Add 69 accepted Scene asset deliveries in matching 3d_scene directories

#227
by czkk566 - opened
This view is limited to 50 files because it contains too many changes. See the raw diff here.
Files changed (50) hide show
  1. outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/ACCEPTANCE.json +37 -0
  2. outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/G001_Godot_Project.zip +3 -0
  3. outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/G001_Portable.zip +3 -0
  4. outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/G001_Windows_Review.zip +3 -0
  5. outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/PACKAGES.json +20 -0
  6. outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/START_HERE.zh.txt +18 -0
  7. outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native.png +3 -0
  8. outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_cover.png +3 -0
  9. outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_crane.png +3 -0
  10. outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_detail.png +3 -0
  11. outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_green.png +3 -0
  12. outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_harbor.png +3 -0
  13. outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/ACCEPTANCE.json +39 -0
  14. outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/G002_Godot_Project.zip +3 -0
  15. outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/G002_Portable.zip +3 -0
  16. outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/G002_Windows_Review.zip +3 -0
  17. outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/PACKAGES.json +20 -0
  18. outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/START_HERE.zh.txt +18 -0
  19. outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native.png +3 -0
  20. outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_bell.png +3 -0
  21. outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_detail.png +3 -0
  22. outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_flag_end.png +3 -0
  23. outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_flag_start.png +3 -0
  24. outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_mountain.png +3 -0
  25. outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_stone.png +3 -0
  26. outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/ACCEPTANCE.json +35 -0
  27. outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/G003_Portable.zip +3 -0
  28. outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/G003_UE5_Project.zip +3 -0
  29. outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/PACKAGES.json +14 -0
  30. outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/START_HERE.zh.txt +11 -0
  31. outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/center.png +3 -0
  32. outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/native.png +3 -0
  33. outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/yard_0.png +3 -0
  34. outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/yard_1.png +3 -0
  35. outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/yard_2.png +3 -0
  36. outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/yard_3.png +3 -0
  37. outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/G004_Unity_URP_delivery.zip +3 -0
  38. outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/GateStatus.json +17 -0
  39. outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/INTEGRATION.zh.txt +25 -0
  40. outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/README.zh.txt +40 -0
  41. outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/delivery_manifest.json +1702 -0
  42. outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/GateStatus.json +84 -0
  43. outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/INTEGRATION.zh.txt +27 -0
  44. outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/MANIFEST.json +0 -0
  45. outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/README.zh.txt +23 -0
  46. outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/SceneBatch01_Unity_URP_delivery.zip +3 -0
  47. outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/package_verification.json +9 -0
  48. outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_002/GateStatus.json +84 -0
  49. outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_002/INTEGRATION.zh.txt +27 -0
  50. outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_002/MANIFEST.json +0 -0
outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/ACCEPTANCE.json ADDED
@@ -0,0 +1,37 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "task_id": "G001_scene_001",
3
+ "status": "scene_asset_gate_passed",
4
+ "geometry_checks": 20,
5
+ "native_checks": 171,
6
+ "triangles": 61428,
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+ "visual_review": {
8
+ "task_id": "G001_scene_001",
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+ "passed": true,
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+ "reviewed_at": "2026-10-21T13:18:11.153703+00:00",
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+ "native_sha256": "6f718dbf6e38f85990842a547aeaceabe764915aeb1f9fe33e3adddbf90f7790",
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+ "native_detail_sha256": "a2b35ea11e3fac3e94b6bd993244c6695f0268af51c934f973ec301fe0c2b5fa",
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+ "images": {
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+ "overview": "6f718dbf6e38f85990842a547aeaceabe764915aeb1f9fe33e3adddbf90f7790",
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+ "_detail": "a2b35ea11e3fac3e94b6bd993244c6695f0268af51c934f973ec301fe0c2b5fa",
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+ "_cover": "e6fcf1a646ae1fcd6dd341310cfa68d5909733fd6143ef675914468d8e816e39",
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+ "_crane": "a0a5ecce7b52221d05a93bd39fb813d910b8431df22330c50fda8f1907466554",
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+ "_harbor": "0eb87fb7e7fbf9e647bd11b69ab4d914f87ede1f701a98479b53ebddc73edc8c",
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+ "_green": "b35d350d13dbcecf928099e02fe131d42a0278aae925eca88b060318bdecea4f"
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+ },
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+ "method": "Manual review of all six native GPU views against arena.jpg and frozen Scene requirements",
22
+ "observations": [
23
+ "Open industrial yard, four covers and clear combat space preserve the frozen layout.",
24
+ "Wet concrete seams/cracks, chain-link perimeter, detailed gantry, sea, distant cargo ship, maritime haze and clouded sky established.",
25
+ "Initial water clipping corrected; cover shadow leakage corrected using exact collider-sized shadow proxies.",
26
+ "Rotating yellow/green warning presentation and environment pause pass native and viewer input checks."
