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| # 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. | |