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Two-lap circuit with first/third-person camera switch. |
Two-lap circuit race against two rivals. Player car is a downloaded 3D vehicle on a normal racetrack. C/V switches first-person cockpit and third-person chase; the unattended demo shows both. |
2.5D ring fight, skinned punch/kick, sun shadows off. |
Best-of-three side-scroller on a 3D ring. Two skinned characters with walk, punch and flying-kick (jump) clips; W/S steps into the stage. Sun shadows off so the fighters stay readable. |
Forest explorer: chest, Meshy knights, slash and light-arrow. |
Third-person enchanted glade. A Black Eagle knight opens one supply chest |
at the start (no weapon pickup), then fights Celestial Steel hostiles; |
melee slash and a glowing light-arrow projectile. Bright daylight. |
# 3D Object Generation Requirements β gameC_fighting_arena |
## Overview |
Generate game-ready 3D models for the fighting arena game. All character models |
are generated from T-pose reference images using TRELLIS.2 or Hunyuan3D-2.1. |
Weapon, prop, and architectural models are generated from reference images |
using TRELLIS.2, TripoSG, or Meshy. |
## Model Backend |
- **Characters**: TRELLIS.2 / Hunyuan3D-2.1 (T-pose image β 3D model) |
- **Weapons / Props**: TRELLIS.2 / TripoSG (ref image β 3D model) |
- **Architecture**: Meshy image-to-3D (ref image β textured GLB) |
## Quality Requirements |
### Character Models (Warrior, Ninja) |
- Triangle count: β€100,000 tris |
- PBR textures: 2048Γ2048 |
- T-pose orientation: arms along X-axis, feet on ground plane |
- UV-mapped, game-ready, rigged-ready topology |
- Realistic style matching Mortal Kombat visual reference |
### Weapon / Prop Models |
- Triangle count: β€10,000β15,000 tris |
- PBR textures: 2048Γ2048 |
- UV-mapped, game-ready |
### Architectural Models |
- Triangle count: β€70,000 tris |
- Embedded PBR textures with readable wood, stone, metal, and roof surfaces |
- Preserve open interiors and continuous walkable floors |
- Use meters for target scale; gameplay collision is authored separately in-engine |
## Assets to Generate |
### 1. Muscular Warrior (demoFighting_001) |
- Source: T-pose reference image (generated by tpose task) |
- Prompt: "Muscular male warrior in traditional Japanese fighting hakama, bare-chested with arm bandages and battle tattoos, aggressive expression, short hair, realistic style, T-pose, game-ready, PBR textures" |
- Decimation target: 100000 |
- Texture size: 2048 |
### 2. Ninja (demoFighting_002) |
- Source: T-pose reference image (generated by tpose task) |
- Prompt: "Lean male ninja in full black bodysuit with face mask only showing eyes, wrist gauntlets with hidden blades, ninja headband, realistic style, T-pose, game-ready, PBR textures" |
- Decimation target: 100000 |
- Texture size: 2048 |
### 3. Ninja Short Sword / Blade (demoFighting_003) |
- Source: reference image |
- Prompt: "Traditional Japanese ninja tanto short sword with black scabbard, curved blade, wrapped handle, realistic, game-ready, PBR textures" |
- Decimation target: 10000 |
- Texture size: 2048 |
### 4. Stone Lantern Prop (demoFighting_004) |
- Source: reference image |
- Prompt: "Traditional Japanese stone lantern (toro), weathered granite texture, hexagonal cap, game-ready, PBR textures" |
- Decimation target: 10000 |
- Texture size: 2048 |
### 5. Two-Story Fighting Pavilion (demoFighting_005) |
- Source: `ref_images/gatehouse_pavilion_ref.png` |
- Target bounds: approximately 13 m wide Γ 4.6 m deep Γ 6.2 m high |
- Layout: fully open front with solid left, right, and rear walls |
- Ground floor: broad, flat, unobstructed combat space |
- Upper floor: continuous combat platform at approximately 2.7 m |
- Access: 1.4 m wide left staircase plus direct double-jump access |
- Materials: weathered timber, stone foundation, ceramic tiles, aged metal trim |
- Decimation target: 70000 |
- Texture size: 2048 |
- Preserve the architectural floor; do not apply inferred ground-plate removal |
- Generate visual geometry only. Unity supplies simplified colliders for both |
floors, stairs, walls, columns, railings, and the open front boundary. |
### 6. U-Shaped Fighting Courtyard (demoFighting_006) |
- Source: `ref_images/courtyard_enclosure_ref.png` |
- Target bounds: approximately 34 m wide Γ 18 m deep Γ 3.4 m high |
- Layout: one continuous stone-tile floor with solid left, right, and rear walls |
- Front boundary: fully open, with no generated gate or obstruction |
- Composition: the separate 26 m wide pavilion is centered on this floor while |
both side lanes remain open for movement and combat |
- Materials: weathered dark stone, muted vermilion timber, charcoal wall caps, |
and restrained aged-bronze trim matching the pavilion |
- Decimation target: 70000 |
- Texture size: 2048 |
- Preserve the generated floor; it replaces the old plain visual arena plane |
- Generate visual geometry only. Unity supplies one continuous gameplay floor |
and simplified left, right, and rear wall colliders. |
### 7. Ninja Shuriken (demoFighting_007) |
YAML Metadata Warning:empty or missing yaml metadata in repo card
Check out the documentation for more information.
