- 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
14 lines
739 B
Markdown
14 lines
739 B
Markdown
# Copilot Instructions
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## General Guidelines
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- First general instruction
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- Second general instruction
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## Code Style
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- Use specific formatting rules
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- Follow naming conventions
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## Project-Specific Rules
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- 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.
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- When discussing project folders and scene visibility, refer to Visual Studio's Unity Project Explorer, not Unity Editor's Project window.
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- 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. |