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": true,
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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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{
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"bone": "bone_0",
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"seed": [
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"fadeDistance": 0.5
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}
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],
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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": "bone_0",
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"chestBone": "bone_3",
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"faceRight": "bone_22",
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"faceLeft": "bone_26",
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"rightFoot": "bone_22",
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"leftFoot": "bone_26",
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"rightFootTip": "bone_23",
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"leftFootTip": "bone_27",
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"rightArm": "bone_7",
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"leftArm": "bone_14",
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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": 0.12,
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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": 45,
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"attackLunge": 0,
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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": "bone_5",
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"neckBone": "bone_4",
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"attackHeadPitchDegrees": 8,
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"attackHeadReach": 0.015,
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"anatomyNotes": "Own final REMOTE 28-bone rig inspected. Root 0, chest 3, neck 4, head 5, arms 7/14 and paw tips 10/17, feet 22/26 with tips 23/27. No independent jaw or tail bones. Broad head/mane weight region is followed by precise tail geodesic override to hip root; geometry and UV retained. Rejected local 33-bone chain is diagnostic only.",
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"rightPawTip": "bone_10",
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"leftPawTip": "bone_17",
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"attackSpreadDegrees": 25,
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],
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"maneRigidityTolerance": 0.001,
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"skinRegions": [
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{
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"bone": "bone_5",
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"min": [
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"bone": "bone_22",
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"max": [
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"feather": 0.03
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"bone": "bone_26",
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]
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}
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