected. To join knots, both knots must each have only one segment and be part of different splines attached to the same Spline component.
+
+If you join the knots of two splines that flow in different directions, the new spline takes the direction of the active knot.
+
+To join two splines:
+
+1. In the [Hierarchy window](https://docs.unity3d.com/6000.0/Documentation/Manual/Hierarchy.html) or [Scene view](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingTheSceneView.html), select a GameObject with a Spline component.
+2. In the [Tools overlay](https://docs.unity3d.com/6000.0/Documentation/Manual/overlays.html), set the tool context to **Spline**.
+3. Select two knots that are from different splines and have only one segment each.
+4. In the Scene view, right-click to open the context menu.
+5. In the Scene view context menu, and select **Join Knots**.
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/knots.html
+
+# Knots
+
+Knots are connected control points that make up splines. Knots connect to each other with segments. A knot can have a tangent that controls the curvature of the segments that knot connects to.
+
+Use knots to change the shape of a spline. For more information, refer to [Manipulate splines](manipulate-splines.html).
+
+| **Topic** | **Description** |
+| --- | --- |
+| [**Link and unlink knots**](link-unlink-knots.html) | Set knots to the same position and link them. When a linked knot moves, all the knots it links to also move. |
+| [**Split knots**](split-knots.html) | Divide a knot with two segments into two knots. |
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/link-unlink-knots.html
+
+# Link and unlink knots
+
+You can link knots from splines attached to the same Spline component. Linked knots share a position. When you move a knot, its linked knots also move.
+
+Use linked knots to create a spline with branched paths. For example, you can create a spline that represents the following:
+
+* A road with merging lanes
+* A river with tributaries
+* A diverging sets of mountain paths.
+
+You can link knots in the Scene view context menu or with the **Draw Splines Tool** in the [Scene view](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingTheSceneView.html). Use the Scene view context menu to unlink knots.
+
+##### Note
+
+You can link more than two knots to each other. If you link knots that are already linked to other knots, all the knots link to each other.
+
+## Link knots with the Draw Splines Tool
+
+To create a linked knot with the **Draw Splines Tool**:
+
+1. In the [Hierarchy window](https://docs.unity3d.com/6000.0/Documentation/Manual/Hierarchy.html) or [Scene view](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingTheSceneView.html), select a GameObject with a Spline component.
+2. In the [Tools overlay](https://docs.unity3d.com/6000.0/Documentation/Manual/overlays.html), set the tool context to **Spline**.
+3. In the Tools overlay, select the **Draw Splines Tool**.
+4. Select a knot that has two segments to create a knot that links to it.
+ The new knot is the first knot of a new spline.
+
+##### Note
+
+If you use the **Draw Splines Tool** to create a knot on a linked knot, then that new knot is added to the existing link.
+
+## Link knots in the Scene view context menu
+
+To link knots in the Scene view context menu:
+
+1. In the [Hierarchy window](https://docs.unity3d.com/6000.0/Documentation/Manual/Hierarchy.html) or [Scene view](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingTheSceneView.html), select a GameObject with a Spline component.
+2. In the [Tools overlay](https://docs.unity3d.com/6000.0/Documentation/Manual/overlays.html), set the tool context to **Spline**.
+3. Select at least two knots.
+4. In the Scene view, right-click to open the context menu.
+5. In the Scene view context menu, select **Link Knots**.
+
+## Unlink knots
+
+To unlink knots:
+
+1. In the [Hierarchy window](https://docs.unity3d.com/6000.0/Documentation/Manual/Hierarchy.html) or [Scene view](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingTheSceneView.html), select a GameObject with a Spline component.
+2. In the [Tools overlay](https://docs.unity3d.com/6000.0/Documentation/Manual/overlays.html), set the tool context to **Spline**.
+3. Select a linked knot.
+4. In the Scene view, right-click to open the context menu.
+5. In the Scene view context menu, select **Unlink Knots**.
+
+## Additional resources
+
+* [Knots](knots.html)
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/split-knots.html
+
+# Split knots
+
+Split knots to separate a spline into two splines.
+
+You can only split a knot that has two segments. Split knots each have one segment.
