Upload accepted Scene delivery: G009_scene_001
Browse files- outputs/G009_blackout_stealth/assets/3d_scene/G009_scene_001/GateStatus.json +84 -0
- outputs/G009_blackout_stealth/assets/3d_scene/G009_scene_001/INTEGRATION.zh.txt +27 -0
- outputs/G009_blackout_stealth/assets/3d_scene/G009_scene_001/MANIFEST.json +0 -0
- outputs/G009_blackout_stealth/assets/3d_scene/G009_scene_001/README.zh.txt +23 -0
- outputs/G009_blackout_stealth/assets/3d_scene/G009_scene_001/SceneBatch01_Unity_URP_delivery.zip +3 -0
- outputs/G009_blackout_stealth/assets/3d_scene/G009_scene_001/package_verification.json +9 -0
outputs/G009_blackout_stealth/assets/3d_scene/G009_scene_001/GateStatus.json
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{
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"passed": true,
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"scene_count": 3,
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"checks": 57,
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"meshy_credits": 90,
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"worldlabs_dollars": 0,
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"paid_retries": 0,
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"balance_before": 1440,
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"balance_after": 1350,
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"scope": "Scene assets and native scene integration only; not full game, enemies, progress, audio or official benchmark scoring.",
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"task_trail": [
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{
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"module": "ruin_block",
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"stage": "preview",
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"resource": "text-to-3d",
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"task_id": "01a154d1-8ccb-77e0-a6d4-5738f97ff11c",
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"consumed_credits": 20,
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"project": "D:\\bench\\test_data\\outputs\\scene_batch_01_20261019\\meshy\\20261019_234036_ruin-block-project_01a154d1"
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},
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{
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"module": "ruin_block",
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"stage": "refine",
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"resource": "text-to-3d",
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"task_id": "01a154d7-471f-755f-9f35-befb9421999c",
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"consumed_credits": 10,
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"project": "D:\\bench\\test_data\\outputs\\scene_batch_01_20261019\\meshy\\20261019_234036_ruin-block-project_01a154d1"
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},
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{
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"module": "paper_lantern",
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"stage": "preview",
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"resource": "text-to-3d",
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"task_id": "01a154d1-cb34-75cd-a4c3-0623af65d436",
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"consumed_credits": 20,
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"project": "D:\\bench\\test_data\\outputs\\scene_batch_01_20261019\\meshy\\20261019_234038_paper-lantern-project_01a154d1"
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},
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{
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"module": "paper_lantern",
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"stage": "refine",
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"resource": "text-to-3d",
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"task_id": "01a154d7-5bdd-7043-9503-e3843fbf6211",
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"consumed_credits": 10,
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"project": "D:\\bench\\test_data\\outputs\\scene_batch_01_20261019\\meshy\\20261019_234038_paper-lantern-project_01a154d1"
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},
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{
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"module": "archive_shelf",
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"stage": "preview",
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"resource": "text-to-3d",
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"task_id": "01a154d2-10c3-7326-8b4f-e42c63e75100",
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"consumed_credits": 20,
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"project": "D:\\bench\\test_data\\outputs\\scene_batch_01_20261019\\meshy\\20261019_234039_archive-shelf-project_01a154d2"
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},
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{
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"module": "archive_shelf",
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"stage": "refine",
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"resource": "text-to-3d",
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"task_id": "01a154d7-6d7a-72de-b0e3-759ac74b37ad",
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"consumed_credits": 10,
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"project": "D:\\bench\\test_data\\outputs\\scene_batch_01_20261019\\meshy\\20261019_234039_archive-shelf-project_01a154d2"
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}
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],
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"scenes": [
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{
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"scene": "G005_scene_001",
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"passed": true,
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"checks": 22,
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"device": "NVIDIA GeForce RTX 5060 Laptop GPU",
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"graphicsAPI": "Direct3D11"
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},
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{
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"scene": "G005_scene_002",
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"passed": true,
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"checks": 16,
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"device": "NVIDIA GeForce RTX 5060 Laptop GPU",
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"graphicsAPI": "Direct3D11"
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},
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{
