9 Commits
Author SHA1 Message Date
pelpanagiotisandClaude Opus 5.5 5fc9ebf1e6 Add practice range: shooting, AK47, intro cinematic, dressed warehouse scene
- PortalTestDestination practice range: Valorant-style hitscan rifle (recoil,
  spray/bloom, reload, controller support), debug HUD, practice-dummy targets
  with head/body hitboxes, hit/death/respawn animations, procedural SFX/FX
- AK47 model (Quaternius, CC0) held via Animator IK, with fire/reload/equip anims
- Intro cinematic (camera shots, title card, target beam-in, GO hand-off)
- Scene dressing editor pass: CC0 textures, props, warehouse roof, lighting and
  post-processing; custom stylized skybox shader
- CharacterMovement: camera recoil, shoulder offset, cinematic control lock
- Unity CLI pipeline package; plus in-progress chat/Rive/player changes

Asset credits: Assets/Models/Props/PROPS_CREDITS.txt (3 CC-BY 3.0 props),
Assets/Textures/Range/TEXTURES_LICENSE.txt, Assets/Resources/*/..._LICENSE.txt

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 08:56:35 +03:00
pelpanagiotis c674d76549 Add automatic Rive asset refresh workflow 2026-09-20 10:01:38 +03:00
pelpanagiotis d04ff998cb Add main menu scene with Rive UI, procedural background, and scene transitions
- Add Menu scene with Rive-driven login and navigation UI
  (RiveLoginController, RiveNavigationController) for entering a
  username and starting/navigating the client via Rive triggers
- Add SceneTransitionController to fade out and load the Landscape
  gameplay scene when Play is selected
- Add procedural low-poly triangle field background and animated wave
  panel (LowPolyTriangleField, TriangleWavePanel) with matching
  editor menus and materials
- Add MenuLightAnimator for animated menu lighting and UI fade helpers
  (MenuFadeIn, DebugFadeToggle/Bridge)
- Rename SampleScene to Landscape and wire ChatNetworkManager to hide
  the new Rive login canvas once gameplay starts
- Bump Input System action codegen version and add Rive package
  references/project settings updates to support the new UI
2026-09-17 17:18:45 +03:00
pelpanagiotis aa248cda7e Attach Camera to Player 2026-02-09 21:58:30 +02:00
pelpanagiotis 9bcb47d8f6 Fixed Bug where WASD Movement worked when focused on Chat Input 2026-02-04 22:39:40 +02:00
pelpanagiotis 1a564d392a Added Player Prefab Name Label 2026-01-17 23:37:00 +02:00
pelpanagiotis e8ae1d0a71 Merge branch 'environment' 2026-01-16 12:18:44 +02:00
pelpanagiotis 425956f9e9 Merge branch 'environment' 2026-01-16 08:24:45 +02:00
pelpanagiotis f60ed5bd3e Added Builds folder to .gitgnore 2026-01-16 08:24:35 +02:00
349 changed files with 307647 additions and 25805 deletions
+5
View File
@@ -0,0 +1,5 @@
[mcp_servers.obsidian]
url = "http://127.0.0.1:27123/mcp/"
[mcp_servers.obsidian.http_headers]
Authorization = "Bearer 293bfb5d6ea1f4c36dbccc3f7754b71b3a90d3856953fd9dd32d6ebabe3a55a5"
+6
View File
@@ -10,3 +10,9 @@
## Project-Specific Rules ## Project-Specific Rules
- The project uses the Unity Input System (Active Input Handling set to Input System). Avoid using `UnityEngine.Input.GetKeyDown`; prefer `TMP_InputField.onSubmit` or `UnityEngine.InputSystem` APIs. - The project uses the Unity Input System (Active Input Handling set to Input System). Avoid using `UnityEngine.Input.GetKeyDown`; prefer `TMP_InputField.onSubmit` or `UnityEngine.InputSystem` APIs.
- When discussing project folders and scene visibility, refer to Visual Studio's Unity Project Explorer, not Unity Editor's Project window.
- Ensure the Inspector's transition duration is set appropriately to avoid fade transition issues; a duration that is too low can cause problems, rather than the coroutine or scene-loading logic.
- In recent Unity versions, Mono may be bundled into the Unity Editor rather than exposed as a separate Windows Build Support module; do not assume Mono is unavailable merely because Unity Hub lists only Windows Build Support (IL2CPP).
## Feature Development Workflow
- When starting a feature, implement and validate the mechanic or functional prototype first; defer styling, visual polish, and artistic implementation until the mechanic is proven to work.
