Enemy asset integration
Enemy asset integration — ENM-001
Section titled “Enemy asset integration — ENM-001”This task sources presentation assets only. It does not add a live enemy spawner,
attack controller, or prefab to Gameplay.unity.
Selected models
Section titled “Selected models”| Enemy presentation | Mesh source | Skin variants |
|---|---|---|
| Survivor zombie | Assets/ThirdParty/Kenney_Animated_Characters_Survivors/Model/characterMedium.fbx |
zombieA, zombieC |
| Retro zombie | Assets/ThirdParty/Kenney_Animated_Characters_Retro/Model/characterMedium.fbx |
zombieFemaleA, zombieMaleA |
Both packs provide their own small idle/run clips. Their full license and provenance are recorded in ASSET_LEDGER.md.
Shared animation source
Section titled “Shared animation source”Assets/ThirdParty/Universal_Animation_Library_Standard/Unity/UAL1_Standard.fbx
is the non-root-motion variant of the user-provided Universal Animation Library.
It contains 43 clips; the initial hostile set is:
Idle_LoopWalk_LoopJog_Fwd_LoopPunch_JaborPunch_CrossHit_ChestDeath01
The library’s skeleton names (pelvis, spine_01, etc.) differ from the Kenney
models’ (Hips, Spine, etc.). Unity must therefore import both as Humanoid
and retarget the library clips through the selected Kenney model’s Avatar. Do not
use Generic clips or assign them by raw transform name.
The non-root-motion FBX is intentional: the hostile controller should continue
to own collision-safe movement, while clips supply visual motion only. The
separate _RM library file remains outside the project so it cannot accidentally
move an enemy twice.
Project-owned prefab build
Section titled “Project-owned prefab build”Open Tools → Voxel Sandbox → Voxel Workshop → Enemy Lab and use Build /
Replace Enemy Prefabs after Unity has imported the three source FBXs. The tool
creates Resources/Prefabs/Enemies/Shambler and Ghoul, each with a project-owned
HDRP material, capsule collider, and Humanoid animator controller. Its controller
uses an idle/walk/jog blend tree plus attack, hit, and death states from the
Standard library; root motion remains off. It may overwrite only those generated
project-owned assets and never changes Gameplay.unity or vendor source binaries.
If a source FBX is still Generic, the build changes its Unity import metadata to
Humanoid before it generates the prefabs; that retargeting configuration is
required for the two skeletons to share the animation library.
Pending Unity import review
Section titled “Pending Unity import review”After the current editor capture releases the project, verify the Humanoid bone mapping and preview each selected clip on both bases. A review capture belongs to the hostile-runtime task, once a prefab exists; ENM-001 has no gameplay surface to capture yet.
Simulation foundation
Section titled “Simulation foundation”The presentation candidates have two matching, persistent hostile archetypes in
VoxelSandbox.World.Entities: the durable, slow Shambler (Survivors pack)
and the quick, fragile Ghoul (Retro pack). HostileSpawnRules derives a
surface-spawn weight from the existing daylight and weather-dimming signals. No
runtime spawner is connected yet, so no models can appear until the prefab and
controller pass is explicitly implemented.
HostileSpawnPlanner now supplies deterministic, seed-stable dry-land candidate
positions around a player. It deliberately has no knowledge of loaded chunks,
player-built shelters, line of sight, or collision; a runtime spawner must apply
those live-world checks before it instantiates a model.
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