2.8 KiB
2.8 KiB
Nahida Staging Assets
This folder is the non-breaking staging area for migrating the Unity Nahida sample into the engine-native project structure.
Current safety rule:
- Keep
project/Assets/Models/nahidain place for now. project/Assets/Scenes/Main.xcstill references the old imported FBX asset GUID fromAssets/Models/nahida/Avatar_Loli_Catalyst_Nahida.fbx.- Do not rename or delete the old Nahida folder until a
Model-driven scene path is ready.
Directory layout:
Model/- Canonical FBX source that should become the future
Modelentry asset.
- Canonical FBX source that should become the future
Textures/Nahida/- Character-local body, hair, and face textures copied from the Unity sample.
Textures/Shared/- Shared textures used by the shader and face shading path.
Meshes/- Extra mesh data needed by the outline path.
docs/reference/NahidaUnity/- Unity-side semantic reference only.
- Stored outside
project/Assetson purpose so the asset pipeline does not try to import Unity.matand.shaderfiles as engine-native assets.
What has been staged in this phase:
- Full Nahida FBX source.
- Full body, hair, face, and shared texture set.
Nahida_Body_Smooth.meshoutline dependency.- Unity reference materials, shader files, runtime scripts, sample scene, and URP settings under
docs/reference/NahidaUnity/.
What has not been done yet:
- No skinned runtime path, animator path, or blend-shape port.
- No dedicated outline pass port yet.
- Face shading now follows the Unity-style
_FaceLightMap + _FaceShadow + _FaceDirectionpath in the forward shader, but it still does not have Unity's runtime_FaceDirectiondriver. - The preview scene still uses imported FBX sub-meshes, but the main character materials now point at engine-native
.matassets. - The main character materials now use Unity-aligned property names, keywords, and normal-map bindings, but they still render through a single forward pass in the current engine pipeline.
Current FBX material remap bridge:
Modelinstantiation now looks for a sidecar file named<model>.materialmap.- Each line maps an imported mesh localID to one or more material paths:
meshLocalID=Assets/.../Material.mat- Multiple slots can be provided with
|
- Nahida remap files are staged at:
Assets/Models/nahida/Avatar_Loli_Catalyst_Nahida.fbx.materialmapAssets/Characters/Nahida/Model/Avatar_Loli_Catalyst_Nahida.fbx.materialmap
Recommended next implementation order:
- Visually validate
Assets/Scenes/NahidaPreview.xcand tune framing/light balance against the Unity reference scene. - Add a proper outline solution without introducing skinning work.
- Add a lightweight runtime
_FaceDirectionmaterial driver for static preview scenes. - Decide whether the static preview should keep the full instantiated FBX node tree or collapse helper/bone-only nodes for readability.