+4
View File
@@ -17,4 +17,8 @@
.DS_Store .DS_Store
Thumbs.db Thumbs.db
/Builds
/Logs /Logs
# MCP server config (contains local API tokens)
.mcp.json
Binary file not shown.
Binary file not shown.
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup />
<ItemGroup>
<Compile Update="Assets\Scripts\SceneTransitionController.cs">
<SubType>Code</SubType>
</Compile>
</ItemGroup>
</Project>
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@@ -1,7 +1,7 @@
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
// <auto-generated> // <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator // This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.14.2 // version 1.19.0
// from Assets/Actions/PlayerInput.inputactions // from Assets/Actions/PlayerInput.inputactions
// //
// Changes to this file may cause incorrect behavior and will be lost if // Changes to this file may cause incorrect behavior and will be lost if
@@ -109,6 +109,15 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
""processors"": """", ""processors"": """",
""interactions"": """", ""interactions"": """",
""initialStateCheck"": false ""initialStateCheck"": false
},
{
""name"": ""Look"",
""type"": ""Value"",
""id"": ""b16172bb-59f4-4ac9-9ea9-3c4b9c7f21fd"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
} }
], ],
""bindings"": [ ""bindings"": [
@@ -133,6 +142,17 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
""action"": ""Run"", ""action"": ""Run"",
""isComposite"": false, ""isComposite"": false,
""isPartOfComposite"": false ""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""a2e6dc3d-8a2b-4a19-9d0a-0b7cf7a1a9e2"",
""path"": ""<Gamepad>/rightStick"",
""interactions"": """",
""processors"": ""StickDeadzone"",
""groups"": """",
""action"": ""Look"",
""isComposite"": false,
""isPartOfComposite"": false
} }
] ]
} }
@@ -143,6 +163,7 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
m_CharacterControls = asset.FindActionMap("CharacterControls", throwIfNotFound: true); m_CharacterControls = asset.FindActionMap("CharacterControls", throwIfNotFound: true);
m_CharacterControls_Movement = m_CharacterControls.FindAction("Movement", throwIfNotFound: true); m_CharacterControls_Movement = m_CharacterControls.FindAction("Movement", throwIfNotFound: true);
m_CharacterControls_Run = m_CharacterControls.FindAction("Run", throwIfNotFound: true); m_CharacterControls_Run = m_CharacterControls.FindAction("Run", throwIfNotFound: true);
m_CharacterControls_Look = m_CharacterControls.FindAction("Look", throwIfNotFound: true);
} }
~@PlayerInput() ~@PlayerInput()
@@ -225,6 +246,7 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
private List<ICharacterControlsActions> m_CharacterControlsActionsCallbackInterfaces = new List<ICharacterControlsActions>(); private List<ICharacterControlsActions> m_CharacterControlsActionsCallbackInterfaces = new List<ICharacterControlsActions>();
private readonly InputAction m_CharacterControls_Movement; private readonly InputAction m_CharacterControls_Movement;
private readonly InputAction m_CharacterControls_Run; private readonly InputAction m_CharacterControls_Run;
private readonly InputAction m_CharacterControls_Look;
/// <summary> /// <summary>
/// Provides access to input actions defined in input action map "CharacterControls". /// Provides access to input actions defined in input action map "CharacterControls".
/// </summary> /// </summary>
@@ -245,6 +267,10 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
/// </summary> /// </summary>
public InputAction @Run => m_Wrapper.m_CharacterControls_Run; public InputAction @Run => m_Wrapper.m_CharacterControls_Run;
/// <summary> /// <summary>
/// Provides access to the underlying input action "CharacterControls/Look".
/// </summary>
public InputAction @Look => m_Wrapper.m_CharacterControls_Look;
/// <summary>
/// Provides access to the underlying input action map instance. /// Provides access to the underlying input action map instance.
