13 Commits

Author SHA1 Message Date
Mathew 6b26ae3376 Cozy Wather + buld systeme 2026-07-07 16:43:51 +02:00
Mathew 031ac42e5d (Feat) Add Network Body 2026-07-04 09:33:53 +02:00
Mathew 7bd2aa3120 (Feat) Add Remmaping 2026-06-26 16:23:20 +02:00
Mathew 931bc9c9e2 (Feat) Item Dqta 2026-06-25 14:40:21 +02:00
Mathew 3597bacb1a (Feat) Item Update 2026-06-25 09:47:46 +02:00
Mathew c933e226b9 (Feat) Laoding Screen 2026-06-25 08:25:32 +02:00
Mathew 57a27103e1 (Feat) Add Copy Code button 2026-06-24 20:01:40 +02:00
Mathew 144b3bfbc4 (Fix) Loading Screen 2026-06-24 17:28:54 +02:00
Mathew 7291acab91 (Fix) Terrian fix 2026-06-24 15:00:52 +02:00
Mathew ef01552268 (Update) Clean Projet 2026-06-24 14:38:51 +02:00
Mathew 48588ccfed Feat - Add Loading menju 2026-06-24 14:04:12 +02:00
Mathew c9b085ebea (Feat) Tools Update 2026-06-23 14:52:45 +02:00
Mathew 6527f559e1 (Feat) Tools Creation 2026-06-22 23:32:46 +02:00
5087 changed files with 3949059 additions and 440966 deletions
+80 -5
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@@ -25,7 +25,11 @@ Context for current work:
no "temporary" shortcuts; if something is worth doing, do it properly. no "temporary" shortcuts; if something is worth doing, do it properly.
- **Multiplayer co-op is a hard constraint** — when touching any player, world or shared - **Multiplayer co-op is a hard constraint** — when touching any player, world or shared
system, assume two+ players exist (see §3). system, assume two+ players exist (see §3).
- **No player arms / viewmodel** — feedback comes from camera, audio and UI only. - **Player body is split by viewpoint** — the **local owner** sees a **first-person arms
viewmodel** (his own hands/tools); **remote players** are drawn as a **full third-person
body**. Each client renders its own arms *and* everyone else's full body. The owner's own
third-person body is hidden from his first-person camera (owner-only vs remote-only gating
lives in `PlayerNetworkController` — see §3). HUD/audio feedback still applies on top.
- Animations use **DOTween** (tweens, not Animator) wherever possible. - Animations use **DOTween** (tweens, not Animator) wherever possible.
- Shaders are **hand-written HLSL/ShaderLab** — do not propose Shader Graph. - Shaders are **hand-written HLSL/ShaderLab** — do not propose Shader Graph.
@@ -47,9 +51,20 @@ Context for current work:
per-player networked state, which belongs on a `NetworkBehaviour` (SyncVar/RPC), not the per-player networked state, which belongs on a `NetworkBehaviour` (SyncVar/RPC), not the
bus (see §3). bus (see §3).
**Each script owns one concern.** A script reads its own inputs/state from the bus, **Each script owns one concern — but "concern" means one reason to change, not one tiny
does its job, and raises events for others. Do not let a script mutate another system's action.** A script reads its own inputs/state from the bus, does its job, and raises events for
internal data directly. If two systems need to coordinate, route it through `PlayerEvents`. others. Do not let a script mutate another system's internal data directly. If two systems need
to coordinate, route it through `PlayerEvents`.
Group by **cohesion, not by a per-action counter.** Splitting a feature into many micro-scripts
is its own anti-pattern (scattered logic, high coupling, inspector-wiring noise) just as much as a
god-object is. Keep together what changes together and is used together; split only at a **real
seam** — a genuinely different reason to change, a different collaborator set, or a file growing
unwieldy. The seam that always matters: **local player UX vs shared networked state** (see §3) —
never fuse across it. Reference: the build system splits into `BuildManager` (all the *local*
build UX — catalog, menu, placement) and `BuildRegistry` (the *networked* side — committed
structures + the ghost NetworkObject), one clean local/network seam, not a script per
sub-responsibility.
