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.
- outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/ACCEPTANCE.json +37 -0
- outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/G001_Godot_Project.zip +3 -0
- outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/G001_Portable.zip +3 -0
- outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/G001_Windows_Review.zip +3 -0
- outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/PACKAGES.json +20 -0
- outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/START_HERE.zh.txt +18 -0
- outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native.png +3 -0
- outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_cover.png +3 -0
- outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_crane.png +3 -0
- outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_detail.png +3 -0
- outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_green.png +3 -0
- outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_harbor.png +3 -0
- outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/ACCEPTANCE.json +39 -0
- outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/G002_Godot_Project.zip +3 -0
- outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/G002_Portable.zip +3 -0
- outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/G002_Windows_Review.zip +3 -0
- outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/PACKAGES.json +20 -0
- outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/START_HERE.zh.txt +18 -0
- outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native.png +3 -0
- outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_bell.png +3 -0
- outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_detail.png +3 -0
- outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_flag_end.png +3 -0
- outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_flag_start.png +3 -0
- outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_mountain.png +3 -0
- outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_stone.png +3 -0
- outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/ACCEPTANCE.json +35 -0
- outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/G003_Portable.zip +3 -0
- outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/G003_UE5_Project.zip +3 -0
- outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/PACKAGES.json +14 -0
- outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/START_HERE.zh.txt +11 -0
- outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/center.png +3 -0
- outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/native.png +3 -0
- outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/yard_0.png +3 -0
- outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/yard_1.png +3 -0
- outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/yard_2.png +3 -0
- outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/yard_3.png +3 -0
- outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/G004_Unity_URP_delivery.zip +3 -0
- outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/GateStatus.json +17 -0
- outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/INTEGRATION.zh.txt +25 -0
- outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/README.zh.txt +40 -0
- outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/delivery_manifest.json +1702 -0
- outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/GateStatus.json +84 -0
- outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/INTEGRATION.zh.txt +27 -0
- outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/MANIFEST.json +0 -0
- outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/README.zh.txt +23 -0
- outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/SceneBatch01_Unity_URP_delivery.zip +3 -0
- outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/package_verification.json +9 -0
- outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_002/GateStatus.json +84 -0
- outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_002/INTEGRATION.zh.txt +27 -0
- 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
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{
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"task_id": "G001_scene_001",
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"status": "scene_asset_gate_passed",
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"geometry_checks": 20,
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"native_checks": 171,
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"triangles": 61428,
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"visual_review": {
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"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",
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"observations": [
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"Open industrial yard, four covers and clear combat space preserve the frozen layout.",
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"Wet concrete seams/cracks, chain-link perimeter, detailed gantry, sea, distant cargo ship, maritime haze and clouded sky established.",
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"Initial water clipping corrected; cover shadow leakage corrected using exact collider-sized shadow proxies.",
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"Rotating yellow/green warning presentation and environment pause pass native and viewer input checks."
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],
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"limitations": [
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"Reference-informed game environment, not photographic reconstruction.",
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"Characters, AI, combat mechanics, HUD, audio and videos remain external.",
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"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."