GameFactory-3a Game Demo Package
This repository contains selected GameFactory-3a game demo artifacts for Unity and Blender. The upload is intended to preserve the task inputs, generated game code, reviewable engine projects, demo results, and redistributable assets needed to inspect how each demo was produced.
This is an artifact package rather than a complete source checkout or a promise that every demo can be regenerated in a clean environment. Some original assets and demos are intentionally excluded because their licenses do not allow public redistribution. Their absence from this package does not mean they were absent from the original development environment.
Package Overview
| Engine | Included demos | Main contents |
|---|---|---|
| Unity 2022.3 URP | gameC_fighting_arena |
Generated C# mechanics and UI, AI-generated 3D assets and motions, task definitions, reports, and a Unity project |
| Blender 4.5 LTS | gameB_neon_circuit, gameC_ronin_clash, gameD_forest_explorer |
Generated Python game code, task specs, baked .blend scenes, demo videos, reports, GLB/GLTF models, textures, HDRIs, and motion files |
For each selected demo, the package includes as much of the following as its redistribution rights and retained outputs permit:
- task requirements and structured task definitions;
- generated mechanic and UI source code;
- engine project or baked scene files for review;
- gameplay videos, thumbnails, event logs, and evaluation reports;
- generated or redistributable models, textures, environments, and animations;
- metadata connecting outputs to task IDs, prompts, seeds, and generation runs.
Repository Layout
The contents of the local upload/ staging directory are uploaded at repository
root; the outer upload/ directory itself is not part of the dataset.
repository-root/
βββ README.md
βββ unity/
β βββ README.md # Unity-specific details
β βββ test_samples/ # Unity task definitions
β βββ gameC_fighting_arena/ # Unity demo code, assets, and project
βββ blender/
βββ README.md # Blender-specific details
βββ test_samples/ # Blender task definitions
βββ gameB_neon_circuit/
βββ gameC_ronin_clash/
βββ gameD_forest_explorer/
Unity Demo
gameC_fighting_arena is an AI-generated 3D side-scrolling versus fighting
demo built with Unity 2022.3 URP. Its 3D objects were generated through Meshy;
motions were generated with MoMask and retargeted through Puppeteer. The upload
contains generated mechanic and UI code plus the assembled Unity project.
Only this Unity demo is included. Other Unity demos depended on third-party or Unity Asset Store content that cannot be redistributed in this public package.
Unity Structure
unity/
βββ README.md
βββ test_samples/gameC_fighting_arena/ # Task definitions (jsonl + requirement txt)
β βββ general_requirement.txt # Game design spec
β βββ 3D_object/object_tasks.jsonl # 3D asset generation tasks (prompts)
β βββ 3D_scene/scene_tasks.jsonl # Scene generation tasks
β βββ motion/motion_tasks.jsonl # Motion generation tasks (prompts per action)
β βββ tpose/tpose_tasks.jsonl # T-pose image tasks
β βββ audio/audio_tasks.jsonl # Audio generation tasks
β βββ cg_video/cg_tasks.jsonl # CG video tasks
β βββ mechanic/mechanic_tasks.jsonl # Mechanic code-gen task definition
β βββ ui/ui_tasks.jsonl # UI code-gen task definition
β βββ pipeline/pipeline_task.jsonl # Full-pipeline integration task
β
βββ gameC_fighting_arena/ # Generated outputs + traceability
β βββ assets/ # Layer A: Generated 3D assets
β β βββ 3d_object/
β β β βββ demoFighting_001/ # Warrior character (GLB + meta.json)
β β β βββ demoFighting_002/ # Ninja character (GLB + meta.json)
β β β βββ demoFighting_003/ # Ninja sword prop (GLB + meta.json)
β β β βββ demoFighting_004/ # Stone lantern prop (GLB + meta.json)
β β βββ 3d_scene/
β β βββ demoFighting_010/ # Arena scene meta (composed from generated assets)
β β
β βββ mechanic/ # Layer B: Game mechanic code (C#)
β β βββ demoFighting_070/
β β βββ Runtime/ # 21 C# scripts
β β β βββ FightingCharacterController.cs # Movement, attack, block
β β β βββ FightingCombatSystem.cs # Hit detection, damage, hitstun
β β β βββ FightingRoundManager.cs # Timer, KO, best-of-5
β β β βββ FightingCameraController.cs # Side-view camera
β β β βββ FightingComboSystem.cs # Combo chains
β β β βββ FightingUltimateSkill.cs # Ultimate skill + VFX trigger
β β β βββ FightingAIBehavior.cs # AI opponent
β β β βββ FightingThrowableProp.cs # Stone lantern throw mechanic
β β β βββ ...