Data that is authored in the editor lives in **ScriptableObjects** (`ItemData`, Data that is authored in the editor lives in **ScriptableObjects** (`ItemData`,
`CraftingRecipe`, `SurfaceSoundProfile`, `ScatterProfile`, `MusicPlaylist`, `CraftingRecipe`, `SurfaceSoundProfile`, `ScatterProfile`, `MusicPlaylist`,
@@ -59,6 +74,20 @@ Singletons exist where a single instance is genuinely global (`PlayerInventory.I
`PlayerStats.Instance`, …); guard every access for `null` — they may not exist yet or in `PlayerStats.Instance`, …); guard every access for `null` — they may not exist yet or in
every scene. every scene.
**UI is a dumb view — a manager owns the data and populates it.** A UI component (a panel,
a card, a list row, …) must **never** reach for domain data itself: no catalog, no
`ScriptableObject` list, no scanning a database/model to decide *what* to show. It exposes a
`Populate(...)` / `Set(...)` method that takes a lightweight **view payload** (plain
icon / label / number data — never the authored `ScriptableObject`) plus a selection
callback, and renders exactly what it is handed. A dedicated **manager** owns the real data
(the catalog, the model), builds the view payload, pushes it into the UI, and handles the
callback — i.e. it decides what a click *does*. The view reports interactions back by
**index or token**, never by resolving the underlying data. Data flows one way (manager →
view), interactions flow back one way (view → manager via callback), and views stay
swappable and data-agnostic. Reference implementation: `BuildManager` (owns the catalog,
populates + handles picks) + `BuildMenuUI` / `BuildMenuCardUI` (pure views) +
`BuildCardView` (the view payload).
--- ---
## 3. Multiplayer — the second golden rule ## 3. Multiplayer — the second golden rule
@@ -86,6 +115,45 @@ player — get it from `PlayerInventory.Instance` / `PlayerStats.Instance` (owne
singletons), **never** `FindObjectOfType<PlayerX>()`, which also matches disabled remote singletons), **never** `FindObjectOfType<PlayerX>()`, which also matches disabled remote
puppets (their root GameObject stays active) and targets the wrong player. puppets (their root GameObject stays active) and targets the wrong player.
### Keep systems OFF the player — it holds only its own intrinsic state
**Default to a scene object/registry, not the player prefab.** The player carries *only what is
intrinsically the local player itself*: its owner-only local simulation (input, locomotion, camera,
tools, animation driver) and its own per-player networked state (health/stats, inventory, the body).
**Everything that touches the world or shared state — and anything that does not need per-player
networking — lives OUTSIDE the player.** This is logical: a build, a placed structure, a shared
station, even a *per-player preview of a world action* (the build ghost), is world-facing, so it
belongs to a scene `NetworkBehaviour` (a `SyncList<…>` registry, or a NetworkObject it spawns),
**never bolted onto the player**. Do not reflexively put per-player networked state on the player
just because it is "per player" — ask first *"is this the player, or is it the world?"*. If it is
world/shared, it is a scene object. Reference implementations: `WorldObjectRegistry`, `BuildRegistry`
(committed structures + the spawned ghost preview), `CookingStation`. The player-hosted pattern
below is only for state that genuinely *is* the player.
### Visible body — first-person arms (owner) + third-person body (remotes)
Every player is drawn twice, split by viewpoint (see §1):
- **First-person arms** — the owner's own hands/tools, seen *only* by the owner. The arms mesh
goes in `PlayerNetworkController.ownerOnlyObjects` (hidden on remotes); it is **never**
networked because no one else renders it.
- **Third-person body** — the full character everyone else sees. It stays active on *all*
clients so its `Animator` keeps running. `PlayerBodyVisibility` (a `NetworkBehaviour` on the
player root) relayers the **owner's own** body onto a `LocalBody` layer that the owner's
first-person camera excludes from its culling mask — so the owner never sees his own body
clip the view, yet every remote still renders it. **Layers are local and never networked**,
so hiding your body from yourself does not hide it from anyone else.