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],
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"new_api_credits": 0
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},
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"new_api_credits": 0,
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"scope": "Scene assets, Godot integration and environmental presentation; mechanic-owned gameplay excluded"
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}
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/G001_Godot_Project.zip
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version https://git-lfs.github.com/spec/v1
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oid sha256:5f21c7a7eed7e7baee242c80a8c16db872fee6d4ca6f5671a843b488c58e693d
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size 78839780
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/G001_Portable.zip
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version https://git-lfs.github.com/spec/v1
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oid sha256:bf629d21b3e90855b147a076fb6c554968fa1171835fd984b105a4b612622e34
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size 64681689
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/G001_Windows_Review.zip
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version https://git-lfs.github.com/spec/v1
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oid sha256:e3f8f61c218b39e8498e2622c3898e11c52236034ed7a80d68c4372b1bf2dd10
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size 157062459
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/PACKAGES.json
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[
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{
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"file": "G001_Portable.zip",
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"bytes": 64681689,
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"sha256": "bf629d21b3e90855b147a076fb6c554968fa1171835fd984b105a4b612622e34",
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"crc_verified": true
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},
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{
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"file": "G001_Godot_Project.zip",
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"bytes": 78839780,
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"sha256": "5f21c7a7eed7e7baee242c80a8c16db872fee6d4ca6f5671a843b488c58e693d",
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"crc_verified": true
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},
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{
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"file": "G001_Windows_Review.zip",
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"bytes": 157062459,
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"sha256": "e3f8f61c218b39e8498e2622c3898e11c52236034ed7a80d68c4372b1bf2dd10",
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"crc_verified": true
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}
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]
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/START_HERE.zh.txt
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G001 废弃港口训练场 · 单场景交付
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Portable:Blender源文件、内嵌纹理GLB、布局、来源和检查证据。
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Godot Project:Godot4.5.1项目,打开project.godot并运行。
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Windows Review:含固定版本Godot及许可;解压后双击Open_G001.cmd。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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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。
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本场新增API费用0;未并行制作其他场景。
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native.png
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Git LFS Details
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_cover.png
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Git LFS Details
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_crane.png
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Git LFS Details
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_detail.png
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Git LFS Details
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outputs/G001_port_guard_arena/assets/3d_scene/G001_scene_001/native_green.png
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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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Git LFS Details
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outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/ACCEPTANCE.json
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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",
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"observations": [
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"16m circular granite platform, six r8.4 flags, bronze bell and two spawns preserve the frozen contract.",
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"Bevelled concentric pavers, filled parapet joints, open bronze bell with clapper, frame and swaying rope.",
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"Replaced stretched cliff boxes and face-sized snow patches with continuous mountain surfaces and blended snow atlases.",
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"Perspective overview and extended camera range preserve background depth.",
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"Flag motion verified by rendered before/after pixels; corrected flag self-shadow stripes."
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],
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"limitations": [