/// </summary> /// </summary>
public InputActionMap Get() { return m_Wrapper.m_CharacterControls; } public InputActionMap Get() { return m_Wrapper.m_CharacterControls; }
@@ -276,6 +302,9 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
@Run.started += instance.OnRun; @Run.started += instance.OnRun;
@Run.performed += instance.OnRun; @Run.performed += instance.OnRun;
@Run.canceled += instance.OnRun; @Run.canceled += instance.OnRun;
@Look.started += instance.OnLook;
@Look.performed += instance.OnLook;
@Look.canceled += instance.OnLook;
} }
/// <summary> /// <summary>
@@ -293,6 +322,9 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
@Run.started -= instance.OnRun; @Run.started -= instance.OnRun;
@Run.performed -= instance.OnRun; @Run.performed -= instance.OnRun;
@Run.canceled -= instance.OnRun; @Run.canceled -= instance.OnRun;
@Look.started -= instance.OnLook;
@Look.performed -= instance.OnLook;
@Look.canceled -= instance.OnLook;
} }
/// <summary> /// <summary>
@@ -347,5 +379,12 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" /> /// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" /> /// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnRun(InputAction.CallbackContext context); void OnRun(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Look" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnLook(InputAction.CallbackContext context);
} }
} }
+20
View File
@@ -23,6 +23,15 @@
"processors": "", "processors": "",
"interactions": "", "interactions": "",
"initialStateCheck": false "initialStateCheck": false
},
{
"name": "Look",
"type": "Value",
"id": "b16172bb-59f4-4ac9-9ea9-3c4b9c7f21fd",
"expectedControlType": "Vector2",
"processors": "",
"interactions": "",
"initialStateCheck": true
} }
], ],
"bindings": [ "bindings": [
@@ -47,6 +56,17 @@
"action": "Run", "action": "Run",
"isComposite": false, "isComposite": false,
"isPartOfComposite": false "isPartOfComposite": false
},
{
"name": "",
"id": "a2e6dc3d-8a2b-4a19-9d0a-0b7cf7a1a9e2",
"path": "<Gamepad>/rightStick",
"interactions": "",
"processors": "StickDeadzone",
"groups": "",
"action": "Look",
"isComposite": false,
"isPartOfComposite": false
} }
] ]
} }
@@ -162,7 +162,7 @@ AnimatorController:
m_BlendingMode: 0 m_BlendingMode: 0
m_SyncedLayerIndex: -1 m_SyncedLayerIndex: -1
m_DefaultWeight: 0 m_DefaultWeight: 0
m_IKPass: 0 m_IKPass: 1
m_SyncedLayerAffectsTiming: 0 m_SyncedLayerAffectsTiming: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 9100000}
--- !u!1102 &3062356031038140965 --- !u!1102 &3062356031038140965
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Copyright 2018 The Orbitron Project Authors (https://github.com/theleagueof/orbitron), with Reserved Font Name: "Orbitron"
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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Orbitron Variable Font
======================
This download contains Orbitron as both a variable font and static fonts.
Orbitron is a variable font with this axis:
wght
This means all the styles are contained in a single file:
Orbitron-VariableFont_wght.ttf
If your app fully supports variable fonts, you can now pick intermediate styles
that aren’t available as static fonts. Not all apps support variable fonts, and
in those cases you can use the static font files for Orbitron:
static/Orbitron-Regular.ttf
static/Orbitron-Medium.ttf
static/Orbitron-SemiBold.ttf
static/Orbitron-Bold.ttf
static/Orbitron-ExtraBold.ttf
static/Orbitron-Black.ttf
Get started
-----------
1. Install the font files you want to use
2. Use your app's font picker to view the font family and all the
available styles
Learn more about variable fonts
-------------------------------
https://developers.google.com/web/fundamentals/design-and-ux/typography/variable-fonts
https://variablefonts.typenetwork.com
https://medium.com/variable-fonts
In desktop apps
https://theblog.adobe.com/can-variable-fonts-illustrator-cc
https://helpx.adobe.com/nz/photoshop/using/fonts.html#variable_fonts
Online
https://developers.google.com/fonts/docs/getting_started
https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Fonts/Variable_Fonts_Guide
https://developer.microsoft.com/en-us/microsoft-edge/testdrive/demos/variable-fonts
Installing fonts
MacOS: https://support.apple.com/en-us/HT201749
Linux: https://www.google.com/search?q=how+to+install+a+font+on+gnu%2Blinux
Windows: https://support.microsoft.com/en-us/help/314960/how-to-install-or-remove-a-font-in-windows
Android Apps
https://developers.google.com/fonts/docs/android
https://developer.android.com/guide/topics/ui/look-and-feel/downloadable-fonts
License
-------
Please read the full license text (OFL.txt) to understand the permissions,
restrictions and requirements for usage, redistribution, and modification.
You can use them in your products & projects – print or digital,
commercial or otherwise.
This isn't legal advice, please consider consulting a lawyer and see the full
license for all details.
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m_Version: 14
m_Settings: m_Settings:
m_SettingsList: m_SettingsList:
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@@ -164,7 +165,6 @@ MonoBehaviour:
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@@ -193,6 +193,9 @@ MonoBehaviour:
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