+
+##### Note
+
+If you split a knot on a closed spline, the knot where the closure is becomes two [linked knots](link-unlink-knots.html) in two separate splines. These linked knots keep the shape of the original spline.
+
+To split a knot:
+
+1. In the [Hierarchy window](https://docs.unity3d.com/6000.0/Documentation/Manual/Hierarchy.html) or [Scene view](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingTheSceneView.html), select a GameObject with a Spline component.
+2. In the [Tools overlay](https://docs.unity3d.com/6000.0/Documentation/Manual/overlays.html), set the tool context to **Spline**.
+3. Select a knot with two segments.
+4. In the Scene view, right-click to open the context menu.
+5. In the Scene view context menu, select **Split Knot**.
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/tangents.html
+
+# Tangents
+
+Tangents define the in and out curvature of a knot's segments.
+
+Tangents have a length and direction. Length determines how much that tangent affects the curvature of its respective segment. A large length value increases a tangent's influence on a segment's curvature and a small length decreases it. Direction determines where the tangent points to from its parent knot.
+
+A spline or knot's tangent mode determines how their tangents are calculated. If a knot is in the **Bezier** tangent mode, then you can directly manipulate its tangents in the Scene view. If a knot is in the [Auto](tangent-modes.html#auto-tangent-mode) or [Linear](tangent-modes.html#linear-tangent-mode) tangent mode, its tangents are calculated automatically.
+
+| **Topic** | **Description** |
+| --- | --- |
+| **[Tangent modes](tangent-modes.html)** | Understand the different tangent modes. |
+| **[Select a tangent mode](select-tangent-mode.html)** | Select a tangent mode for a knot. |
+| **[Select a default tangent mode](select-default-tangent.html)** | Select the default tangent mode that the **Draw Splines Tool** uses. |
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/tangent-modes.html
+
+# Tangent modes
+
+You can [select a tangent mode](select-tangent-mode.html) for knots that determines how their tangents are calculated.
+
+Knots support the following tangent modes:
+
+* [Linear](#linear-tangent-mode)
+* [Auto](#auto-tangent-mode)
+* [Bezier](#bezier-tangent-mode)
+
+## Linear tangent mode
+
+Use the **Linear** tangent mode to create a spline with straight lines or sharp corners.
+
+The **Linear** tangent mode sets a knot's tangents to a length of `0` so that they point directly at the preceding and following knots.
+
+In **Linear** mode, tangents are automatically computed and cannot be directly manipulated in the Scene view.
+
+## Auto tangent mode
+
+Use the **Auto** mode to create splines with smooth curves.
+
+The **Auto** tangent mode calculates a knot's tangents based on the positions of its preceding and following knots. When you create a new knot on a spline in **Auto** mode, the preceding knot's segment curve adjusts according to the position of the new knot. If you rotate a knot in **Auto** mode, its tangents do not rotate with it.
+
+In **Auto** mode, tangents are automatically computed and cannot be directly manipulated in the Scene view.
+
+##### Note
+
+The **Auto** tangent mode creates Catmull-Rom splines.
+
+## Bezier tangent mode
+
+Use the **Bezier** tangent mode to create splines with tangents you can directly manipulate and modify in the Scene view.
+
+You can select the following **Bezier** modes for knots in the **Bezier** tangent mode:
+
+* [**Mirrored**](#mirrored-bezier-mode)
+* [**Continuous**](#continuous-bezier-mode)
+* [**Broken**](#broken-bezier-moode)
+
+### Mirrored Bezier mode
+
+Set a knot's tangents to point in opposite directions and have equal lengths.
+
+A knot in **Mirrored** mode always points to its **Out** tangent. If you move tangents in **Mirrored** mode, the parent knot rotates to point to its **Out** tangent. If you rotate a knot in **Mirrored** mode, its tangents rotate with it.
+
+##### Note
+
+For splines with non-uniform scaling, a knot in **Mirrored** mode might not point to its **Out** tangent. Non-uniform scaling is when the Scale in a Transform has different values for the x-axis, y-axis, and z-axis. For example, a spline with Scale values of (1 , 5, 10) has non-uniform scaling.