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"Mountain/cloud background remains a simplified game environment, not photographic reconstruction.",
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"Scene assets only; duel gameplay, actors, weapons, audio and UI external.",
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"Audit shutdown reports two GL texture-release errors of 349524 bytes each; viewer controls run has no such diagnostics."
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],
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"new_api_credits": 0
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},
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"new_api_credits": 0,
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"scope": "Scene assets, Godot integration and environmental presentation; mechanic-owned gameplay excluded"
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}
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outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/G002_Godot_Project.zip
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| 1 |
+
version https://git-lfs.github.com/spec/v1
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| 2 |
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oid sha256:9f540f095e1ebefcb479efb443c3c65490dec4179fa7b0c139e9480cc06de8a9
|
| 3 |
+
size 68342819
|
outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/G002_Portable.zip
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
+
version https://git-lfs.github.com/spec/v1
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| 2 |
+
oid sha256:a5d3a7db856ffe65d13b98aa5d124663810bb7056b6d1d05b70ab54f51e62f81
|
| 3 |
+
size 66814840
|
outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/G002_Windows_Review.zip
ADDED
|
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| 1 |
+
version https://git-lfs.github.com/spec/v1
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| 2 |
+
oid sha256:cae4df024ec5f648d572643cd65ea35e9298cfd367e2cae849001f43973c4ad2
|
| 3 |
+
size 146565498
|
outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/PACKAGES.json
ADDED
|
@@ -0,0 +1,20 @@
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| 1 |
+
[
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| 2 |
+
{
|
| 3 |
+
"file": "G002_Portable.zip",
|
| 4 |
+
"bytes": 66814840,
|
| 5 |
+
"sha256": "a5d3a7db856ffe65d13b98aa5d124663810bb7056b6d1d05b70ab54f51e62f81",
|
| 6 |
+
"crc_verified": true
|
| 7 |
+
},
|
| 8 |
+
{
|
| 9 |
+
"file": "G002_Godot_Project.zip",
|
| 10 |
+
"bytes": 68342819,
|
| 11 |
+
"sha256": "9f540f095e1ebefcb479efb443c3c65490dec4179fa7b0c139e9480cc06de8a9",
|
| 12 |
+
"crc_verified": true
|
| 13 |
+
},
|
| 14 |
+
{
|
| 15 |
+
"file": "G002_Windows_Review.zip",
|
| 16 |
+
"bytes": 146565498,
|
| 17 |
+
"sha256": "cae4df024ec5f648d572643cd65ea35e9298cfd367e2cae849001f43973c4ad2",
|
| 18 |
+
"crc_verified": true
|
| 19 |
+
}
|
| 20 |
+
]
|
outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/START_HERE.zh.txt
ADDED
|
@@ -0,0 +1,18 @@
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|
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|
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|
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|
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|
|
| 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。
|
outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native.png
ADDED
|
Git LFS Details
|
outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_bell.png
ADDED
|
Git LFS Details
|
outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_detail.png
ADDED
|
Git LFS Details
|
outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_flag_end.png
ADDED
|
Git LFS Details
|
outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_flag_start.png
ADDED
|
Git LFS Details
|
outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_mountain.png
ADDED
|
Git LFS Details
|
outputs/G002_mountain_ritual_duel/assets/3d_scene/G002_scene_001/native_stone.png
ADDED
|
Git LFS Details
|
outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/ACCEPTANCE.json
ADDED
|
@@ -0,0 +1,35 @@
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|
| 1 |
+
{
|
| 2 |
+
"task_id": "G003_scene_001",
|
| 3 |
+
"status": "scene_asset_gate_passed",
|
| 4 |
+
"geometry_checks": 21,
|
| 5 |
+
"native_checks": 95,
|
| 6 |
+
"visual_review": {
|
| 7 |
+
"passed": true,
|
| 8 |
+
"scene_visual_gate_passed": true,
|
| 9 |
+
"screenshots": {
|
| 10 |
+
"native.png": "a3fd355fbdaa594884258119847646a0ebabbdf00ca77a4a8d424b4461e4cd18",
|
| 11 |
+
"center.png": "6fc55d447f3492072f70860cb45750194ace51b568f1c8de9a7e72b82946df7a",
|
| 12 |
+
"yard_0.png": "067c406234b44bb5a97d85fa1624fbd3479c2a991143ef825486447fb60442a7",
|
| 13 |
+
"yard_1.png": "63c638f5c7f0ddc68ee9046213d81ad4cf9d2f810f555bc77ea764353167c90f",
|
| 14 |
+
"yard_2.png": "dec707f5874daf6d304b91cc21a574725fd21b3a0f062b5cc595020e5308c25a",
|
| 15 |
+
"yard_3.png": "aebe0b07e8b0f908cbbe63d579fc6e54c52d064b20c14df6e05f2ec988b8f472"
|
| 16 |
+
},
|
| 17 |
+
"findings": [
|
| 18 |
+
"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.",
|
| 19 |
+
"Local plaster/timber cottages replace irregular shared hut meshes at original positions. Explicit roughness and a grey ambient cubemap remove black shadows.",
|
| 20 |
+
"Central rock, paper and scissors icon props are recognizable. Yard camera0 shows I,1 shows II,2 shows III,3 shows IIII.",
|
| 21 |
+
"Native anchors use UE=(game X,game Z,game Y)*100, verified after the FBX axis conversion was reconciled against the yard markers."
|
| 22 |
+
],
|
| 23 |
+
"limitations": [
|
| 24 |
+
"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.",
|
| 29 |
+
"Native UE editor project delivered; no cooked executable, networking, rounds, UI, characters, audio or RPS mechanics."
