- Unity's file IDs for a model's objects, worked out from the template's prefabs and a Unity 6 probe: every object hashes its type and path, the root being
//RootNode/root(which is why the root's IDs are the same in every model):xxh64("Type:GameObject->//RootNode/root/Rig/Lower0"), and componentsxxh64("Type:Transform->//RootNode/root/Rig/Lower/Transform0")(the digit counts earlier same strings). The same in Unity 2022 and 6. - Models' prefabs place SkinnedMeshRenderers (mesh, materials, bones, root bone), and an Animator on the root of Generic and Humanoid models with clips, as Unity's importer adds one (models without clips get none; the template adds its own to the character). Overrides of the editor's rotation hints (m_LocalEulerAnglesHint) are skipped silently.
- Instantiate and SetActive wake a hierarchy's scripts as Unity does: by script execution order first (every object's early scripts, then the ordinary ones), then by place in the hierarchy. Before, only scene loads did; the template's menu read its UIDocument's tree in Awake before the document (order -100) had built it. Checked by instantiate_order, recorded in Unity 6000.3 (exact).
- UniversalAdditionalLightData (every URP light has one) loads, with its settings.
- Corpus: Unity3DPlatformerTemplate loads without errors; once a player joins, the character stands at the checkpoint, skinned. Left: the Input System's DefaultInputActions asset (InputSystemUIInputModule's defaults) isn't provided yet.
- Next: DefaultInputActions; URP render features; humanoid avatars and retargeting.
Phase 6 · Slice 51 ·