Fix MaleExplorer setup with shadow material and editor diagnostics.
Improve FBX/prefab import setup, CharacterSpawner, and add M3 inspect/rebuild helpers. Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -0,0 +1,31 @@
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using System.Globalization;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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public static class InspectMaleExplorerFinal
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{
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public static string Execute()
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{
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const string path = "Assets/Bundles/Characters/MaleExplorer/MaleExplorer.prefab";
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
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var go = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
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go.transform.position = new Vector3(0f, go.transform.position.y, 2.5f);
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var sb = new StringBuilder();
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sb.AppendLine(string.Format(CultureInfo.InvariantCulture,
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"root pos={0} rot={1} scale={2}",
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go.transform.position, go.transform.eulerAngles, go.transform.localScale));
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foreach (var r in go.GetComponentsInChildren<Renderer>(true))
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{
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if (r.name == "ShadowDisc") continue;
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var b = r.bounds;
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sb.AppendLine(string.Format(CultureInfo.InvariantCulture,
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"{0} bounds center=({1:F3},{2:F3},{3:F3}) size=({4:F3},{5:F3},{6:F3}) mat={7} shader={8}",
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r.name, b.center.x, b.center.y, b.center.z, b.size.x, b.size.y, b.size.z,
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r.sharedMaterial ? r.sharedMaterial.name : "null",
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r.sharedMaterial && r.sharedMaterial.shader ? r.sharedMaterial.shader.name : "null"));
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}
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Object.DestroyImmediate(go);
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return sb.ToString();
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}
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}
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