27
+ ],
28
+ "limitations": [
29
+ "Reference-informed game environment, not photographic reconstruction.",
30
+ "Characters, AI, combat mechanics, HUD, audio and videos remain external.",
31
+ "Two 349524-byte GL texture-release errors occur at audit-process shutdown; not reproduced in the delivered viewer controls run. No in-run script errors or failed checks."
32
+ ],
33
+ "new_api_credits": 0
34
+ },
35
+ "new_api_credits": 0,
36
+ "scope": "Scene assets, Godot integration and environmental presentation; mechanic-owned gameplay excluded"
37
+ }
outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/G001_Godot_Project.zip ADDED
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+ size 78839780
outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/G001_Portable.zip ADDED
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/G001_Windows_Review.zip ADDED
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/PACKAGES.json ADDED
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+ "file": "G001_Godot_Project.zip",
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+ "bytes": 78839780,
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+ "file": "G001_Windows_Review.zip",
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+ "crc_verified": true
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/START_HERE.zh.txt ADDED
@@ -0,0 +1,18 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ G001 废弃港口训练场 · 单场景交付
2
+
3
+ Portable:Blender源文件、内嵌纹理GLB、布局、来源和检查证据。
4
+ Godot Project:Godot4.5.1项目,打开project.godot并运行。
5
+ Windows Review:含固定版本Godot及许可;解压后双击Open_G001.cmd。
6
+ V全景/场内镜头;3集装箱近景/4吊机/5海港;1黄色警示灯/2绿色警示灯;P暂停环境。
7
+
8
+ 40×40m训练场,四个集装箱掩体、玩家和三名守卫的固定锚点均保留。
9
+ 围栏以混凝土矮基座与金属网组成,保留原始5m高边界碰撞。
10
+ 两根木桩、四盏旋转警示灯、吊机桁架、码头地面、海面、远轮与海雾构成港口环境。
11
+ 地面为独立2048纹理图集,含混凝土接缝、细裂纹和湿斑;集装箱复用已付费模块。
12
+ 掩体使用与原碰撞尺寸一致的独立简化投影体,修正生成模型阴影漏光;不改变实际碰撞。
13
+ 原生检查覆盖4个掩体视线阻挡、121个中央胶囊净空采样、出生点、守卫间距、四边封闭、警示灯转动和暂停。
14
+
15
+ 场景范围:环境资产、静态碰撞、Godot接入与环境表现。1/2是警示灯表现预览接口,不是训练阶段逻辑。
16
+ 不含角色、守卫AI、攻击判定、闪避、HP/体力、UI、音频视频或完整游戏流程。
17
+ 这是按参考图工业港口方向完成的游戏场景,不是照片级或逐像素重建。海面/光锥/海雾动态在Godot中实现;GLB是静态资产。
18
+ 本场新增API费用0;未并行制作其他场景。
outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native.png ADDED

Git LFS Details

  • SHA256: 6f718dbf6e38f85990842a547aeaceabe764915aeb1f9fe33e3adddbf90f7790
  • Pointer size: 132 Bytes
  • Size of remote file: 1.16 MB
outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_cover.png ADDED

Git LFS Details

  • SHA256: e6fcf1a646ae1fcd6dd341310cfa68d5909733fd6143ef675914468d8e816e39
  • Pointer size: 131 Bytes
  • Size of remote file: 955 kB
outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_crane.png ADDED

Git LFS Details

  • SHA256: a0a5ecce7b52221d05a93bd39fb813d910b8431df22330c50fda8f1907466554
  • Pointer size: 131 Bytes
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_detail.png ADDED

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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_green.png ADDED

Git LFS Details

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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_harbor.png ADDED

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outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/ACCEPTANCE.json ADDED
@@ -0,0 +1,39 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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+ {
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+ "task_id": "G002_scene_001",