**Animation is a bus consumer, replicated by `NetworkAnimator`.** `PlayerAnimatorDriver`
(`Player/Animation/`) drives an `Animator` purely from `PlayerEvents` (`VelocityChanged`,
`GroundedChanged`, `Jumped`, `AttackSwung`, `CrouchChanged`, …). The same component drives both
rigs from that one shared source, so arms and body stay in lockstep. Each instance is owner-only
local simulation → **add every `PlayerAnimatorDriver` to `ownerOnlyBehaviours`**. On the body,
a sibling FishNet **`NetworkAnimator`** replicates the owner's animation to remotes (whose driver
is disabled and whose body is animated by the replicated parameters instead). Need a new
animation cue? Add an event to `PlayerEvents` and have the driver subscribe — never poll another
system's internals.
### Networking a player system — the canonical pattern (mirror `PlayerInventory`/`PlayerStats`) ### Networking a player system — the canonical pattern (mirror `PlayerInventory`/`PlayerStats`)
- Make it a `NetworkBehaviour`. **No destructive `Awake` singleton guard** (it would destroy - Make it a `NetworkBehaviour`. **No destructive `Awake` singleton guard** (it would destroy
@@ -103,7 +171,14 @@ World objects (pickables, harvestables) are **not** NetworkObjects. They use the
owns a synced set of inactive ids + server-side authority (health, loot, drops) via RPC. owns a synced set of inactive ids + server-side authority (health, loot, drops) via RPC.
Add new harvestable/pickable-like world state here, not as per-object NetworkObjects. Add new harvestable/pickable-like world state here, not as per-object NetworkObjects.
`ItemData` cannot cross the wire — map items to ids through `ItemDatabase` `ItemData` cannot cross the wire — map items to ids through `ItemDatabase`
(**Tools ▸ Ashwild ▸ Rebuild Item Database** after adding items). (**Tools ▸ Ashwild ▸ Rebuild Item Database** after adding items). `BuildRegistry` +
`BuildableDatabase` mirror this for placed structures (which also accumulate to high counts).
This "no NetworkObjects" rule targets **high-count** world state (thousands of scatter objects,
hundreds of builds) — making those NetworkObjects would flood the network. It is **not** absolute:
a **transient, low-count** object that moves and needs smooth replication — the build ghost, one
per player — is the case where a real **NetworkObject + client-authoritative NetworkTransform**
is the better tool, and `BuildRegistry` spawns it as such. Pick by count and lifetime, not dogma.
### Shared interactables (cooking stations, future chests/benches) ### Shared interactables (cooking stations, future chests/benches)
@@ -0,0 +1,4 @@
# Memory Index
- [Ashwild Database tool](ashwild-database-tool.md) — Tools ▸ Ashwild ▸ Database: UI Toolkit window to manage items/recipes & generate prefabs.
- [Pickable vestigial NetworkObject](pickable-vestigial-networkobject.md) — old Pickable prefabs carry an unused FishNet NetworkObject; generated ones omit it.
@@ -0,0 +1,24 @@
---
name: ashwild-database-tool
description: Custom UI Toolkit editor window (Tools ▸ Ashwild ▸ Database) to browse/create ItemData & CraftingRecipe and generate prefabs.
metadata:
type: project
---
A custom editor window lives at `Assets/GAME/Script/Editor/Database/` (namespace
`Ashwild.EditorTools`), opened via **Tools ▸ Ashwild ▸ Database**. Built with UI Toolkit
(first UI Toolkit usage in the project) + a `.uss` stylesheet (`AshwildDatabase.uss`).
Pieces:
- `AshwildDatabaseWindow.cs` — shell: Items/Recipes tabs, search, list, action bar.
- `ItemEditorView.cs` — custom context-aware ItemData form (cards reveal by type).
- `RecipeEditorView.cs` — visual ingredient list builder ("A + B = Result" equation strip).
- `ItemAssetFactory.cs` / `RecipeAssetFactory.cs` — asset + prefab creation.
- `AshwildUI.cs` — shared styled builders (cards, type badges, type colours).
**Prefab generation** wraps a chosen source GameObject (model/prefab) as a child of a
generated root: world prefab = Pickable layer + auto-fit BoxCollider + `Pickable` (no
NetworkObject, see [[pickable-vestigial-networkobject]]); hand prefab = Tools layer +
`ToolBehaviour` (mask = Harvestable) + `HeldItemOffset`. Item creation rebuilds the
ItemDatabase automatically. Asset folders: items → `ScriptableObjects/Items/`, recipes →
`ScriptableObjects/Recipes/`, world prefabs → `Prefabs/Pickable/`, hand prefabs → `Prefabs/Tools/`.