+
+If you select a tangent and set it to **Mirrored** mode, it mirrors the opposite tangent. For example, if you set an Out tangent to **Mirrored**, the In tangent's length and direction change, but the Out tangent's length and direction do not change.
+
+### Continuous Bezier mode
+
+Align a knot's tangents so they always point in opposite directions. The length of tangents in **Continuous** mode are independent of each other and you can set them to different values.
+
+A knot in **Continuous** mode always points to its **Out** tangent. If you move tangents in **Continuous** mode, the parent knot rotates to point to its **Out** tangent. If you rotate a knot in **Continuous** mode, its tangents rotate with it.
+
+##### Note
+
+For splines with non-uniform scaling, a knot in **Continuous** mode might not point to its **Out** tangent. Non-uniform scaling is when the Scale in a Transform has different values for the x-axis, y-axis, and z-axis. For example, a spline with Scale values of (1 , 5, 10) has non-uniform scaling.
+
+If you select a tangent and set it to **Continuous** mode, it aligns with the opposite tangent. For example, if you set an Out tangent to **Continuous**, the In tangent's direction changes, but the Out tangent's direction does not change.
+
+### Broken Bezier mode
+
+Dissociate a knot's tangents from each other. Use the **Broken** mode to directly manipulate each tangent's length and direction.
+
+If you rotate a knot in **Broken** mode, its tangents rotate with it.
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/select-tangent-mode.html
+
+# Select tangent mode
+
+You can select a [tangent mode](tangent-modes.html) for a knot. The tangent mode determines the curve between selected knots or all the knots on a selected spline.
+
+To select a tangent mode:
+
+1. In the [Hierarchy window](https://docs.unity3d.com/6000.0/Documentation/Manual/Hierarchy.html) or [Scene view](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingTheSceneView.html), select a GameObject with a Spline component.
+2. In the [Tools overlay](https://docs.unity3d.com/6000.0/Documentation/Manual/overlays.html), set the tool context to **Spline**.
+3. Select the knots or tangents that you want to select a tangent mode for.
+4. In the **Element Inspector** overlay, select a [tangent mode](tangent-modes.html).
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/select-default-tangent.html
+
+# Select a default tangent mode
+
+You can select a [tangent mode](tangent-modes.html) for the **Draw Splines Tool** to use by default.
+
+In each tangent mode, you can click and drag to create a knot in the **[Mirrored Bezier mode](tangent-modes.html#mirrored-bezier-mode)**.
+
+Select a default [tangent mode](tangent-modes.html) for the **Draw Splines Tool**:
+
+1. In the [Hierarchy window](https://docs.unity3d.com/6000.0/Documentation/Manual/Hierarchy.html) or [Scene view](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingTheSceneView.html), select a GameObject with a Spline component.
+2. In the [Tools overlay](https://docs.unity3d.com/6000.0/Documentation/Manual/overlays.html), set the tool context to **Spline**.
+3. In the Tools overlay, select the **Draw Splines Tool**.
+4. In the Tools Settings overlay, select **[Auto](tangent-modes.html#auto-tangent-mode)** or **[Linear](tangent-modes.html#linear-tangent-mode)** from the dropdown menu.
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/animate.html
+
+# Animate along a spline
+
+Move a GameObject along a spline.
+
+To refer to a sample scene that demonstrates how the **Spline Animate** component can animate the position and rotation of a GameObject along a spline, [import the **Animate Component** sample scene](index.html#import-splines-samples).
+
+| **Topic** | **Description** |
+| --- | --- |
+| **[Animate a GameObject along a spline](animate-spline.html)** | Use the Spline Animate component to move a GameObject along a spline. |
+| **[Change the alignment of an animated GameObject](animate-alignment.html)** | Specify how a GameObject orients and aligns to the spline it's animated on. |
+| **[Configure the movement of a GameObject](animate-movement.html)** | Control how an animation begins on a spline, the speed of the animation, and the animation method it uses. |
+| **[Spline Animate component reference](animate-component.html)** | Understand the properties of the Spline Animate component. |
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/animate-spline.html
+
+# Animate a GameObject along a spline
+
+Move a GameObject along a spline.