|
| 30 |
+
],
|
| 31 |
+
"new_api_credits": 0
|
| 32 |
+
},
|
| 33 |
+
"scope": "UE5 native editor Scene assets; gameplay and executable packaging external",
|
| 34 |
+
"new_api_credits": 0
|
| 35 |
+
}
|
outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/G003_Portable.zip
ADDED
|
@@ -0,0 +1,3 @@
|
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|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:7c1cd15c0be7451e7684935106445f9a33b647f0da8e7bd735f0c1687920b6c2
|
| 3 |
+
size 70895826
|
outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/G003_UE5_Project.zip
ADDED
|
@@ -0,0 +1,3 @@
|
|
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|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:f982e47c8850326bc08d639795b75295a48ec8f81efede184f711b38e40b0db4
|
| 3 |
+
size 21313369
|
outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/PACKAGES.json
ADDED
|
@@ -0,0 +1,14 @@
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|
| 1 |
+
[
|
| 2 |
+
{
|
| 3 |
+
"file": "G003_Portable.zip",
|
| 4 |
+
"bytes": 70895826,
|
| 5 |
+
"sha256": "7c1cd15c0be7451e7684935106445f9a33b647f0da8e7bd735f0c1687920b6c2",
|
| 6 |
+
"crc_verified": true
|
| 7 |
+
},
|
| 8 |
+
{
|
| 9 |
+
"file": "G003_UE5_Project.zip",
|
| 10 |
+
"bytes": 21313369,
|
| 11 |
+
"sha256": "f982e47c8850326bc08d639795b75295a48ec8f81efede184f711b38e40b0db4",
|
| 12 |
+
"crc_verified": true
|
| 13 |
+
}
|
| 14 |
+
]
|
outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/START_HERE.zh.txt
ADDED
|
@@ -0,0 +1,11 @@
|
|
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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。
|
outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/center.png
ADDED
|
Git LFS Details
|
outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/native.png
ADDED
|
Git LFS Details
|
outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/yard_0.png
ADDED
|
Git LFS Details
|
outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/yard_1.png
ADDED
|
Git LFS Details
|
outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/yard_2.png
ADDED
|
Git LFS Details
|
outputs/G003_gggame_courtyard_rps/assets/3d_scene/G003_scene_001/yard_3.png
ADDED
|
Git LFS Details
|
outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/G004_Unity_URP_delivery.zip
ADDED
|
@@ -0,0 +1,3 @@
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|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:66c5579457b133fb44279f64a7b04e76ac2d3ecfd8ae4fdb9767ce7a68d7a456
|
| 3 |
+
size 102740192
|
outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/GateStatus.json
ADDED
|
@@ -0,0 +1,17 @@
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|
|
|
| 1 |
+
{
|
| 2 |
+
"G004_scene_gate": "PASS",
|
| 3 |
+
"reviewed_native_run": "run03",
|
| 4 |
+
"checks_passed": 28,
|
| 5 |
+
"visual_review": "Reviewed interior, spawn camera, P3 lights, hidden/revealed probe images. No blocking material, geometry or visibility failure found for this scene pilot.",
|
| 6 |
+
"engine": "Unity 2022.3.62f3 / URP14.0.12 / D3D11",
|
| 7 |
+
"new_api_spend": {
|
| 8 |
+
"worldlabs_usd": 0,
|
| 9 |
+
"meshy_credits": 0
|
| 10 |
+
},
|
| 11 |
+
"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",
|
| 16 |
+
"build_exe_sha256": "76a4560e40ec43334f5300f52d45e74f55579709d5ea01eb838f24c7ac9e568b"
|
| 17 |
+
}
|
outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/INTEGRATION.zh.txt
ADDED
|
@@ -0,0 +1,25 @@
|
|
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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
|
@@ -0,0 +1,40 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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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。
