Add Main Menu UI, alien models & editor configs

Add VS Code workspace/launch/settings for Unity development and a new MainMenu scene/UI (uxml, uss, tss) with MainMenuController and related assets. Import two alien character FBX models (with generated .meta settings) and add folder metadata. Update Git LFS pointers for a Game Kit scene and add modifications to Game Kit Controller assets (World Canvas material and Save Camera render texture) and ProjectSettings/QualitySettings. These changes bring initial UI/menu assets and character models into the project and add editor tooling/config for easier development.
This commit is contained in:
Robii Aragon
2026-02-17 18:04:37 -08:00
parent 53ab1c0aa1
commit 98a843e80f
31 changed files with 982 additions and 23 deletions

5
.vscode/extensions.json vendored Normal file
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@@ -0,0 +1,5 @@
{
"recommendations": [
"visualstudiotoolsforunity.vstuc"
]
}

10
.vscode/launch.json vendored Normal file
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@@ -0,0 +1,10 @@
{
"version": "0.2.0",
"configurations": [
{
"name": "Attach to Unity",
"type": "vstuc",
"request": "attach"
}
]
}

71
.vscode/settings.json vendored Normal file
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@@ -0,0 +1,71 @@
{
"files.exclude": {
"**/.DS_Store": true,
"**/.git": true,
"**/.vs": true,
"**/.gitmodules": true,
"**/.vsconfig": true,
"**/*.booproj": true,
"**/*.pidb": true,
"**/*.suo": true,
"**/*.user": true,
"**/*.userprefs": true,
"**/*.unityproj": true,
"**/*.dll": true,
"**/*.exe": true,
"**/*.pdf": true,
"**/*.mid": true,
"**/*.midi": true,
"**/*.wav": true,
"**/*.gif": true,
"**/*.ico": true,
"**/*.jpg": true,
"**/*.jpeg": true,
"**/*.png": true,
"**/*.psd": true,
"**/*.tga": true,
"**/*.tif": true,
"**/*.tiff": true,
"**/*.3ds": true,
"**/*.3DS": true,
"**/*.fbx": true,
"**/*.FBX": true,
"**/*.lxo": true,
"**/*.LXO": true,
"**/*.ma": true,
"**/*.MA": true,
"**/*.obj": true,
"**/*.OBJ": true,
"**/*.asset": true,
"**/*.cubemap": true,
"**/*.flare": true,
"**/*.mat": true,
"**/*.meta": true,
"**/*.prefab": true,
"**/*.unity": true,
"build/": true,
"Build/": true,
"Library/": true,
"library/": true,
"obj/": true,
"Obj/": true,
"Logs/": true,
"logs/": true,
"ProjectSettings/": true,
"UserSettings/": true,
"temp/": true,
"Temp/": true
},
"files.associations": {
"*.asset": "yaml",
"*.meta": "yaml",
"*.prefab": "yaml",
"*.unity": "yaml",
},
"explorer.fileNesting.enabled": true,
"explorer.fileNesting.patterns": {
"*.sln": "*.csproj",
"*.slnx": "*.csproj"
},
"dotnet.defaultSolution": "FueraDeEscala-DinaLabs.slnx"
}

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@@ -26,6 +26,7 @@ Material:
m_ModifiedSerializedProperties: 0
m_ValidKeywords:
- _ALPHAPREMULTIPLY_ON
- _SPECULAR_COLOR
- _SURFACE_TYPE_TRANSPARENT
m_InvalidKeywords: []
m_LightmapFlags: 4
@@ -37,7 +38,6 @@ Material:
disabledShaderPasses:
- MOTIONVECTORS
- DepthOnly
- SHADOWCASTER
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
@@ -158,7 +158,6 @@ Material:
- _Surface: 1
- _UVSec: 0
- _UseUIAlphaClip: 0
- _XRMotionVectorsPass: 1
- _ZWrite: 0
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}

