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": "ThunderLeopard",
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"kind": "Animal",
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"usage": "companion_visual",
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"profile": "quadruped_heavy",
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"boneMappingReady": true,
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"height": 0.45,
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"maxTriangles": 2000,
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"assetRoot": "Assets/Bundles/Characters/Animal/ThunderLeopard",
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"staticPrefab": "Assets/Bundles/Characters/Animal/ThunderLeopard/ThunderLeopard.prefab",
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"approvedMesh": "AIClient/Assets/Bundles/Characters/Animal/ThunderLeopard/ThunderLeopard.fbx",
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"rigSource": "Tools/output/companion_dgx/ThunderLeopard/high_rig/rigged.glb",
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"lowUp": "Y",
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"skinOverrides": [],
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"outputDir": "Tools/output/companions/ThunderLeopard",
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"visualPrefab": "Assets/Bundles/Characters/Animal/ThunderLeopard/ThunderLeopard_Companion.prefab",
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"reviewScene": "Assets/Bundles/Scenes/Review/Companion_ThunderLeopard_Review.unity",
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"reviewOriginX": 260,
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"rootBone": "bone_0",
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"neckBone": "bone_3",
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"headBone": "bone_4",
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"faceRight": "bone_13",
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"faceLeft": "bone_17",
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"frontRightFoot": "bone_13",
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"frontLeftFoot": "bone_17",
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"hindRightFoot": "bone_21",
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"hindLeftFoot": "bone_25",
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"frontRightFootTip": "bone_14",
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"frontLeftFootTip": "bone_18",
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"hindRightFootTip": "bone_22",
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"hindLeftFootTip": "bone_26",
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"walkStride": 0.055,
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"walkLift": 0.015,
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"walkSeconds": 1.1,
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"walkSwingFraction": 0.2,
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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": 0.0015,
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"idleSourceWeight": 0.04,
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"attackStyle": "braced_bash",
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"attackEvent": "OnCompanionAttackImpact",
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"attackSeconds": 1.0,
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"attackSourceWeight": 0.04,
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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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"attackLunge": 0.025,
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"maxRootTilt": 15,
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"groundTolerance": 0.003,
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"rootTiltReference": "bind_up",
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"motions": [
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{
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"name": "Idle",
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"sourceDir": "Tools/output/companions/ThunderLeopard/motions/Idle",
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"prompt": "a small four-legged leopard cub stands on all four paws and idles with gentle breathing and a calm head",
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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/ThunderLeopard/motions/Walk",
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"prompt": "a small four-legged leopard cub walks forward on all four paws with a light alternating four-beat gait",
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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/ThunderLeopard/motions/Attack",
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"prompt": "a small four-legged leopard cub braces on all four paws, crouches its shoulders back, then makes one short forward head-and-shoulder pounce and recovers to standing",
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"duration": 2.0
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}
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],
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"anatomyNotes": "Inspected this ThunderLeopard DGXA TokenRig original: 31 bones. Pelvis root0 (rear), spine1, chest2 (front), neck3, head4 with ears5/6, crest7, eye/jaw 8..10; x-positive front leg11..14 (ankle13/toe14) and x-negative 15..18 from chest2; x-positive hind leg19..22 (21/22) and x-negative 23..26 (25/26) from root0; tail27..30. Armor region = cyan shoulder lightning plates (rigid with chest2), horn region = forehead zigzag crest (rigid with head4); both measured from cyan texels on the approved mesh in height-normalized Unity space. braced_bash reads as a short head-and-shoulder pounce; no rhino bone numbers reused. First QA: the wide armor box (495 verts incl. leg roots/neck fur) deformed 4.73mm in Idle; narrowed to the shoulder plates/chest and added a chest2 full-weight skinRegion (static FBX space, Z flipped) like RockRhino.",
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"chestBone": "bone_2",
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"attackHeadReach": 0.018,
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"attackHeadPitchDegrees": 10,
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"armorRegionMin": [
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-0.36,
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0.3,
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-0.52
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],
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"armorRegionMax": [
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0.36,
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0.56,
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-0.22
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],
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"armorRigidityTolerance": 0.001,
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"hornRegionMin": [
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-0.15,
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0.6,
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-0.8
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],
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"hornRegionMax": [
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0.15,
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1.02,
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-0.5
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],
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"hornRigidityTolerance": 0.001,
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"skinRegions": [
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{
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"bone": "bone_2",
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"min": [
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-0.4,
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0.27,
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0.19
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],
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"max": [
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0.4,
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0.59,
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0.55
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],
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"feather": 0.03
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}
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]
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}
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