|
outputs/G004_desert_observatory/assets/3d_scene/G004_scene_001/delivery_manifest.json
ADDED
|
@@ -0,0 +1,1702 @@
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"sha256": "43d0050972404b4e8e9c4ed8a6daedad0f95b2a1c6ca86717b6544739fe3f660"
|
| 1601 |
+
},
|
| 1602 |
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{
|
| 1603 |
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"path": "Player/G004 Observatory Scene Review_BurstDebugInformation_DoNotShip/Data/Plugins/x86_64/lib_burst_generated.txt",
|
| 1604 |
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"size_bytes": 16485,
|
| 1605 |
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"sha256": "cf0ed51012ea75c3433821628fe7466a752a045487043b794c92f58a2517bc8c"
|
| 1606 |
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},
|
| 1607 |
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{
|
| 1608 |
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"path": "Evidence/final/depth_probe_hidden.png",
|
| 1609 |
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"size_bytes": 559182,
|
| 1610 |
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"sha256": "63e3d0494c7213eaaa0af5752c8095fbe33ac7af9fa22e4b719f620eebac7290"
|
| 1611 |
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},
|
| 1612 |
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{
|
| 1613 |
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"path": "Evidence/final/depth_probe_revealed.png",
|
| 1614 |
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"size_bytes": 591050,
|
| 1615 |
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"sha256": "dbe6f7e8b96d14f524d12c0f84733da6006271189e39a125687620c61b69525c"
|
| 1616 |
+
},
|
| 1617 |
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{
|
| 1618 |
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"path": "Evidence/final/interior.png",
|
| 1619 |
+
"size_bytes": 1045569,
|
| 1620 |
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"sha256": "398191361cbdaa596e6fcd89df95ec4df2c0f880df88f237d146e859772969cc"
|
| 1621 |
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},
|
| 1622 |
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{
|
| 1623 |
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"path": "Evidence/final/phase_P1.png",
|
| 1624 |
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"size_bytes": 1012676,
|
| 1625 |
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"sha256": "5ec4febd7bd2399495f7284a05f78871a8cce610923cb6e08d41ce7239d7d11b"
|
| 1626 |
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|
| 1627 |
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{
|
| 1628 |
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"path": "Evidence/final/phase_P2.png",
|
| 1629 |
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"size_bytes": 1012644,
|
| 1630 |
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"sha256": "b0f2392a0653c9cde093432edf7aa8f7e8a9ce6afcfac04240f4dd77975c9775"
|
| 1631 |
+
},
|
| 1632 |
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{
|
| 1633 |
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"path": "Evidence/final/phase_P3.png",
|
| 1634 |
+
"size_bytes": 1012519,
|
| 1635 |
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"sha256": "d9d45ab195797120cb5547dbedacabe429fd5887509617fb7866c8d724ed42e0"
|
| 1636 |
+
},
|
| 1637 |
+
{
|
| 1638 |
+
"path": "Evidence/final/runtime_acceptance.json",
|
| 1639 |
+
"size_bytes": 5596,
|
| 1640 |
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"sha256": "3eb63feb452ed9aa25ee744a1c8cd9d5773663f092047d7638da581b3583718e"
|
| 1641 |
+
},
|
| 1642 |
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{
|
| 1643 |
+