+
+Use the [Spline Animate](animate-component.html) component to define the movement of cameras, characters, or other GameObjects in the Editor.
+
+You must have a GameObject with a **Spline** component attached to it in your scene to select as the target spline for the **Spline Animate** component.
+
+By default, the **Spline Animate** component uses the **Time** method to animate a GameObject with set to complete after 1 second. To change what animation method your GameObject uses and how it moves along its target spline, refer to **[Configure the movement of a GameObject](animate-movement.html)**.
+
+To animate a GameObject along a spline:
+
+1. Add the **Spline Animate** component to a GameObject that you want to animate along a spline.
+2. In the **Spline Animate** component, for the **Spline** property, select a GameObject that has an attached Spline component that you want to animate on.
+3. To view the animation in the Scene view, select **Play** in the **Spline Animate** component's **Preview** panel.
+
+## Additional resources
+
+* [Control the animated GameObject's movement](animate-movement.html)
+* [Change the alignment of an animated GameObject](animate-alignment.html)
+* [Spline Animate component reference](animate-component.html)
+* [Use components](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingComponents.html)
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/animate-alignment.html
+
+# Change the orientation and alignment of the animated GameObject
+
+Select the orientation and alignment that a GameObject uses when it animates along a spline.
+
+To change the orientation and alignment of the animated GameObject, do the following in the GameObject's **Spline Animate** component:
+
+1. In the **Up Axis** dropdown, select which axis the animated GameObject uses as its up direction. The y-axis is the default up direction.
+2. In the **Forward Axis** dropdown, select which axis the animated GameObject uses as its forward direction. The z-axis is the default forward direction.
+3. In the **Align To** dropdown, select a space to orient the animated GameObject to:
+ * Select **None** to set no alignment for the animated GameObject. The GameObject's rotation is unaffected.
+ * Select **Spline Element** to align animated GameObjects to an interpolated orientation calculated from the rotation of the knots closest to its position.
+ * Select **Spline Object** to align animated GameObjects to the orientation of the target spline.
+ * Select **World Space** to align animated items to world space orientation.
+
+## Additional resources
+
+* [Animate a GameObject along a spline](animate-spline.html)
+* [Control the animated GameObject's movement](animate-movement.html)
+* [Spline Animate component reference](animate-component.html)
+* [Use components](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingComponents.html)
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/animate-movement.html
+
+# Configure an animated GameObject's movement
+
+Control how an animation begins on a spline, its speed, and the animation method it uses.
+
+To control the movement of an animated GameObject, do the following in the GameObject's **Spline Animate** component:
+
+1. To start the animation when the GameObject first loads, enable **Play On Awake**.
+2. To set a distance on the spline to start the GameObject's animation at, enter a value for the **Start Offset** property. The range is 0 through 1. A value of 0 starts the animation at the beginning of the spline and a value of 1 starts the animation at the end of the spline.
+3. In the **Method** dropdown, select an animation method:
+
+ * Select **Time** to animate the GameObject along the spline over a period of time measured in seconds.
+ * Select **Speed** to animate the GameObject along the spline at a set speed measured in meters per second.
+4. In the **Easing** dropdown, select an easing mode for the animation to use:
+
+ * Select **None** to add no easing to the animation. The animation speed is linear.
+ * Select **Ease In Only** to have the animation start slowly and then speed up.
+ * Select **Ease Out Only** to have the animation slow down at the end of its sequence.
+ * Select **Ease In-Out** to have the animation start slowly, speed up, and then end slowly. **Ease In-Out** is a combination of **Ease In** and **Ease Out**.
+
+ ##### Note
+
+ Easing varies the speed of the animation to make it seem more natural and organic.
+5. In the **Loop Mode** dropdown, select if and how the animation repeats after its initial sequence finishes:
+
+ * Select **Once** to play the animation once.
+ * Select **Loop Continuous** to restart the animation from the beginning after it finishes.
+ * Select **Ease In Then Continuous** to have the animation start slowly and then restart from its beginning after it finishes. If **Ease In Only** looping is set, then the easing applies only to the first animation loop.
+ * Select **Ping Pong** to have the animation play in reverse after it finishes. The animation plays repeatedly.
