- 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>
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Copilot Instructions
General Guidelines
- First general instruction
- Second general instruction
Code Style
- Use specific formatting rules
- Follow naming conventions
Project-Specific Rules
- The project uses the Unity Input System (Active Input Handling set to Input System). Avoid using
UnityEngine.Input.GetKeyDown; preferTMP_InputField.onSubmitorUnityEngine.InputSystemAPIs. - 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.