"path": "Evidence/final/shadow_off.png",
|
| 1644 |
+
"size_bytes": 925476,
|
| 1645 |
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"sha256": "f9483d969d867875d2633562cf4453d36c6ee2e75cb126a40408252b327a0b80"
|
| 1646 |
+
},
|
| 1647 |
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{
|
| 1648 |
+
"path": "Evidence/final/shadow_on.png",
|
| 1649 |
+
"size_bytes": 826760,
|
| 1650 |
+
"sha256": "8ec633f8e875307edf58f91994588ba6c31a718dcb2648a132a84b79906e96b6"
|
| 1651 |
+
},
|
| 1652 |
+
{
|
| 1653 |
+
"path": "Evidence/final/spawn_camera.png",
|
| 1654 |
+
"size_bytes": 751636,
|
| 1655 |
+
"sha256": "476900fe62e2dff8aafc7074d4d6fe2daa414a0b6910d6e685ad10d74592a750"
|
| 1656 |
+
},
|
| 1657 |
+
{
|
| 1658 |
+
"path": "Evidence/import_report.json",
|
| 1659 |
+
"size_bytes": 796,
|
| 1660 |
+
"sha256": "174aef5b3ec2c3e02b549bb5363a76183604178f9917dbfdfa911559cfb24509"
|
| 1661 |
+
},
|
| 1662 |
+
{
|
| 1663 |
+
"path": "Evidence/build_summary.json",
|
| 1664 |
+
"size_bytes": 64,
|
| 1665 |
+
"sha256": "b51d0345a2b54c1d5b2e21208b256c5b6cf9a71aa221dd8ac0a8e497c2f9f111"
|
| 1666 |
+
},
|
| 1667 |
+
{
|
| 1668 |
+
"path": "G004_URP.unitypackage",
|
| 1669 |
+
"size_bytes": 20677297,
|
| 1670 |
+
"sha256": "b9a1bb31f0b3f4d045849f9ea9f103123c1f94ccf1c9b328b837db436154c9fd"
|
| 1671 |
+
},
|
| 1672 |
+
{
|
| 1673 |
+
"path": "README.zh.txt",
|
| 1674 |
+
"size_bytes": 3087,
|
| 1675 |
+
"sha256": "2aca5dd0fb61f4777f2d6abc52ff694927bed52fa10ae63dac151580a565e1c8"
|
| 1676 |
+
},
|
| 1677 |
+
{
|
| 1678 |
+
"path": "INTEGRATION.zh.txt",
|
| 1679 |
+
"size_bytes": 2242,
|
| 1680 |
+
"sha256": "4ab4b6f4062bba056a5c54d4c8b99a27722e2185d41dd94344b51980a024364e"
|
| 1681 |
+
},
|
| 1682 |
+
{
|
| 1683 |
+
"path": "GateStatus.json",
|
| 1684 |
+
"size_bytes": 953,
|
| 1685 |
+
"sha256": "9864d22860464029ee2492b0ed4b796c07f59c6a48dc4e5e7210ed9adf9e6947"
|
| 1686 |
+
},
|
| 1687 |
+
{
|
| 1688 |
+
"path": "BatchPlan/PLAN.zh.txt",
|
| 1689 |
+
"size_bytes": 1388,
|
| 1690 |
+
"sha256": "600e7bedff25230ac1e365741e1624f91e0cd61b3951a55f200e7d144068b93d"
|
| 1691 |
+
},
|
| 1692 |
+
{
|
| 1693 |
+
"path": "BatchPlan/batch_01_plan.json",
|
| 1694 |
+
"size_bytes": 9963,
|
| 1695 |
+
"sha256": "c99b39a3ff304ed1a32eeb5f6f16a8a05ab4088227c97ec1d6af2251c4bbb168"
|
| 1696 |
+
},
|
| 1697 |
+
{
|
| 1698 |
+
"path": "BatchPlan/all_69_scene_queue.json",
|
| 1699 |
+
"size_bytes": 115279,
|
| 1700 |
+
"sha256": "49763c66f9a2f826912e340c3055e94f14f2d56a8d914811636e78e020e8eb90"
|
| 1701 |
+
}
|
| 1702 |
+
]
|
outputs/G005_broken_realm_echo/assets/3d_scene/G005_scene_001/GateStatus.json
ADDED
|
@@ -0,0 +1,84 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
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|
|
|
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|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 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_001/INTEGRATION.zh.txt
ADDED
|
@@ -0,0 +1,27 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 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
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@@ -0,0 +1,3 @@
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|
| 1 |
+
version https://git-lfs.github.com/spec/v1
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| 2 |
+
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 @@
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|
| 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 @@
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|
|
|
|
|
|
| 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 @@
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|
| 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
|
|
|