+
+## Additional resources
+
+* [Animate a GameObject along a spline](animate-spline.html)
+* [Change the alignment of an animated GameObject](animate-alignment.html)
+* [Spline Animate component reference](animate-component.html)
+* [Use components](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingComponents.html)
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/animate-component.html
+
+# Spline Animate component reference
+
+Use the Spline Animate component to animate the position and rotation of a GameObject along a spline.
+
+| **Property** | **Description** |
+| --- | --- |
+| **Spline** | Select a GameObject that has an attached Spline component you want to animate on. |
+| **Up Axis** | Select which axis the animated GameObject uses as its up direction. The y-axis is the default up direction. |
+| **Forward Axis** | Select which axis the animated GameObject uses as its forward direction. The z-axis is the default forward direction. |
+| **Align To** | Select one of the following spaces to orient animated GameObjects to: * **None**: Set no alignment for the animated GameObject. The GameObject's rotation is unaffected. * **Spline Element**: Align animated GameObjects to an interpolated orientation calculated from the rotation of the knots closest to its position. * **Spline Object**: Align animated GameObjects to the orientation of the target spline. * **World Space**: Align animated items to world space orientation. |
+| **Play On Awake** | Start the animation when the GameObject first loads. |
+| **Start Offset** | Set a distance on the target spline to start the GameObject's animation at. The range is 0 through 1. A value of 0 starts the animation at the beginning of the spline and a value of 1 starts the animation at the end of the spline. |
+| **Method** | Select the animation method that the animation uses. The **Time** method animates the GameObject along the spline from over a period of time measured in seconds. The **Speed** method animates the GameObject along the spline at a set speed measured in meters per second. |
+| **Duration** | Set the period of time that it takes for the GameObject to complete its animation along the spline. This property is visible only when you enable the **Time** method. |
+| **Speed** | Set the speed that the GameObject animates along the spline at. This property is visible only when you enable the **Speed** method. |
+| **Easing** | Select the easing mode that the animation uses. Easing varies the speed of the animation to make it seem more natural and organic. The following easing modes are available: * **None**: Set no easing on the animation. The animation speed is linear. * **Ease In Only**: The animation starts slowly and then speeds up. * **Ease Out Only**: The animation slows down at the end of its sequence. * **Ease In-Out**: The animation starts slowly, speeds up, and then ends slowly. **Ease In-Out** is a combination of **Ease In** and **Ease Out**. |
+| **Loop Mode** | Select the loop mode that the animation uses. Loop modes cause the animation to repeat after it finishes. The following loop modes are available: * **Once**: Set the animation to play only once. * **Loop Continuous**: Set the animation to restart from its beginning after it finishes. * **Ease In Then Continuous**: Set the animation to start slowly and then restart from its beginning after it finishes. If **Ease In Only** looping is set, then the easing applies only to the first animation loop. * **Ping Pong**: Set the animation to play in reverse after it finishes. The animation plays repeatedly. |
+| **Preview** | Play, pause, or reset the animation. |
+| **Time** | Select a specific time in the sequence of the animation. |
+
+## Additional resources
+
+* [Animate a GameObject along a spline](animate-spline.html)
+* [Control the animated GameObject's movement](animate-movement.html)
+* [Change the alignment of an animated GameObject](animate-alignment.html)
+* [Use components](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingComponents.html)
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/extrude.html
+
+# Extrude a mesh along a spline
+
+Extrude a mesh along a spline to create shapes such as tubes, wires, and roads.
+
+To refer to a sample scene that demonstrates how the Spline Extrude component can extrude a mesh along a spline, [import the **Extrude Spline and Nearest Point** sample scene](index.html#import-splines-samples).
+
+| **Topic** | **Description** |
+| --- | --- |
+| **[Create a 3D mesh along a spline](extrude-mesh.html)** | Use the Spline Extrude component to extrude a mesh along a spline. |
+| **[Extrude a spline at runtime](extrude-runtime.html)** | Review a code example for extruding a spline at runtime. |
+| **[Spline Extrude component reference](extrude-component.html)** | Understand the properties of the Spline Extrude component. |
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/extrude-mesh.html
+
+# Create a 3D mesh along a spline
+
+Use the [Spline Extrude](extrude-component.html) component to extrude a mesh along a spline to create shapes such as tubes, wires, ropes, and noodles.