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+ "status": "scene_asset_gate_passed",
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+ "geometry_checks": 19,
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+ "native_checks": 316,
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+ "triangles": 58364,
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+ "visual_review": {
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+ "task_id": "G002_scene_001",
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+ "passed": true,
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+ "reviewed_at": "2026-10-21T13:38:31.765402+00:00",
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+ "native_sha256": "94087f64eb7704822874d6aa2568f7624c130b2b27addcd9d38635db746150f4",
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+ "native_detail_sha256": "e51457fdc158a7bb282b6ba8d4a55b524560bb0d527d4ee14e6f20b418f88e57",
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+ "images": {
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+ "overview": "94087f64eb7704822874d6aa2568f7624c130b2b27addcd9d38635db746150f4",
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+ "_detail": "e51457fdc158a7bb282b6ba8d4a55b524560bb0d527d4ee14e6f20b418f88e57",
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+ "_bell": "ac8fd4929791dbb228c7df020d553395ebc8f2a22caa36cb81f1ac8f87b1b273",
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+ "_stone": "a9809a534d494d74c99e4ddb5d8cd092636ff5d060c33a3ea9bfa6b4f8ab0451",
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+ "_mountain": "1852e039dee35e3aedf63966dcacb2bf27617e6fd79984259501f54a7f53e638",
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+ "_flag_start": "15e0b19731ab2f8a0136b3d41aed758f592abc3737b15ec7c7135e030bbec96c",
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+ "_flag_end": "3e0273427f8bd9f301106145f957b676243f3c944cfea35a8e17792f67031961"
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+ },
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+ "method": "Manual full-size and contact-sheet review of seven latest native GPU captures against dueling_ground.jpg and frozen Scene spec",
23
+ "observations": [
24
+ "16m circular granite platform, six r8.4 flags, bronze bell and two spawns preserve the frozen contract.",
25
+ "Bevelled concentric pavers, filled parapet joints, open bronze bell with clapper, frame and swaying rope.",
26
+ "Replaced stretched cliff boxes and face-sized snow patches with continuous mountain surfaces and blended snow atlases.",
27
+ "Perspective overview and extended camera range preserve background depth.",
28
+ "Flag motion verified by rendered before/after pixels; corrected flag self-shadow stripes."
29
+ ],
30
+ "limitations": [
31
+ "Mountain/cloud background remains a simplified game environment, not photographic reconstruction.",
32
+ "Scene assets only; duel gameplay, actors, weapons, audio and UI external.",
33
+ "Audit shutdown reports two GL texture-release errors of 349524 bytes each; viewer controls run has no such diagnostics."
34
+ ],
35
+ "new_api_credits": 0
36
+ },
37
+ "new_api_credits": 0,
38
+ "scope": "Scene assets, Godot integration and environmental presentation; mechanic-owned gameplay excluded"
39
+ }
outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/G002_Godot_Project.zip ADDED
