File size: 10,188 Bytes
7d07c7b | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 | # GameFactory-3A Assets — gameC_fighting_arena
AI-generated game demo assets for a 3D side-scrolling versus fighting game (Mortal Kombat style),
built with Unity3D 2022.3 URP. All 3D objects were generated via Meshy API; motions were generated
via MoMask text-to-motion and retargeted through Puppeteer. No third-party or Unity Store
assets are included.
> **Note:** Due to copyright restrictions, only gameC_fighting_arena (fully AI-generated assets)
> is uploaded. Other game demos that include third-party or Unity Store assets are not included.
## Structure
```
upload/
├── test_samples/gameC_fighting_arena/ # Task definitions (jsonl + requirement txt)
│ ├── general_requirement.txt # Game design spec
│ ├── 3D_object/object_tasks.jsonl # 3D asset generation tasks (prompts)
│ ├── 3D_scene/scene_tasks.jsonl # Scene generation tasks
│ ├── motion/motion_tasks.jsonl # Motion generation tasks (prompts per action)
│ ├── tpose/tpose_tasks.jsonl # T-pose image tasks
│ ├── audio/audio_tasks.jsonl # Audio generation tasks
│ ├── cg_video/cg_tasks.jsonl # CG video tasks
│ ├── mechanic/mechanic_tasks.jsonl # Mechanic code-gen task definition
│ ├── ui/ui_tasks.jsonl # UI code-gen task definition
│ └── pipeline/pipeline_task.jsonl # Full-pipeline integration task
│
├── gameC_fighting_arena/ # Generated outputs + traceability
│ ├── assets/ # Layer A: Generated 3D assets
│ │ ├── 3d_object/
│ │ │ ├── demoFighting_001/ # Warrior character (GLB + meta.json)
│ │ │ ├── demoFighting_002/ # Ninja character (GLB + meta.json)
│ │ │ ├── demoFighting_003/ # Ninja sword prop (GLB + meta.json)
│ │ │ └── demoFighting_004/ # Stone lantern prop (GLB + meta.json)
│ │ └── 3d_scene/
│ │ └── demoFighting_010/ # Arena scene meta (composed from generated assets)
│ │
│ ├── mechanic/ # Layer B: Game mechanic code (C#)
│ │ └── demoFighting_070/
│ │ ├── Runtime/ # 21 C# scripts
│ │ │ ├── FightingCharacterController.cs # Movement, attack, block
│ │ │ ├── FightingCombatSystem.cs # Hit detection, damage, hitstun
│ │ │ ├── FightingRoundManager.cs # Timer, KO, best-of-5
│ │ │ ├── FightingCameraController.cs # Side-view camera
│ │ │ ├── FightingComboSystem.cs # Combo chains
│ │ │ ├── FightingUltimateSkill.cs # Ultimate skill + VFX trigger
│ │ │ ├── FightingAIBehavior.cs # AI opponent
│ │ │ ├── FightingThrowableProp.cs # Stone lantern throw mechanic
│ │ │ └── ...
│ │ ├── Tests/ # Unit tests
│ │ ├── mechanic_contract.json # State/event/command bindings for UI
│ │ ├── context_used.json # Agent context record
│ │ ├── package.json
│ │ ├── meta.json # Agent traceability (task_id, status, files)
│ │ └── demo_outputs/code_gen/ # task_packet, instructions, workspace_snapshot
│ │
│ ├── ui/ # Layer C: UI code (C#)
│ │ └── demoFighting_ui_001/
│ │ ├── generated_ui/
│ │ │ ├── FightingHUD.cs # HP bars, energy, timer, round indicator
│ │ │ ├── MatchEndScreen.cs # Win/lose screen
│ │ │ ├── FightingUIBinder.cs # Binds UI to mechanic contract
│ │ │ ├── Tests/ # UI tests
│ │ │ └── browser_play/ # Browser preview viewer
│ │ ├── meta.json # Agent traceability
│ │ └── demo_outputs/code_gen/ # task_packet, instructions
│ │
│ ├── pipeline/ # Pipeline execution + Unity project
│ │ ├── unity_project/ # Complete Unity project (openable)
│ │ │ ├── Assets/
│ │ │ │ ├── Imported/
│ │ │ │ │ ├── Avatars/ # demoFighting_001 (warrior), demoFighting_002 (ninja)
│ │ │ │ │ ├── Weapons/ # demoFighting_003 (sword), demoFighting_007 (shuriken)
│ │ │ │ │ ├── Props/ # (empty)
│ │ │ │ │ ├── Environments/ # demoFighting_004 (stone lantern), demoFighting_005 (pavilion), demoFighting_006 (courtyard)
│ │ │ │ │ └── Motions/ # 14 retargeted FBX motion clips
│ │ │ │ ├── Generated/ # Animator controllers, prefabs, materials, animations
│ │ │ │ ├── A3GameFightingGameplay.Runtime/ # Mechanic C# scripts
│ │ │ │ ├── A3GameFightingUI.Runtime/ # UI C# scripts
│ │ │ │ ├── A3GameRuntime/ # Runtime adapter
│ │ │ │ ├── Scenes/ # FightingArena.unity, FightingArenaGame.unity
│ │ │ │ └── Editor/ # Import scripts
│ │ │ ├── ProjectSettings/
│ │ │ └── Packages/
│ │ ├── scene_spec.json # Scene assembly spec
│ │ ├── unityclient_play_report.json
│ │ ├── unityclient_generate_report.json
│ │ ├── unityclient_reimport_report.json
│ │ └── unityclient_texture_reimport_report.json
│ │
│ ├── run_meta.json # Run metadata (git sha, seeds, params)
│ ├── mechanic_results_summary.json # Mechanic generation summary
│ └── ui_results_summary.json # UI generation summary
```
## 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 — no Unity Store or third-party assets.
### Motion (MoMask text-to-motion → Puppeteer rig → retargeted)
14 motion clips, 2 characters × 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 → 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:
- `generator` — how it was produced (meshy, prepared_asset_substitution, agent code-gen)
- `source_path` — original source file if substituted
- `seed` — generation seed for reproducibility
- `requirement` / `prompt` — the input text that drove generation
- `task_id` — links back to the task definition in `test_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.
## Engine
- **Engine**: Unity3D 2022.3 URP
- **Run ID**: unity_fighting_20260816_132646
- **Git SHA**: d9f2b08
## License
All 3D assets were generated via the Meshy API. Code was generated by an AI agent
(Claude). Motion clips were generated via MoMask. The game design and task definitions
are original to the GameFactory-3A project.
|