β β βββ Tests/ # Unit tests
β β βββ mechanic_contract.json # State/event/command bindings for UI
β β βββ context_used.json # Agent context record
β β βββ package.json
β β βββ meta.json # Agent traceability (task_id, status, files)
β β βββ demo_outputs/code_gen/ # task_packet, instructions, workspace_snapshot
β β
β βββ ui/ # Layer C: UI code (C#)
β β βββ demoFighting_ui_001/
β β βββ generated_ui/
β β β βββ FightingHUD.cs # HP bars, energy, timer, round indicator
β β β βββ MatchEndScreen.cs # Win/lose screen
β β β βββ FightingUIBinder.cs # Binds UI to mechanic contract
β β β βββ Tests/ # UI tests
β β β βββ browser_play/ # Browser preview viewer
β β βββ meta.json # Agent traceability
β β βββ demo_outputs/code_gen/ # task_packet, instructions
β β
β βββ pipeline/ # Pipeline execution + Unity project
β β βββ unity_project/ # Complete Unity project (openable)
β β β βββ Assets/
β β β β βββ Imported/
β β β β β βββ Avatars/ # demoFighting_001 (warrior), demoFighting_002 (ninja)
β β β β β βββ Weapons/ # demoFighting_003 (sword), demoFighting_007 (shuriken)
β β β β β βββ Props/ # (empty)
β β β β β βββ Environments/ # demoFighting_004 (stone lantern), demoFighting_005 (pavilion), demoFighting_006 (courtyard)
β β β β β βββ Motions/ # 14 retargeted FBX motion clips
β β β β βββ Generated/ # Animator controllers, prefabs, materials, animations
β β β β βββ A3GameFightingGameplay.Runtime/ # Mechanic C# scripts
β β β β βββ A3GameFightingUI.Runtime/ # UI C# scripts
β β β β βββ A3GameRuntime/ # Runtime adapter
β β β β βββ Scenes/ # FightingArena.unity, FightingArenaGame.unity
β β β β βββ Editor/ # Import scripts
β β β βββ ProjectSettings/
β β β βββ Packages/
β β βββ scene_spec.json # Scene assembly spec
β β βββ unityclient_play_report.json
β β βββ unityclient_generate_report.json
β β βββ unityclient_reimport_report.json
β β βββ unityclient_texture_reimport_report.json
β β
β βββ run_meta.json # Run metadata (git sha, seeds, params)
β βββ mechanic_results_summary.json # Mechanic generation summary
β βββ ui_results_summary.json # UI generation summary
Unity Asset Inventory
3D Objects (all Meshy API generated)
| Task ID | Asset | Prompt | File |
|---|---|---|---|
| demoFighting_001 | Warrior character | Muscular male arena fighter, T-pose, PBR | model.glb (8.5 MB) |
| demoFighting_002 | Ninja character | Lean male ninja, T-pose, PBR | model.glb (10.5 MB) |
| demoFighting_003 | Ninja sword | Short ninja sword, rigid prop, PBR | model.glb (9.6 MB) |
| demoFighting_004 | Stone lantern | Japanese stone arena lantern prop, PBR | model.glb (5.6 MB) |
| demoFighting_005 | Fighting pavilion | Two-story Japanese fighting pavilion, 13m wide | model.glb (16.2 MB) |
| demoFighting_006 | Courtyard enclosure | U-shaped Japanese fighting courtyard, 34m wide | model.glb (15.7 MB) |
| demoFighting_007 | Shuriken | Four-point ninja throwing star, 28cm | model.glb (7.0 MB) |
3D Scene (composed from generated 3D objects)
| Task ID | Scene | Components |
|---|---|---|
| demoFighting_010 | Japanese stone fighting arena | demoFighting_005 (pavilion) + demoFighting_006 (courtyard) + demoFighting_004 (stone lanterns) |
The scene is composed entirely from generated 3D objects β no Unity Store or third-party assets.