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outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/START_HERE.zh.txt ADDED
@@ -0,0 +1,18 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ G002 高山仪式决斗台 · 单场景交付
2
+
3
+ Portable:Blender源文件、内嵌纹理GLB、布局、来源和验收证据。
4
+ Godot Project:Godot4.5.1项目,打开project.godot运行。
5
+ Windows Review:包含固定版本Godot及许可;解压后双击Open_G002.cmd。
6
+ V全景/台内视角;1铜钟/2石铺装/3远山;P暂停或恢复环境。
7
+
8
+ 圆台直径16m、中心原点、圆形地面碰撞半径8m。
9
+ 铜钟锚点(0,0,-8.6),玩家(0,0,5),剑士(0,0,-5)。六旗严格位于r8.4m、0/60/120/180/240/300度;参考图旗数不覆盖数值需求。
10
+ 新增石栏碰撞沿圆周分段组成,内沿约r8m;中央净空与圆周支撑、方形角落无虚假地面均有原生检查。
11
+ 真实倒角环形石铺装、石栏灰缝、带内壁和钟舌的铜钟、木架与钟绳;山坡及雪线为连续地形/纹理。
12
+ Godot中云海流动、六旗翻卷、钟绳摆动;P同时冻结。旗端在实际渲染的前后帧中有变化证据。
13
+
14
+ 范围:Scene资产、静态碰撞、原生接入与环境表现。角色、刀枪、战斗、格挡、AI、UI、音频视频归其他任务。
15
+ 第三人称决斗镜头和角色跟随由玩法接入;此查看器提供环境检查机位。
16
+ 这是参考风格的游戏场景实现;山体与云海仍为简化表达,不是照片级重建。GLB是静态资产,动态效果包含在Godot项目。
17
+ 审计进程退出时出现两条各349524字节的GL纹理释放诊断;交付查看器的操作检查未复现,已在diagnostics.json记录。
18
+ 本场新增API费用0,无并行场景制作。
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+ },
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+ "Six final UE5.7 frames manually inspected. Four numbered, color-coded yards, stone crossing paths, low brick walls, supported benches, lanterns and greenery are visible.",
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+ "Local plaster/timber cottages replace irregular shared hut meshes at original positions. Explicit roughness and a grey ambient cubemap remove black shadows.",
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+ "Central rock, paper and scissors icon props are recognizable. Yard camera0 shows I,1 shows II,2 shows III,3 shows IIII.",
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+ "Native anchors use UE=(game X,game Z,game Y)*100, verified after the FBX axis conversion was reconciled against the yard markers."
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+ ],
23
+ "limitations": [
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+ "Simplified cartoon interpretation of the supplied plan sketch; no pixel fidelity or photorealism claim.",
25
+ "Black void beyond the finite36m scene is a review background. No surrounding world or house interiors.",
26
+ "Only frozen ground collision is enabled; decorative walls, huts and props are visual, consistent with no added door rules. No controller, navigation or movement-cost/gameplay acceptance.",
27
+ "UE material migration uses base color with explicit roughness, not full channel-by-channel PBR equivalence.",
28
+ "Original layout.modules hut entries describe reuse provenance; current FBX/GLB and UE map contain the local replacement cottages.",
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+ "Native UE editor project delivered; no cooked executable, networking, rounds, UI, characters, audio or RPS mechanics."
30
+ ],
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+ "new_api_credits": 0
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+ },
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+ "scope": "UE5 native editor Scene assets; gameplay and executable packaging external",
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+ "new_api_credits": 0
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+ }
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outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/START_HERE.zh.txt ADDED
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1
+ G003 四院猜拳联赛场景 / UE5.7
2
+
