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>
This commit is contained in:
pelpanagiotis
2026-09-25 08:56:35 +03:00
co-authored by Claude Opus 5.5
parent c674d76549
commit 5fc9ebf1e6
211 changed files with 34492 additions and 177 deletions
+4
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@@ -12,3 +12,7 @@
- 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. - 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. - 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.
+39
View File
@@ -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
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@@ -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 @@
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},
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"id": "a2e6dc3d-8a2b-4a19-9d0a-0b7cf7a1a9e2",
"path": "<Gamepad>/rightStick",
"interactions": "",
"processors": "StickDeadzone",
"groups": "",
"action": "Look",
"isComposite": false,
"isPartOfComposite": false
} }
] ]
} }
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Props for the PortalTestDestination practice range, from Poly Pizza (https://poly.pizza).
Converted with Blender: merged to one mesh, pivot at bottom center, scaled to real-world size.
Barrel.fbx — "Barrel" by Quaternius — CC0 1.0 — https://poly.pizza/m/zjCQP1TAci
Crate.fbx — "Crate" by Quaternius — CC0 1.0 — https://poly.pizza/m/3VGWnZPXmG
CubeCrate.fbx — "Cube Crate" by Quaternius — CC0 1.0 — https://poly.pizza/m/YAghI6GBls
Sandbags.fbx — "Sandbags" by J-Toastie — CC-BY 3.0 — https://poly.pizza/m/xClPIEQJdX
TrafficCone.fbx — "Cone" by J-Toastie — CC-BY 3.0 — https://poly.pizza/m/WoXpAJT0oD
StreetLight.fbx — "Street Light" by Quaternius — CC0 1.0 — https://poly.pizza/m/nFwrlcLvM5
Pallet.fbx — "Pallet" by Quaternius — CC0 1.0 — https://poly.pizza/m/cUAsYHDqfD
ConcreteBarrier.fbx — "Concrete Barrier" by J-Toastie — CC-BY 3.0 — https://poly.pizza/m/5Cg2oW7EFn
Tires.fbx — "Tires" by Quaternius — CC0 1.0 — https://poly.pizza/m/mmq7GmG1AK
CC-BY 3.0 models require attribution (e.g. in the game's credits): "Sandbags", "Cone" and "Concrete Barrier" by J-Toastie (https://poly.pizza), licensed under CC BY 3.0 (https://creativecommons.org/licenses/by/3.0/).
CC0 models (Quaternius) are public domain; no attribution required.
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