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": "VineSprite",
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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": 0.5,
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"maxTriangles": 2000,
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"assetRoot": "Assets/Bundles/Characters/Animal/VineSprite",
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"staticPrefab": "Assets/Bundles/Characters/Animal/VineSprite/VineSprite.prefab",
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"approvedMesh": "AIClient/Assets/Bundles/Characters/Animal/VineSprite/VineSprite.fbx",
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"rigSource": "Tools/output/companion_dgx/VineSprite/high_rig/rigged.glb",
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"lowUp": "Y",
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"outputDir": "Tools/output/companions/VineSprite",
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"visualPrefab": "Assets/Bundles/Characters/Animal/VineSprite/VineSprite_Companion.prefab",
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"reviewScene": "Assets/Bundles/Scenes/Review/Companion_VineSprite_Review.unity",
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"reviewOriginX": 240,
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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_6",
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"leftArm": "bone_13",
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"walkStride": 0.055,
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"walkLift": 0.016,
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"walkSeconds": 1.1,
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"walkBindCalibration": true,
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"walkSourceWeight": 0.35,
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"idleSeconds": 1.6,
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"idleBreath": 0.003,
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"idleSourceWeight": 0.08,
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"attackStyle": "ranged_cast",
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"attackEvent": "OnCompanionAttackImpact",
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"attackSeconds": 1.1,
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"attackSourceWeight": 0.12,
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"attackWindup": 0.28,
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"attackImpact": 0.5,
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"attackRecover": 0.9,
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"attackLeanDegrees": 4,
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"attackArmDegrees": 65,
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"attackLunge": 0.002,
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"attackReach": 0.025,
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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/VineSprite/motions/Idle",
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"prompt": "a small slender bipedal vine spirit stands upright and idles with gentle breathing",
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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/VineSprite/motions/Walk",
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"prompt": "a small slender bipedal vine spirit walks upright on two feet with alternating short steps and gentle arm swings",
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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/VineSprite/motions/Attack",
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"prompt": "a small slender bipedal vine spirit raises both leaf hands and pushes them forward once to cast a gentle healing spell, then returns to upright standing",
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"duration": 2.0
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}
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],
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"skinOverrides": [],
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"anatomyNotes": "Inspected this VineSprite DGXA TokenRig original: 28 bones. Root0 pelvis, spine1..3 (chest3), neck4/head5 (head tendrils, leaf hood and flower have no own bones); x-positive arm6..8 with hand chain9..12 and x-negative arm13..15 with chain16..19 from chest3; x-positive leg20/21/22 ankle/23 toe and x-negative 24/25/26/27 from root0. Grass support healer: ranged_cast heal like BudBud, own rig."
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}
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