3
+ 本交付仅为Scene资产和原生编辑器集成,不包含打包游戏程序。解压UE5_Project,双击SceneReview.uproject,打开Content/G003/Review地图。World Outliner中的Review_native、Review_center及Review_yard_0—3摄像机可用于查看。Portable包含GLB、Blend、FBX、基色纹理、布局约定和证据。
4
+
5
+ 四个独立色彩庭院、十字石路、矮砖墙、长凳、盆栽、灯笼和中央揭晓台保留。本版用本地建模的清晰石木小屋替换表面杂乱的共用生成小屋,保留原位置;图腾增加石头/纸/剪刀形状,院落增加序号标牌。
6
+
7
+ 36米地面碰撞和五个锚点按layout.json保留;矮墙、住宅、桌台和其他装饰不设移动碰撞,以免添加需求未规定的门规则。81个地面射线采样通过,这不等于角色导航或玩法验收。
8
+
9
+ 美术为简化卡通庭院,参考草图仅用于方向,不声称图片保真。原layout.modules住宅记录为早期模块来源记录,当前实际几何以GLB/FBX及UE地图为准。UE使用基色和显式粗糙度,非完整逐通道PBR迁移。回合、身份/联网、移动代价、规则UI、揭晓动画及音频均为玩法集成。
10
+
11
+ 新增API费用0。
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+ {
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+ "reviewed_native_run": "run03",
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+ "checks_passed": 28,
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+ "visual_review": "Reviewed interior, spawn camera, P3 lights, hidden/revealed probe images. No blocking material, geometry or visibility failure found for this scene pilot.",
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+ "engine": "Unity 2022.3.62f3 / URP14.0.12 / D3D11",
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+ "new_api_spend": {
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+ "worldlabs_usd": 0,
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+ "meshy_credits": 0
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+ },
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+ "scope": "Complete standalone scene asset and scene integration hooks; independent review controller. Does not certify the boss game, animation, audio or cinematics.",
12
+ "source_preserved": true,
13
+ "batch_gate": "READY_TECHNICALLY_AWAITING_NEW_BUDGET",
14
+ "budget_detail": "Pilot Meshy cap60 already consumed; first 3-scene batch90 is proposed, not charged.",
15
+ "native_report_sha256": "3eb63feb452ed9aa25ee744a1c8cd9d5773663f092047d7638da581b3583718e",
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+ "build_exe_sha256": "76a4560e40ec43334f5300f52d45e74f55579709d5ea01eb838f24c7ac9e568b"
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+ }
outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/INTEGRATION.zh.txt ADDED
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1
+ G004 Unity接入说明
2
+
3
+ 完整检查场景:Assets/Scenes/G004_Observatory.unity
4
+ 纯环境Prefab:Assets/G004/Generated/G004_Environment.prefab
5
+ 纯建筑Prefab:Assets/G004/Generated/G004_Architecture.prefab
6
+ URP设置:Assets/G004/Generated/ObservatoryURP.asset
7
+
8
+ 导入到已有Unity2022.3项目时:
9
+ 1. 安装URP14;在Graphics和目标Quality级别指定适用的URP Asset。使用本包设置即可复现4096阴影、4级联与后处理。
10
+ 2. 本场景使用Layer8=SceneSolid、9=ColumnOccluder、10=ReviewActor。现有项目占用这些层时应统一迁移对象层与脚本mask,不能只改层名字。
11
+ 3. 优先使用完整场景验证。单独拖入环境Prefab时需同步完整场景的RenderSettings(天空盒、雾、太阳);这些不是Prefab可完整保存的全局设置。
12
+ 4. 环境Prefab的reviewControls关闭,不接管键盘或显示验收HUD。
13
+ 5. 获取ObservatoryEnvironment后调用SetPhase(1/2/3),在实际游戏暂停/继续时调用SetPaused(bool)。
14
+ 6. 光束查询用ObservatoryEnvironment.BeamBlocked(origin,destination,out hit),只检查立柱;视线查询用SightBlocked检查实体。
15
+ 其余冲击波/碎片伤害不要复用“光束被柱阻挡”这一规则。实际伤害逻辑仍由游戏负责。
16
+ 7. 独立检查角色半径0.35m、高1.8m、速度5m/s;接入实际角色后检查它的半径/步高/闪避是否一致。
17
+ 8. 所有场景尺寸单位为米、Unity Y-up。柱位集合正确;FBX右/左手坐标转换导致柱名序号与原GLB的角度编号不同。
18
+ 9. 法线在Unity按60度、面积和角度加权重新计算。柱石材用低金属度/低光滑度,铜饰独立;避免把旧GLB材质直接覆盖回去。
19
+
20
+ 自动复验(命令行运行Player):
21
+ G004SceneReview.exe -batchmode -force-d3d11 -sceneAudit -evidencePath ABSOLUTE_OUTPUT_FOLDER -logFile ABSOLUTE_LOG_FILE