+
+To create a 3D mesh along a spline:
+
+1. [Create a spline](create-a-spline.html).
+2. Add the **Spline Extrude** component to the spline GameObject. This component controls the properties of the extruded mesh. To customize the properties, refer to the [Spline Extrude component reference](extrude-component.html).
+3. Adding a **Spline Extrude** component automatically adds a **Mesh Filter** and **Mesh Renderer** component to the GameObject. These components are necessary for all 3D GameObjects. Refer to [Mesh Renderer Component](https://docs.unity3d.com/Manual/class-MeshRenderer.html) and [Mesh Filter Component](https://docs.unity3d.com/Manual/class-MeshFilter.html) for more information.
+
+## Additional resources
+
+* [Create a spline](create-a-spline.html)
+* [Spline Extrude component reference](extrude-component.html)
+* [Use components](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingComponents.html)
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/extrude-runtime.html
+
+# Extrude a spline at runtime
+
+To extrude a spline at runtime, use a script to create a new GameObject with a `SplineContainer` component. You can then access the spline from the `SplineContainer` and add knots to it.
+
+```
+using UnityEngine;
+using UnityEngine.Splines;
+using Unity.Mathematics;
+
+public class ExtrudeExample : MonoBehaviour
+{
+ void Start()
+ {
+ var splineContainer = new GameObject("Spline").AddComponent();
+ splineContainer.Spline = new Spline();
+ splineContainer.Spline.AddRange(new float3[]
+ {
+ new (0, 0, 0),
+ new (0, 0, 1),
+ new (1, 0, 1),
+ new (1, 0, 0)
+ });
+
+ var go = splineContainer.gameObject;
+ var extrudeComponent = go.AddComponent();
+ extrudeComponent.Container = splineContainer;
+
+ var hasMeshFilter = go.TryGetComponent(out var meshFilter);
+ if (hasMeshFilter)
+ {
+ if (meshFilter.sharedMesh == null)
+ {
+ var extrudeMesh = new Mesh();
+ extrudeMesh.name = "Spline Extrude Mesh";
+ meshFilter.sharedMesh = extrudeMesh;
+ }
+
+ extrudeComponent.Radius = 0.25f;
+ extrudeComponent.SegmentsPerUnit = 20;
+ extrudeComponent.Sides = 8;
+ extrudeComponent.Range = new float2(0, 100);
+
+ var hasMeshRenderer = go.TryGetComponent(out var meshRenderer);
+ if (hasMeshRenderer)
+ meshRenderer.material = new Material(Shader.Find("Standard"));
+ }
+ }
+}
+```
+
+## Additional resources
+
+* [Create a 3D mesh along a spline](extrude-mesh.html)
+* [Spline Extrude component reference](extrude-component.html)
+* [Scripting in Unity](https://docs.unity3d.com/Manual/scripting.html)
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/extrude-component.html
+
+# Spline Extrude component reference
+
+Use the Spline Extrude component to customize the geometry of the mesh you extrude on a spline.
+
+**Note:** If you add Spline Extrude to a GameObject that already has a mesh, that mesh is replaced with a new one.
+
+## Source Spline Container
+
+Select a GameObject that has an attached Spline component you want to extrude a mesh on.
+
+You can use a Spline as a source for the extruded mesh of one or more GameObjects. Edits you make to the source Spline then update those GameObjects. For example, if you want to create a street with a sidewalk, you can create a Spline for the street, and then use the street Spline as a source for a sidewalk GameObject. Any changes you make to the street layout update the sidewalk to match.