View File

@@ -3,29 +3,20 @@
--- !u!84 &8400000
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m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Save Camera
m_ImageContentsHash:
serializedVersion: 2
Hash: 00000000000000000000000000000000
m_IsAlphaChannelOptional: 0
serializedVersion: 6
m_Width: 256
m_Height: 256
m_AntiAliasing: 1
m_MipCount: -1
m_DepthStencilFormat: 92
m_ColorFormat: 8
m_DepthFormat: 2
m_ColorFormat: 0
m_MipMap: 0
m_GenerateMips: 1
m_SRGB: 0
m_UseDynamicScale: 0
m_UseDynamicScaleExplicit: 0
m_BindMS: 0
m_EnableCompatibleFormat: 1
m_EnableRandomWrite: 0
m_TextureSettings:
serializedVersion: 2
m_FilterMode: 1
@@ -36,4 +27,3 @@ RenderTexture:
m_WrapW: 1
m_Dimension: 2
m_VolumeDepth: 1
m_ShadowSamplingMode: 2

8
Assets/Game/Aliens.meta Normal file
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guid: 4c0f3c53ed6fa8547a132559cad9308f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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size 1223948

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/* 1. Fondo y Contenedor Principal */
.main-container {
width: 100%;
height: 100%;
flex-grow: 1;
align-items: center;
justify-content: center;
background-color: #2b0057;
}
/* 2. Título "Loco" */
.game-title {
font-size: 120px;
color: #ffffff;
-unity-font-style: bold;
text-shadow: 5px 5px 0px #000000;
margin-bottom: 50px;
rotate: -5deg;
}
/* 3. Botones Base */
.menu-button {
width: 300px;
height: 80px;
margin: 15px;
background-color: #ffffff;
border-radius: 40px;
border-width: 6px;
border-color: #000000;
font-size: 40px;
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transition-property: scale, rotate, background-color;
transition-duration: 0.2s;
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}
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scale: 1.1 1.1;
rotate: 3deg;
background-color: #ffec00;
color: #2b0057;
}
/* 5. Estado Pressed */
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scale: 0.95 0.95;
background-color: #ff8800;
}
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<ui:VisualElement name="Container" class="main-container" style="aspect-ratio: 1.777778;">
<ui:Label text="FUERA DE&#10;ESCALA!" name="Title" class="game-title"/>
<ui:VisualElement name="ButtonPanel" class="button-panel">
<ui:Button text="JUGAR" name="BtnPlay" class="menu-button"/>
<ui:Button text="AJUSTES" name="BtnSettings" class="menu-button"/>
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using UnityEngine;
using UnityEngine.UIElements; // Necesario para UI Toolkit
using UnityEngine.SceneManagement; // Para cambiar de escena
public class MainMenuController : MonoBehaviour
{
private UIDocument _doc;
private Button _playButton;
private Button _settingsButton;
private Button _exitButton;
private void Awake()
{
// Obtenemos la referencia al documento
_doc = GetComponent<UIDocument>();
var root = _doc.rootVisualElement;
// Buscamos los botones por su nombre (el que pusimos en el UXML)
_playButton = root.Q<Button>("BtnPlay");
_settingsButton = root.Q<Button>("BtnSettings");
_exitButton = root.Q<Button>("BtnExit");
// Asignamos las funciones a los eventos Click
_playButton.clicked += OnPlayClicked;
_settingsButton.clicked += OnSettingsClicked;
_exitButton.clicked += OnExitClicked;
}
private void OnPlayClicked()
{
Debug.Log("¡BWAAAH! Iniciando juego...");
// SceneManager.LoadScene("GameScene");
}
private void OnSettingsClicked()
{
Debug.Log("Abriendo ajustes...");
// Aquí podrías activar un panel superpuesto
}
private void OnExitClicked()
{
Debug.Log("Saliendo...");
Application.Quit();
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