@@ -0,0 +1,24 @@
---
name: pickable-vestigial-networkobject
description: Existing Pickable prefabs carry an unused FishNet NetworkObject; the canonical generated prefab omits it.
metadata:
type: project
---
The hand-authored Pickable prefabs (e.g. `Prefabs/Food/Pickable/Raw Steak.prefab`,
`Prefabs/Pickable/Tools/axe01.prefab`) still carry a FishNet `NetworkObject` component, left
over from a pre-refactor design.
**Why it's dead:** `Pickable` now derives from `WorldObject` (not `NetworkBehaviour`), and
`PickableRegistry.SpawnDropVisual` creates drops with a plain `Instantiate(item.WorldPrefab,…)`
— a local visual, never a network spawn. The registry syncs only ids/drop records. So the
`NetworkObject` on those prefabs does nothing. This matches CLAUDE.md §3 ("World objects
(pickables, harvestables) are not NetworkObjects").
**How to apply:** When generating or authoring world pickup prefabs, do NOT add a
`NetworkObject`. Required pieces are: the Pickable layer (11), a non-trigger collider on the
SAME GameObject as the `Pickable` (the interactor reads `IInteractable` via
`hit.collider.TryGetComponent`), the `Pickable` script wired to its `ItemData`, and id = -1
(scene instances get a baked id via Tools ▸ Ashwild ▸ Assign World Object IDs). The Ashwild
Database tool ([[ashwild-database-tool]]) generates them this clean way. The vestigial
NetworkObjects on old prefabs could be stripped in a cleanup pass.
+31
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@@ -0,0 +1,31 @@
# Normalize text by default, but never let Git rewrite line endings inside
# binary-serialized Unity files. The Raygeas demo terrain assets below were
# committed corrupt at the Init commit because EOL normalization mangled their
# binary payload (variable-length truncation -> "Unknown error occurred while
# loading"). Marking them binary makes Git store/checkout the exact bytes.
* text=auto
# Binary-serialized Unity terrain assets (Force Binary). No EOL conversion, no diff.
Assets/External/Raygeas/**/Terrain.asset binary
Assets/External/Raygeas/**/TerrainData_*.asset binary
Assets/External/Raygeas/**/OcclusionCullingData.asset binary
Assets/External/Raygeas/**/LightingData.asset binary
# Always-binary Unity / media file types (never normalize or text-diff).
*.cubemap binary
*.unity3d binary
*.bundle binary
*.exr binary
*.png binary
*.jpg binary
*.jpeg binary
*.tga binary
*.psd binary
*.fbx binary
*.blend binary
*.wav binary
*.mp3 binary
*.ogg binary
*.dll binary
*.so binary
*.dylib binary
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using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
[InitializeOnLoad]
public class WelcomeWindow : EditorWindow
{
private const string CozyWelcomeWindowKey = "COZY3_WelcomeWindowShown";
VisualElement root;
VisualElement ModuleGrid => root.Q<VisualElement>("module-grid");
// Static constructor to run on editor load
static WelcomeWindow()
{
// Only show if not already shown
if (!EditorPrefs.GetBool(CozyWelcomeWindowKey, false))
{
// Delay call to ensure Unity is ready
EditorApplication.update += ShowOnFirstImport;
}
}
private static void ShowOnFirstImport()
{
EditorApplication.update -= ShowOnFirstImport;
ShowExample();
EditorPrefs.SetBool(CozyWelcomeWindowKey, true);
}
[SerializeField]
private VisualTreeAsset m_VisualTreeAsset = default;
[MenuItem("Tools/Cozy: Stylized Weather 3/Welcome to COZY Pro")]
public static void ShowExample()
{
WelcomeWindow wnd = GetWindow<WelcomeWindow>();
wnd.titleContent = new GUIContent("Welcome to COZY Pro");
wnd.Show();
}
public void CreateGUI()
{
root = rootVisualElement;
m_VisualTreeAsset.CloneTree(root);
ModuleGrid.Add(ModuleRow("COZY Core", "Get started in seconds with the base COZY package. Required for all other modules.", "https://assetstore.unity.com/packages/tools/utilities/cozy-stylized-weather-3-271742?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.core"));
ModuleGrid.Add(ModuleRow("Plume", "Add billowing volumetric clouds to your scene.", "https://assetstore.unity.com/packages/tools/particles-effects/cozy-plume-volumetric-clouds-module-243905?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.plume"));