+
+## Shape Extrude
+
+| **Property** | | **Description** |
+| --- | --- | --- |
+| **Type** > **Circle** | | Create a shape with a round cross-section. |
+| | **Circle Settings** > **Sides** | Increase to create a smoother surface. The minimum value is `2`. |
+| **Type** > **Square** | | Create a shape with a square cross-section. |
+| **Type** > **Road** | | Create a shape with a flat cross-section and a slight lip. |
+| **Type** > **Spline Profile** | | Use a different spline as a template for the current spline. |
+| | **Spline Profile Settings** > **Template** | Select the spline container you want to use as a template. |
+| | **Spline Profile Settings** > **Spline Index** | If the template container has more than one spline, select the spline you want. |
+| | **Spline Profile Settings** > **Side Count** | Increase to create a smoother surface. The minimum value is `2`. |
+| | **Spline Profile Settings** > **Axis** | Which of the template spline axes to follow when drawing this spline. |
+
+## Geometry
+
+| **Property** | **Description** |
+| --- | --- |
+| **Auto Refresh Generation** | Allow the mesh to update at runtime if the spline changes. |
+| **Frequency** | How many times a second to refresh the mesh. |
+| **Radius** | Width of the extrusion, measured from the spline path. |
+| **Segments Per Unit** | Increase the value to create smoother curves. |
+| **Cap Ends** | Fill the ends of an open-ended mesh. |
+| **Flip Normals** | Reveal the inside of the 3D shape. |
+
+## Advanced
+
+| **Property** | **Description** |
+| --- | --- |
+| **Range** | To extrude only some of the spline, define a range. `0` is the first spline point, and `100` is the last one. |
+| **Percentage** | Another way to control the **Range**. |
+| **Update Colliders** | If the spline has a collider, update the collider to match the 3D shape as you change the extrusion properties. |
+
+## Mesh Filter and Mesh Renderer components
+
+When you add the Spline Extrude component to a GameObject, the Unity Editor adds two more components that all 3D GameObject need:
+
+* [Mesh Renderer Component](https://docs.unity3d.com/Manual/class-MeshRenderer.html)
+* [Mesh Filter Component](https://docs.unity3d.com/Manual/class-MeshFilter.html)
+
+## Additional resources
+
+* [Create a 3D mesh along a spline](extrude-mesh.html)
+* [Use components](https://docs.unity3d.com/6000.0/Documentation/Manual/UsingComponents.html)
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/element-inspector.html
+
+# Element Inspector overlay reference
+
+Use the Element Inspector overlay to configure knots, tangents, and the flow of a spline.
+
+To access the Element Inspector overlay, select knots or tangents on splines in the Scene view.
+
+| **Property** | **Description** |
+| --- | --- |
+| **Knot position** | Set a knot's position. This property is visible only when you select knots. |
+| **Knot rotation** | Set a knot's rotation. This property is visible only when you select knots. |
+| **Linear** | Select the **[Linear tangent mode](tangent-modes.html#linear-tangent-mode)** for a knot's tangents. |
+| **Auto** | Select the **[Auto tangent mode](tangent-modes.html#auto-tangent-mode)** for a knot's tangents. |
+| **Bezier** | Select the **[Bezier tangent mode](tangent-modes.html#bezier-tangent-mode)** for a knot's tangents. |
+| **Bezier** | Select the **Bezier** mode for a knot's tangents if the knot is in [Bezier tangent mode](tangent-modes.html#bezier-tangent-mode). The following Bezier modes are available: * [**Mirrored**](tangent-modes.html#mirrored-bezier-mode) * [**Continuous**](tangent-modes.html#continuous-bezier-mode) * [**Broken**](tangent-modes.html#broken-bezier-mode) |
+| **In** | Set the magnitude and direction of the knot's **In** tangent. The **In** tangent defines the curvature of the segment that enters the knot. This property is visible only when you select knots. |
+| **Out** | Set the magnitude and direction of the knot's **Out** tangent. The **Out** tangent defines the curvature of the segment that exits the knot. This property is visible only when you select knots. |
+| **Magnitude** | Set the magnitude of a tangent. A tangent's magnitude determines how much that tangent affects the curvature of its respective segment. A high magnitude value increases a tangent's influence on a segment's curvature and a low value decreases it. This property is visible only when you select tangents. |
+| **Direction** | Set the direction that a tangent points to from its knot. This property is visible only when you select tangents. |
+
+## Additional resources
+
+* [**Tangent modes**](tangent-modes.html)
+* [**Link and unlink knots**](link-unlink-knots.html)
+* [**Split knots**](split-knots.html)
+* [**Join knots**](join-knots.html)
+* [**Reverse the flow of a spline**](reverse-spline-flow.html)
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/spline-component.html
+
+# Spline component reference
+
+The Spline component attaches splines to a GameObject. The Spline component can contain an unlimited number of splines.