22
+ 返回0表示全部检查通过,4表示检查失败,5表示超时。实际证据在runtime_acceptance.json及PNG。
23
+ Editor重构建入口:G004SceneBuild.Build。Prepare是首次创建入口;已有工程不要用Prepare覆盖编辑后的场景。
24
+
25
+ 公开接口与范围见源码。SceneAcceptance是验收工具,不应作为游戏首领逻辑。
outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/README.zh.txt ADDED
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1
+ G004 天文台 Scene — Unity URP 验收交付
2
+
3
+ 结果:场景级验收通过。Unity 2022.3.62f3 + URP14.0.12,Windows D3D11。
4
+ 最终原生检查 28 项全部通过,运行时错误0;构建错误0、警告0。
5
+ 本轮新增API费用0,原始模型、需求、参考图校验未变。
6
+
7
+ 如何查看
8
+ 1. 解压后运行 Player/G004SceneReview.exe;无需安装Unity。
9
+ 2. WASD移动,按住鼠标右键转视角;R回出生点;1/2/3换阶段灯色;B开关遮挡光束;H隐藏检查说明。
10
+ 3. 工程用Unity2022.3打开 UnityProject,加载 Assets/Scenes/G004_Observatory.unity。
11
+ 4. 可导入的包是 G004_URP.unitypackage。场景效果以本工程为准,跨工程接入见 INTEGRATION.zh.txt。
12
+ 5. Evidence/final 中是实际Unity渲染截图和物理检查结果,不是Blender预览。
13
+
14
+ 完成内容
15
+ - 完整穹顶、40m圆厅、六柱、16组阶段灯带、材质、方向光阴影、补光与沙尘粒子。
16
+ - 地面碰撞、128段闭合边界、六柱碰撞;角色真实CharacterController移动和贴柱滑动。
17
+ - 六根柱子阻挡光束和视线;柱间通道保持通畅;外圈18m半径完整绕行。
18
+ - 第三人称检查镜头FOV65,靠墙/柱自动收近,避免相机穿入实体。
19
+ - 通过SetPhase接收游戏阶段,SetPaused控制沙尘暂停;可复用的G004_Environment.prefab。
20
+ - 原6K立柱近看损失明显,因此本工程近景采用本地重做18K网格;场景建筑约14.75万三角面。
21
+ 旧6K/1.5K版本仍保留在上一轮输出,没有覆盖。此次没有绑定自动LOD切换。
22
+
23
+ 验收证据
24
+ - 32方向边界移动+128墙缝射线;六柱逐步最小距离检查,允许合理贴柱滑动、不允许穿透。
25
+ - 开关阴影对照中约40.9%像素明显变化。
26
+ - 遮挡探针:柱后0像素可见,隐藏柱体后2255像素可见;同时通过Physics视线测试。
27
+ - 三阶段灯色、粒子数量上限、材质支持、尺寸、地面平整与出生点落地均通过。
28
+ - 测试控制器通过与交互模式相同的Step/UpdateCamera执行检查;未声称完成真人键鼠长时间游玩测试。
29
+ - 渲染请求+GPU回读平均7.84ms,P95 9.34ms。
30
+ 这是RTX5060 Laptop上的离屏验证开销,包含回读,不是游戏帧率或最低配置性能承诺。
31
+
32
+ 范围与余项
33
+ 本交付完成Scene及其接入接口。检查用胶囊不是玩家正式角色;未生成观测机、动作、音频或过场视频。
34
+ 阶段灯带已提供真实可调用接口,但尚未替换现有游戏工程或绑定其首领状态机。
35
+ 碰撞和灯光在本独立工程内验证;导入其他游戏后仍需依据其Layer与控制器做集成回归。
36
+ 美术为低成本可用场景,不是参考图逐像素复刻;当前采用实时灯光,没有高质量离线烘焙光照。
37
+
38
+ 批量推进
39
+ 技术门槛通过,可开始小批量。首批建议G005两个场景+G009一个场景,预计新增Meshy90 credits、World Labs0。
40
+ 此前60 credits试样额度已用完,仍待用户确认新批次预算;此包不代表已扣费或69个场景已通过。
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outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/INTEGRATION.zh.txt ADDED
@@ -0,0 +1,27 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ 集成说明
2
+
3
+ Prefab:Assets/Batch01/Generated/<scene>/<scene>_Environment.prefab。
4
+ 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。
5
+ 灯光与后处理已在 prefab;项目级 URP 设置见 Generated/BatchURP.asset。
6
+ 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。
7
+
8
+ 层:8 SceneSolid,9 HighCover,10 LowCover,11 ReviewActor,12 SceneGround,13 ReviewHiddenRoof。
9
+ BatchEnvironment.SolidMask 包括 8/9/10;GroundMask 为 12。
10
+ 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。
11
+ 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。
12
+ 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。
13
+
14
+ 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。
15
+ 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。
16
+ 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。
17
+ 庭院尺寸 48×48m 是实施默认值,原需求未冻结外苑尺寸。
18
+ 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。
19
+ SetLightTime / AdvanceLighting:每30秒,末5秒为亮灯段,SightRange=12/18,RecognitionMultiplier=1/1.5。
20
+ 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。
21
+ 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。
22
+ 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。
23
+
24
+ 重建:scripts/scene_batch_blender.py optimize / assemble 使用本地模型,不调用服务。
25
+ Unity -batchmode -projectPath <project> -executeMethod BatchBuild.Prepare,随后 BatchBuild.Build。