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"scene": "G009_scene_001",
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"passed": true,
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"checks": 19,
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"device": "NVIDIA GeForce RTX 5060 Laptop GPU",
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"graphicsAPI": "Direct3D11"
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}
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]
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}
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outputs/G009_blackout_stealth/assets/3d_scene/G009_scene_001/INTEGRATION.zh.txt
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集成说明
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Prefab:Assets/Batch01/Generated/<scene>/<scene>_Environment.prefab。
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Environment prefab 不包含验收角色和验收脚本。Standalone 场景包含独立浏览器角色,供资产检查。
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灯光与后处理已在 prefab;项目级 URP 设置见 Generated/BatchURP.asset。
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渲染环境的全局天空/雾与主相机参数也保存在示例 scene,直接使用 prefab 时请同步示例设置。
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层:8 SceneSolid,9 HighCover,10 LowCover,11 ReviewActor,12 SceneGround,13 ReviewHiddenRoof。
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BatchEnvironment.SolidMask 包括 8/9/10;GroundMask 为 12。
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导入已有工程前若层号被使用,统一重映射 prefab 与代码常量,不覆盖现有游戏的 Layer 定义。
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FBX 根节点 X 镜像是 Blender → FBX → Unity 坐标转换补偿;已用实际导入坐标验证指定锚点。
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GLB 为标准 Y-up,不需要这项 Unity FBX 补偿。独立碰撞盒来自同一 layout.json。
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G005_scene_001:52×52 地板,边界 ±24m;24 个废墟阻挡。Gate/Chain/Chest/Supply/ReturnSpawn 坐标见 layout.json。
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SetChainOpen(bool) 同时控制可见锁链和实际碰撞。游戏层读取存档后调用此接口即可。
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G005_scene_002:出生(0,0,9),返回门(0,.6,13),补给(-18,.15,11);灯笼/鸟居不参与碰撞。
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庭院尺寸 48×48m 是实施默认值,原需求未冻结外苑尺寸。
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G009_scene_001:前院30×20、大厅40×30、侧廊20×8,连续可走。6高掩体2m、8低掩体1m。
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SetLightTime / AdvanceLighting:每30秒,末5秒为亮灯段,SightRange=12/18,RecognitionMultiplier=1/1.5。
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感知接口需要游戏AI读取;接口存在不代表已完成守卫识别系统。SetPaused 冻结照明/氛围。
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档案设施屋顶在13层,浏览器相机隐藏它以便俯视;导入游戏后按相机策略控制此层。
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路线证据证明角色可通过相应区域,不宣称已实现巡逻AI、初始相位或任务交互。
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重建:scripts/scene_batch_blender.py optimize / assemble 使用本地模型,不调用服务。
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Unity -batchmode -projectPath <project> -executeMethod BatchBuild.Prepare,随后 BatchBuild.Build。
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脚本 ROOT 为原工作区路径 D:/bench,异机重建须修改此路径;Unity 工程可独立打开。
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本批付费额度已用完。付费runner有单次提交记录,后续资产操作应复用现有任务,不能重复生成。
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outputs/G009_blackout_stealth/assets/3d_scene/G009_scene_001/MANIFEST.json
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The diff for this file is too large to render.
See raw diff
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outputs/G009_blackout_stealth/assets/3d_scene/G009_scene_001/README.zh.txt
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首批 3 个 Scene 资产交付
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Unity 2022.3.62f3 / URP 14.0.12 / Windows x64。
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实际新增 Meshy 90 credits;World Labs $0;无付费重试。余额 1440 → 1350。
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原始任务 ID、每阶段费用与本地项目路径见 GateStatus.json。
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打开方法
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1. 解压后运行 UnityProject/Build/SceneBatch01.exe。按 1/2/3 切换三个场景。
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2. 或使用 Unity 2022.3.62f3 打开 UnityProject 文件夹,加载 Assets/Scenes 下场景。
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3. 已有 URP 项目可导入 UnityProject/Evidence/SceneBatch01_URP.unitypackage,再拖入对应 Environment prefab。
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4. portable/scenes 是三套完整 GLB 与 Blender 源场景;portable/modules 是可复用优化模块;originals 是 Meshy 原件。
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检查范围
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原生 Unity Windows 程序运行 CharacterController、Physics 查询与 URP GPU 渲染。
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Evidence/final 含逐项 JSON 与实机截图。未把参考图当成运行截图,也未用离屏读回耗时宣称游戏帧率。
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本交付完成 Scene 资产层:场景几何、材质、灯光、碰撞、指定锚点、通路、锁链开关及照明周期接口。
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不含完整游戏的敌人/守卫 AI、战斗、背包、存档、声音、过场和正式 benchmark 评分。
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参考图用于风格与场景构成约束,布局按需求冻结数值实现;不是逐像素复刻。
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复核操作(独立场景浏览器键位,非正式游戏键位)
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WASD 移动,Shift 加速,Ctrl 蹲伏(档案设施),右键拖动镜头(G005),滚轮切换距离。
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Space 小步瞬移(G005),C 锁链开关,L 明暗阶段,P 暂停,R 回出生点。
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1 断垣区,2 月下外苑,3 档案设施。
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outputs/G009_blackout_stealth/assets/3d_scene/G009_scene_001/SceneBatch01_Unity_URP_delivery.zip
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version https://git-lfs.github.com/spec/v1
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oid sha256:032de8d1b6786fd6362541472df696cc7c2c8074f9b1c3b89c9de84cb8285989
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size 557389517
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outputs/G009_blackout_stealth/assets/3d_scene/G009_scene_001/package_verification.json
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{
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"zip": "D:\\bench\\test_data\\outputs\\SceneBatch01_delivery_20261019\\SceneBatch01_Unity_URP_delivery.zip",
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"bytes": 557389517,
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"files": 506,
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"sha256": "032de8d1b6786fd6362541472df696cc7c2c8074f9b1c3b89c9de84cb8285989",
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"crc_and_manifest_verified": true,
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"checks": 57,
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"spent": 90
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}
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