Add baked lighting for SampleScene: new Lighting Settings asset, LightingData asset, lightmap textures (Lightmap-0_comp_dir.png, Lightmap-0_comp_light.exr) and a ReflectionProbe EXR, plus corresponding .meta files and importer settings. Also add scene subfolder metadata and update SampleScene.unity LFS pointer (OID/size) to include the new lighting assets. These files persist the scene's baked GI, lightmaps and reflection probe data.
Update the Git LFS pointer for Assets/Scenes/SampleScene.unity: replaced the oid with a new SHA-256 and updated the recorded size (from 43409826 to 43409869, +43 bytes) to reflect the changed scene file.
Update Git LFS oid and size for Assets/Scenes/SampleScene.unity (oid and size changed, 293 → 275). This reflects an updated scene blob—likely a minor edit or metadata change to the sample scene.
Add com.unity.cinemachine@2.10.6 to Packages/manifest.json to enable Cinemachine camera tools. Two Unity scene files were re-saved (LFS pointers updated with new oids/sizes). packages-lock.json was updated accordingly to reflect the added package.
Introduce a set of test tools and demo assets for an AntMan-style scaling effect:
- Add AntManScaleController: handles smooth scale transitions (absolute/relative modes), pivot preservation, queued toggles and events.
- Add GhostTrailEmitter and GhostTrailGhost: spawn fading ghost meshes (supports skinned mesh baking, material fallback, lifetime and pooling limit).
- Add GKTInventoryScaleToggle: inventory-gated input wrapper to toggle scale with optional Ctrl bypass and auto reference resolution.
- Add AntManTestSceneBootstrap and TestBootstrap prefab to quickly construct a test scene (cube, light, camera) with components configured.
- Add AntManScaleTest scene and related prefab/meta files, plus .vsconfig for Unity workload.
- Update SampleScene LFS pointer (scene file checksum/size).
These changes provide a reusable demo and components to test scaling visuals and interactions during development.
Apply Unity serialization/property updates to the Crafting Workbench prefab and related scenes/settings. Changes include transform position/scale tweaks, added/updated serializedVersion fields, new MeshRenderer/Collider properties (ray tracing flags, static shadow caster, mask interaction, include/exclude layers, providesContacts, additional vertex streams, etc.), and many new default MonoBehaviour fields and event placeholders (playerTag, audio resource, assembly type name placeholders, various action/config flags). Also adds SampleSceneMAMADO.unity and updates SampleScene.unity, UniversalRenderPipelineGlobalSettings.asset, GraphicsSettings.asset, and ProjectSettings.asset to match the updated serialization/schema.
Update Git LFS pointer for Assets/Scenes/SampleScene.unity. The LFS object id and file size were updated (oid sha256:4ebf4970b0251765f9bdfc2ac9eb9fbf0c1189faf3c7c4704de40349564792f7, size 43403200), reflecting a re-save or modification of the scene file.
Add a new characterHeightScaler runtime component and characterHeightScalerEditor for Unity to auto-detect and apply a model scale to match the GKC standard height (capture/apply/reset, foot alignment, debug UI). Update DudeAvatar materials to assign main textures, clear legacy shader keywords and enable XR motion vectors. Modify launchObject material to use transparent surface settings, correct render queue/blend/ZWrite and disabled shadow/depth passes for proper particle rendering. Update ParticlesLight prefab to include UniversalAdditionalLightData and URP-related light fields (cookie size, shadow & rendering layers, etc.). Add new Flaco alien folder with prefabs/meshes and new house materials; remove some legacy alien FBX files. Also include Scene and ProjectSettings updates to accommodate the changes.
Align _Color with _BaseColor for Skin, Suit and Tongue materials to fix color mismatches. Also update Git LFS object IDs for SampleScene, PC_RPAsset.asset, ProjectSettings.asset and QualitySettings.asset (assets were re-saved, resulting in new OIDs and size changes).
Reworks multiple shaders and materials for URP compatibility and adds a Loading screen/scene and a few model imports. Key changes:
- Converted ProBuilder standard vertex-color shader and several particle/surface shaders to URP HLSL passes (UniversalForward, ShadowCaster, Depth, DepthNormals) preserving base texture * tint * vertex color, normal map and PBR parameters.
- Updated particle SurfaceShader_VC to a URP forward pass and simplified lighting to use URP shader library helpers.
- Updated materials (landMark, tile) to point to project textures, adjust keywords/flags (e.g. XRMotionVectorsPass, disable ShadowCaster for one), tweak tiling and base color values.
- Added a Loading screen UI (UXML, USS) and LoadingScreenController.cs plus a new Loading scene and scene metadata.
- Imported new FBX assets (T-Pose, Untitled) and updated Editor build settings / project settings to include the new Loading scene.
These changes migrate rendering code to the Universal Render Pipeline and add a basic loading UI/scene, while updating materials and project settings accordingly.
Import two UI audio packs (Casual Game Sounds U6 and Free UI Click Sound Effects Pack) including dozens of .wav files, metadata, license/artwork and documentation. Add TextMesh Pro resources and new fonts (KOMIKAX and LiberationSans) and associated materials. Update MainMenu UI (MainMenu.uxml), its controller (MainMenuController.cs), panel settings asset and refresh MainMenu and SampleScene unity scenes to use the new assets.
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.
Add a new House asset (Assets/Game/House/CasaExample.fbx) with corresponding meta and folder metadata. Adjust World Canvas material (removed _SPECULAR_COLOR, disabled SHADOWCASTER pass, enabled XR motion vectors flag) and update Save Camera RenderTexture serialized settings. Update SampleScene LFS entry and bump Unity package versions in Packages/manifest.json (several dependency version updates). Also update ProjectSettings (project asset/hash and ProjectVersion to 6000.3.8f1).
Add a new Pause Menu UI (UXML, USS, TSS, asset/meta) and related UI folder metadata. Add new terrain assets and TerrainData files, plus lighting settings for the 2.5d demo scene. Import a new character model (X Bot.fbx) with its importer meta and new characters folder. Update SampleScene and LFS pointers, and refresh render pipeline settings (Mobile RP & URP global settings) and project/package settings. Tweak multiple material files: align _Color with BaseColor, add SHADOWCASTER to disabled shader passes for Ellen materials, and assign a missing main texture for Vincent_Hero_High_diffuse.
Add a full Unity project scaffold: Input System actions (.inputactions + meta), SampleScene and scene meta, URP render pipeline and profile assets, TutorialInfo (scripts/icons), a Readme LFS pointer, ProjectSettings (audio, graphics, input, quality, XR, etc.), and Packages/manifest.json. Sets up default player and UI input mappings, rendering settings, and editor/project configuration for the project.