26
+ 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。
27
+ 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。
outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/MANIFEST.json ADDED
The diff for this file is too large to render. See raw diff
 
outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/README.zh.txt ADDED
@@ -0,0 +1,23 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ 首批 3 个 Scene 资产交付
2
+
3
+ Unity 2022.3.62f3 / URP 14.0.12 / Windows x64。
4
+ 实际新增 Meshy 90 credits;World Labs $0;无付费重试。余额 1440 → 1350。
5
+ 原始任务 ID、每阶段费用与本地项目路径见 GateStatus.json。
6
+
7
+ 打开方法
8
+ 1. 解压后运行 UnityProject/Build/SceneBatch01.exe。按 1/2/3 切换三个场景。
9
+ 2. 或使用 Unity 2022.3.62f3 打开 UnityProject 文件夹,加载 Assets/Scenes 下场景。
10
+ 3. 已有 URP 项目可导入 UnityProject/Evidence/SceneBatch01_URP.unitypackage,再拖入对应 Environment prefab。
11
+ 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。
12
+
13
+ 检查范围
14
+ 原生 Unity Windows 程序运行 CharacterController、Physics 查询与 URP GPU 渲染。
15
+ 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。
16
+ 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。
17
+ 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。
18
+ 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。
19
+
20
+ 复核操作(独立场景浏览器键位,非正式游戏键位)
21
+ 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。
22
+ Space 小步瞬移(G005),C 锁链开关,L 明暗阶段,P 暂停,R 回出生点。
23
+ 1 断垣区,2 月下外苑,3 档案设施。
outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/SceneBatch01_Unity_URP_delivery.zip ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
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+ oid sha256:032de8d1b6786fd6362541472df696cc7c2c8074f9b1c3b89c9de84cb8285989
3
+ size 557389517
outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/package_verification.json ADDED
@@ -0,0 +1,9 @@
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "zip": "D:\\bench\\test_data\\outputs\\SceneBatch01_delivery_20261019\\SceneBatch01_Unity_URP_delivery.zip",
3
+ "bytes": 557389517,
4
+ "files": 506,
5
+ "sha256": "032de8d1b6786fd6362541472df696cc7c2c8074f9b1c3b89c9de84cb8285989",
6
+ "crc_and_manifest_verified": true,
7
+ "checks": 57,
8
+ "spent": 90
9
+ }
outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_002/GateStatus.json ADDED
@@ -0,0 +1,84 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "passed": true,
3
+ "scene_count": 3,
4
+ "checks": 57,
5
+ "meshy_credits": 90,
6
+ "worldlabs_dollars": 0,
7
+ "paid_retries": 0,
8
+ "balance_before": 1440,
9
+ "balance_after": 1350,
10
+ "scope": "Scene assets and native scene integration only; not full game, enemies, progress, audio or official benchmark scoring.",
11
+ "task_trail": [
12
+ {
13
+ "module": "ruin_block",
14
+ "stage": "preview",
15
+ "resource": "text-to-3d",
16
+ "task_id": "01a154d1-8ccb-77e0-a6d4-5738f97ff11c",
17
+ "consumed_credits": 20,
18
+ "project": "D:\\bench\\test_data\\outputs\\scene_batch_01_20261019\\meshy\\20261019_234036_ruin-block-project_01a154d1"
19
+ },
20
+ {
21
+ "module": "ruin_block",
22
+ "stage": "refine",
23
+ "resource": "text-to-3d",
24
+ "task_id": "01a154d7-471f-755f-9f35-befb9421999c",
25
+ "consumed_credits": 10,
26
+ "project": "D:\\bench\\test_data\\outputs\\scene_batch_01_20261019\\meshy\\20261019_234036_ruin-block-project_01a154d1"
27
+ },
28
+ {
29
+ "module": "paper_lantern",
30
+ "stage": "preview",
31
+ "resource": "text-to-3d",
32
+ "task_id": "01a154d1-cb34-75cd-a4c3-0623af65d436",