ModuleGrid.Add(ModuleRow("Blocks", "Add additional control options for atmospheres.", "https://assetstore.unity.com/packages/tools/utilities/cozy-blocks-preset-based-atmosphere-module-238051?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.blocks"));
ModuleGrid.Add(ModuleRow("Habits", "Extend calendar and event control with a visual calendar.", "https://assetstore.unity.com/packages/tools/utilities/cozy-habits-extended-calendar-module-259983?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.habits"));
ModuleGrid.Add(ModuleRow("ReSound", "Control a dynamic soundtrack engine.", "https://assetstore.unity.com/packages/tools/audio/cozy-resound-adaptive-soundtrack-module-278334?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.resound"));
ModuleGrid.Add(ModuleRow("Eclipse", "Add dynamic solar eclipses to your world.", "https://assetstore.unity.com/packages/vfx/shaders/cozy-eclipse-sun-occlusion-module-277785?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.eclipse"));
ModuleGrid.Add(ModuleRow("Horizon", "Textural skybox layers that dynamically adjust to your atmosphere.", "https://assetstore.unity.com/packages/vfx/shaders/cozy-horizon-sky-layers-module-307494?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.horizon"));
ModuleGrid.Add(ModuleRow("Link", "Control COZY across multiplayer instances.", "https://assetstore.unity.com/packages/tools/network/cozy-link-multiplayer-module-238669?aid=1011luj9X", "https://github.com/DistantLandsProductions/com.distantlands.cozy.link"));
}
public VisualElement ModuleRow(string extensionTitle, string description, string downloadURL, string githubURL)
{
VisualElement row = new VisualElement();
row.AddToClassList("module-row");
VisualElement icon = new VisualElement();
icon.AddToClassList("icon");
icon.style.backgroundImage = Resources.Load(extensionTitle) as Texture2D;
row.Add(icon);
VisualElement content = new VisualElement();
row.Add(content);
Label title = new Label(extensionTitle);
title.name = "title";
content.Add(title);
Label desc = new Label(description);
desc.name = "desc";
content.Add(desc);
VisualElement buttonRow = new VisualElement();
buttonRow.name = "btn-row";
content.Add(buttonRow);
Button UAS = new Button(() => Application.OpenURL(downloadURL));
UAS.text = "Download";
UAS.AddToClassList("btn");
UAS.AddToClassList("primary");
buttonRow.Add(UAS);
Button GitHub = new Button(() => Application.OpenURL(githubURL));
GitHub.text = "GitHub";
GitHub.AddToClassList("btn");
buttonRow.Add(GitHub);
return row;
}
}
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border-top-right-radius: 13px;
border-bottom-right-radius: 13px;
border-bottom-left-radius: 13px;
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border-right-color: rgba(255, 255, 255, 0);
border-top-color: rgba(255, 255, 255, 0);
border-bottom-color: rgba(255, 255, 255, 0);
border-top-width: 1px;
border-right-width: 1px;
border-bottom-width: 1px;
border-left-width: 1px;
background-color: rgb(85, 85, 85);
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padding-right: 8px;
padding-bottom: 4px;
padding-left: 8px;
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color: rgb(255, 255, 255);
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background-color: rgb(141, 141, 141);
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padding-left: 12px;
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background-color: rgb(166, 216, 234);
padding-right: 12px;
padding-left: 12px;
}
.footer {
white-space: normal;
font-size: 8px;
color: rgb(120, 120, 120);
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<ui:Label tabindex="-1" text="Clicking the download button will take you to the Unity Asset Store page for each package. Make sure that you are signed in to your account and the package will appear free to you. If you have any questions, please reach out to customer support at contact@distantlands.space" parse-escape-sequences="true" display-tooltip-when-elided="true" class="p" />
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# COZY Pro
Thank you for purchasing the COZY Pro bundle! To download the individual assets, please go to the Unity Asset Store pages of each package. For easy access to each package, open the COZY Pro splash screen in Tools/Cozy: Stylized Weather 3/Welcome to COZY Pro
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