Add formal enemies, remaining formal partners and synthesized UI SFX
- UI SFX v3: procedurally synthesized one-shots (Tools/synth_ui_sfx.py) wired to buttons, rewards, errors and red dots via UiSfx, gated by the SFX setting. - Five formal enemies (Hornlet, Dashlet, Shellhorn, HornCaptain, GreatHorn): Hunyuan 50k -> 2000-tri XPbr, DGXA TokenRig, Idle/Walk/Attack, nested per type in PrototypeArena; PrototypeBattle.Enemy gains presentation-only Moving/Strikes. - Formal partners for all ten pets in the arena and portraits, including new VineSprite, ThunderLeopard and TideWhale. - Pipeline fixes: reject local TokenRig fallback, drop loose mesh islands, configurable Unity run_script timeout, companion static stage. - Also includes concurrent work from another tool in this working tree (FlameLion, enemy combat FX, challenge mode, home explorer, server updates). - Resources registered in Doc/ResDesc_*.md; verified on isolated :18081. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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{
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"schemaVersion": 1,
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"id": "FlameLion",
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"kind": "Animal",
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"usage": "companion_visual",
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"profile": "biped_short",
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"boneMappingReady": false,
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"height": 0.6,
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"maxTriangles": 2000,
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"assetRoot": "Assets/Bundles/Characters/Animal/FlameLion",
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"staticPrefab": "Assets/Bundles/Characters/Animal/FlameLion/FlameLion.prefab",
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"approvedMesh": "AIClient/Assets/Bundles/Characters/Animal/FlameLion/FlameLion.fbx",
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"rigSource": "Tools/output/flamelion_dgx/high_rig/rigged.glb",
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"lowUp": "Y",
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"skinOverrides": [],
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"outputDir": "Tools/output/companions/FlameLion",
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"visualPrefab": "Assets/Bundles/Characters/Animal/FlameLion/FlameLion_Companion.prefab",
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"reviewScene": "Assets/Bundles/Scenes/Review/Companion_FlameLion_Review.unity",
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"reviewOriginX": 140,
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"rootBone": "",
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"chestBone": "",
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"faceRight": "",
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"faceLeft": "",
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"rightFoot": "",
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"leftFoot": "",
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"rightFootTip": "",
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"leftFootTip": "",
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"rightArm": "",
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"leftArm": "",
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"walkStride": 0.065,
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"walkLift": 0.018,
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"walkSeconds": 1.2,
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"walkBindCalibration": true,
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"walkSourceWeight": 0.25,
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"idleSeconds": 1.8,
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"idleBreath": 0.003,
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"idleSourceWeight": 0.08,
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"attackStyle": "flame_roar",
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"attackEvent": "OnCompanionAttackImpact",
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"attackSeconds": 1.2,
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"attackSourceWeight": 0.08,
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"attackWindup": 0.3,
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"attackImpact": 0.5,
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"attackRecover": 0.9,
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"attackLeanDegrees": 6,
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"attackArmDegrees": 35,
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"attackLunge": 0.005,
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"attackReach": 0.02,
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"maxRootTilt": 25,
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"groundTolerance": 0.003,
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"motions": [
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{
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"name": "Idle",
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"sourceDir": "Tools/output/companions/FlameLion/motions/Idle",
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"prompt": "a small bipedal lion stands upright on two feet with relaxed forepaws and gentle breathing, keeping its large mane stable",
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"duration": 2.0
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},
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{
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"name": "Walk",
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"sourceDir": "Tools/output/companions/FlameLion/motions/Walk",
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"prompt": "a small bipedal lion walks upright on two feet with alternating short steps and gentle forepaw swings, keeping its head facing forward and its large mane stable",
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"duration": 2.0
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},
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{
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"name": "Attack",
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"sourceDir": "Tools/output/companions/FlameLion/motions/Attack",
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"prompt": "a small bipedal lion braces on two feet, draws back slightly to gather energy, spreads both forepaws and thrusts its head forward once to release a flame spell, then recovers to its upright resting stance",
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"duration": 2.0
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}
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],
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"headBone": "",
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"neckBone": "",
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"attackHeadPitchDegrees": 8,
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"attackHeadReach": 0.015,
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"anatomyNotes": "Disabled proposal. Inspect this lion own TokenRig before mapping all bones or selecting mane/tail skin regions. Keep the prototype upright biped anatomy. The proposed flame_roar behavior needs head/neck and braced forepaw authoring and QA; it is not yet implemented. Do not copy FireCat bone names, skin overrides or arm amplitudes. Jaw motion is conditional on a real independent jaw bone."
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}
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