33
+ "consumed_credits": 20,
34
+ "project": "D:\\bench\\test_data\\outputs\\scene_batch_01_20261019\\meshy\\20261019_234038_paper-lantern-project_01a154d1"
35
+ },
36
+ {
37
+ "module": "paper_lantern",
38
+ "stage": "refine",
39
+ "resource": "text-to-3d",
40
+ "task_id": "01a154d7-5bdd-7043-9503-e3843fbf6211",
41
+ "consumed_credits": 10,
42
+ "project": "D:\\bench\\test_data\\outputs\\scene_batch_01_20261019\\meshy\\20261019_234038_paper-lantern-project_01a154d1"
43
+ },
44
+ {
45
+ "module": "archive_shelf",
46
+ "stage": "preview",
47
+ "resource": "text-to-3d",
48
+ "task_id": "01a154d2-10c3-7326-8b4f-e42c63e75100",
49
+ "consumed_credits": 20,
50
+ "project": "D:\\bench\\test_data\\outputs\\scene_batch_01_20261019\\meshy\\20261019_234039_archive-shelf-project_01a154d2"
51
+ },
52
+ {
53
+ "module": "archive_shelf",
54
+ "stage": "refine",
55
+ "resource": "text-to-3d",
56
+ "task_id": "01a154d7-6d7a-72de-b0e3-759ac74b37ad",
57
+ "consumed_credits": 10,
58
+ "project": "D:\\bench\\test_data\\outputs\\scene_batch_01_20261019\\meshy\\20261019_234039_archive-shelf-project_01a154d2"
59
+ }
60
+ ],
61
+ "scenes": [
62
+ {
63
+ "scene": "G005_scene_001",
64
+ "passed": true,
65
+ "checks": 22,
66
+ "device": "NVIDIA GeForce RTX 5060 Laptop GPU",
67
+ "graphicsAPI": "Direct3D11"
68
+ },
69
+ {
70
+ "scene": "G005_scene_002",
71
+ "passed": true,
72
+ "checks": 16,
73
+ "device": "NVIDIA GeForce RTX 5060 Laptop GPU",
74
+ "graphicsAPI": "Direct3D11"
75
+ },
76
+ {
77
+ "scene": "G009_scene_001",
78
+ "passed": true,
79
+ "checks": 19,
80
+ "device": "NVIDIA GeForce RTX 5060 Laptop GPU",
81
+ "graphicsAPI": "Direct3D11"
82
+ }
83
+ ]
84
+ }
outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_002/INTEGRATION.zh.txt ADDED
@@ -0,0 +1,27 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ 集成说明
2
+
3
+ Prefab:Assets/Batch01/Generated/<scene>/<scene>_Environment.prefab。
4
+ 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。
5
+ 灯光与后处理已在 prefab;项目级 URP 设置见 Generated/BatchURP.asset。
6
+ 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。
7
+
8
+ 层:8 SceneSolid,9 HighCover,10 LowCover,11 ReviewActor,12 SceneGround,13 ReviewHiddenRoof。
9
+ BatchEnvironment.SolidMask 包括 8/9/10;GroundMask 为 12。
10
+ 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。
11
+ 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。
12
+ 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。
13
+
14
+ 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。
15
+ 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。
16
+ 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。
17
+ 庭院尺寸 48×48m 是实施默认值,原需求未冻结外苑尺寸。
18
+ 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。
19
+ SetLightTime / AdvanceLighting:每30秒,末5秒为亮灯段,SightRange=12/18,RecognitionMultiplier=1/1.5。
20
+ 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。
21
+ 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。
22
+ 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。
23
+
24
+ 重建:scripts/scene_batch_blender.py optimize / assemble 使用本地模型,不调用服务。
25
+ Unity -batchmode -projectPath <project> -executeMethod BatchBuild.Prepare,随后 BatchBuild.Build。
26
+ 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。
27
+ 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。
outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_002/MANIFEST.json ADDED
The diff for this file is too large to render. See raw diff