Phase 6 updates

Phase 6 · Slice 47 ·

Corpus projects that played but drew wrong

  • Corpus screenshots (frame 300, --screenshot) showed two projects with clean logs drawing nothing useful: BossIsComing a flat sky, unity-third-person an empty scene.
  • BossIsComing builds its office from code: Resources.Load<Shader> of a project .shader file and Resources.Load<GameObject> of a model file now load (a shader resolves by the name its file declares; a model as its prefab). Its URP toon and outline shaders needed Luminance, SafeNormalize, GetOddNegativeScale, TransformWorldToViewDir (and TransformViewToWorldDir, TransformWorldToViewNormal) and screen-space AO's AmbientOcclusionFactor (nothing occluded). Font.CreateDynamicFontFromOSFont finds installed fonts by family name (the OS's font folders, each file's name table, localized names; a collection's first face), so its Chinese UI draws in Microsoft YaHei; GetOSInstalledFontNames and GetPathsToOSFonts list them.
  • unity-third-person: the corpus plays its forest scene (scene; it has no build scenes). SkinnedMeshRenderers in Unity scenes and prefabs now get their meshes (m_Mesh was dropped): the Starter Assets character draws, in bind pose. Player Settings' scripting define symbols (the desktop entry) are compiled in, and the script build's stamp includes the defines. Convex MeshColliders on mirrored objects cook a mirrored hull (PhysX takes positive scales on convex meshes): 850 shape errors gone.
  • Checked: before/after screenshots, a physics test (a mirrored convex block holds a ball where it's drawn, fails without the fix), conformance unchanged, the corpus (no regressions; BossIsComing's exception gone).
  • Seen once, not reproduced: BossIsComing's player exited with 0xC0000409 while its toon shader failed to compile.
  • Not yet: skinning (characters stand in bind pose), animation clips inside model files, Cinemachine (third-person's camera stays put), OS font fallback for glyphs a font lacks.
  • Next: Cinemachine (crystal-fall, Intruder, third-person's camera); skinning and clips in models; Visual Scripting; URP render features.