+
+You can use the Spline component to manipulate the transform values of a spline's knots and tangents.
+
+| **Property** | **Description** |
+| --- | --- |
+| **Spline** | Contains the knots that make up a spline. |
+| **Closed** | Create a segment between the first and last knots of this spline. |
+| **Knot** | Set the position, rotation, and tangents of a knot. |
+
+# Source: https://docs.unity3d.com/Packages/com.unity.splines@2.8/manual/instantiate-component.html
+
+# Spline Instantiate component reference
+
+Use the Spline Instantiate component to instantiate GameObjects on a spline.
+
+| **Property** | **Description** |
+| --- | --- |
+| **Container** | Select a GameObject that has an attached Spline component you want to instantiate GameObjects or prefabs on. |
+| **Items To Instantiate** | Create a list of GameObjects or prefabs you want to instantiate. For each element in the list, select a GameObject or prefab, and set a probability for that item to instantiate on the spline. |
+| **Up Axis** | Select the axis instantiated items use as their up direction. The y-axis is the default up direction. |
+| **Forward Axis** | Select the axis instantiated items use as their forward direction. The z-axis is the default forward direction. |
+| **Align To** | Select the space that instantiated items orient to. The following spaces are available: * **Spline Element**: Align instantiated items to an interpolated orientation calculated from the rotation of the knots closest to where each item instantiates. * **Spline Object**: Align the instantiated items to the orientation of the target spline. * **World Space**: Align instantiated items to world space orientation. |
+| **Instantiate Method** | Select how to instantiate items on the spline. The following instantiate methods are available: * **Instance Count**: Instantiate a number of items on the target spline. * **Spline Distance**: Instantiate items separated by distance intervals measured along the spline. * **Linear Distance**: Instantiate items separated by distance intervals measured linearly in world space. |
+| **Count** | Set a number or an inclusive random range of items to instantiate. This property is visible only when you select the **Instance Count** instantiate method. |
+| **Spacing (Spline)** | Set the distance interval to instantiate items at. The distance is measured along the spline. You can set an exact distance or an inclusive random range of values. This property is visible only when you select the **Spline Distance** instantiate method. |
+| **Spacing (Linear)** | Set the distance interval to instantiate items at. The distance is measured linearly in world space. To instantiate as many items that can fit on the spline without overlap, select **Auto**. This property is visible only when you select the **Linear Distance** instantiate method. |
+| **Position Offset** | Enable to instantiate items at a position relative to the spline. |
+| **Rotation Offset** | Enable to instantiate items with a rotation relative to the original GameObject. |
+| **Scale Offset** | Enable to instantiate items with a scale relative to the original GameObject. |
+| **Override space** | Enable to apply the offset to a coordinate space you select. If you don't enable **Override space**, the offset applies to the coordinate space you set **Align to** to. This property is visible only when you enable **Position Offset**, **Rotation Offset**, or **Scale Offset**. |
+| **X** | Set the offset's x-axis value. You can set an exact value or an inclusive random range of values. This property is visible only when you enable **Position Offset**, **Rotation Offset**, or **Scale Offset**. |
+| **Y** | Set the offset's y-axis value. You can set an exact value or an inclusive random range of values. This property is visible only when you enable **Position Offset**, **Rotation Offset**, or **Scale Offset**. |
+| **Z** | Set the offset's z-axis value. You can set an exact value or an inclusive random range of values. This property is visible only when you enable **Position Offset**, **Rotation Offset**, or **Scale Offset**. |
+| **Auto Refresh Generation** | Enable the automatic regeneration of instantiated items when you change the spline or its instantiation values. |
+| **Randomize** | Regenerate all values set to random ranges, and then instantiate items again. |
+| **Regenerate** | Instantiate items on the spline again. |
+| **Clear** | Remove all instantiated items from the spline. |
+