Motion (MoMask text-to-motion β Puppeteer rig β retargeted)
14 motion clips, 2 characters Γ 7 actions each. Each motion task directory contains the full generation pipeline artifacts:
| File | Description |
|---|---|
motion.bvh |
MoMask raw output BVH |
motion_ik.bvh |
IK-processed BVH |
motion_raw.bvh |
Pre-processing BVH |
retargeted.fbx |
Final retargeted animation FBX (imported into Unity) |
animation.fbx |
Puppeteer rig animation |
rig.txt |
Puppeteer skeleton rig data |
skeleton.txt |
Skeleton joint hierarchy |
mapping.json |
Bone mapping (MoMask β Puppeteer) |
retarget_info.json |
Retarget metadata |
joints.npy |
Joint positions array |
mesh.obj |
Preview mesh |
preview.mp4 |
Motion preview video |
meta.json |
Task traceability (prompt, seed, character) |
| Character | Actions |
|---|---|
| Warrior | idle, move, light_punch, heavy_punch, kick, block, ultimate |
| Ninja | idle, move, light_punch, heavy_punch, kick, block, ultimate |
Motion files are also in the Unity project under Assets/Imported/Motions/ as retargeted FBX clips.
Mechanic Code (Agent-generated C#)
| Module | Scripts | Key Classes |
|---|---|---|
| A3GameFightingGameplay | 21 Runtime + 2 Tests | FightingCharacterController, FightingCombatSystem, FightingRoundManager, FightingCameraController, FightingComboSystem, FightingUltimateSkill, FightingAIBehavior, FightingThrowableProp |
UI Code (Agent-generated C#)
| Module | Scripts | Key Classes |
|---|---|---|
| A3GameFightingUI | 4 Runtime + 2 Tests + browser_play | FightingHUD, MatchEndScreen, FightingUIBinder |
Traceability
Every asset and code module includes a meta.json recording:
generatorβ how it was produced (meshy, prepared_asset_substitution, agent code-gen)source_pathβ original source file if substitutedseedβ generation seed for reproducibilityrequirement/promptβ the input text that drove generationtask_idβ links back to the task definition intest_samples/
The mechanic_contract.json defines the state bindings, event bindings, and command
bindings that connect the mechanic layer to the UI layer, enabling automated UI-mechanic
integration verification.
Run Metadata
- Engine: Unity3D 2022.3 URP
- Run ID: unity_fighting_20260816_132646
- Git SHA: d9f2b08
Blender Demos
The blender/ directory contains three selected demos:
| Game | Task | Description |
|---|---|---|
gameB_neon_circuit |
race_circuit_002 |
Two-lap circuit race with two rivals |
gameC_ronin_clash |
fight_bo3_003 |
Best-of-three 2.5D arena fight |
gameD_forest_explorer |
forest_explore_001 |
Third-person forest combat and exploration |
Each Blender demo provides its generated game.py, resolved spec.json, a
reviewable session.blend, reports and event records, and the available demo
media and assets. The asset set includes selected GLB/GLTF models, textures,
HDRIs, and, for Forest Explorer, generated rig and retargeted FBX/BVH motion
outputs. See blender/README.md for the per-demo layout and inventory.
The baked .blend files and recorded gameplay are the primary review artifacts.
Regeneration may require the full GameFactory-3a source tree, Blender adapters,
and dependencies that are not duplicated in this upload.
Asset Licensing And Exclusions
The package contains project-generated code and task metadata, AI-generated assets where redistribution is permitted, and selected redistributable assets. Included Kenney assets retain their upstream license files. Poly Haven and other included sources retain the available provenance metadata. Meshy-generated asset records and motion-generation metadata are kept with their corresponding tasks.
The following are intentionally not included:
- demos or source assets governed by Unity Asset Store or other licenses that do not permit redistribution;
- the complete shared asset library when only a subset is needed by the selected demos;
- unrelated demos, duplicate verification runs, caches, temporary builds, backups, and intermediate logs;
- external engines, generation services, and the full GameFactory-3a runtime or adapter source tree.
Users of this package are responsible for following the license and terms of each included upstream asset and generation service. The game designs, task definitions, and project-generated code are provided as GameFactory-3a demo artifacts.
Large Files
The package includes large .blend, GLB, FBX, video, and image files. Use Git
LFS or Hugging Face's Xet-backed upload path rather than regular Git blob storage.
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