# Foundation asset provenance ## Hand-authored map materials — 8 October 2026 - Two original project URP materials remain in `Assets/_Project/Features/Levels/SharedMaterials`; their GUIDs and appearance are preserved for manual terrain and stairs. Manual geometry remains user authored. - Original Kenney Nature Kit source FBXs and CC0 licence remain under `Assets/_Project/ThirdParty/KenneyNature`. Downloaded from the official free ZIP on 8 October 2026; no purchase or package upgrade. There are currently no retained level-specific prefab variants. Date: 5 October 2026. Initial prototype steps 1–3. | Asset | Source / authoring | License / attribution | Modifications | |---|---|---|---| | Original sample scene, PC/Mobile URP settings and template tutorial assets | Existing Unity URP blank template supplied with the recorded Editor | Unity-provided template/package terms; no external purchased asset imported | Original sample scene retained; active PC pipeline reused | | Greybox arena meshes, boundaries, cover, pillars and spawn markers | Unity primitive cubes, placed by `PrototypeFoundationBuilder` | Built-in Unity primitives; no third-party art asset or additional attribution requirement introduced | Dimensions/colors/layout authored for this project | | Placeholder player body | Unity primitive capsule | Built-in Unity primitive; no third-party art imported | Scaled, colored, and assembled into a network prefab | | Floor, structure, landmark and player materials | Project-authored flat colors using Unity URP/Lit | Unity URP shader/package terms | Shared simple materials with restrained smoothness | | Session menu, labels, buttons and status overlay | Project-authored C#, UXML, USS and custom theme | Original project UI; text rendering uses Unity's runtime text facilities | No generated image, baked text, third-party font/icon or UI asset imported | No assets were purchased, no paid generation was used, and no third-party art library was imported. Generated scene/prefab/material assets were created through supported Unity Editor APIs with Unity-managed `.meta` files/GUIDs. Networking package licensing is recorded in `NETWORKING_DECISION.md`; asset provenance does not replace those software-license requirements. ## Combat sandbox additions - Weapon/view models: original primitive cube assemblies authored by `PrototypeCombatBuilder`; no external meshes/textures or paid generation. - Weapon, target, hazard and effect materials: project-authored colors using existing URP shaders. Arena/player material references preserved. - Ability/weapon definition assets: original tunable project data, generated through Editor APIs; stable IDs and Unity-managed GUIDs/meta files. - Shot/ability sound placeholders: deterministic sine/envelope waveforms synthesized by `PrototypeWeaponPresentation`; no sampled recording or third-party audio license introduced. - Combat HUD/build menu: original UXML/USS/C# text and geometry; no baked text, third-party icons, fonts, or generated images. ## Build, feedback and enemy expansion - Circular ability glyphs, selection rings, hover cards, damage labels and encounter HUD: original UI Toolkit geometry/text. The user-supplied sketch is preserved in `Docs/References/ability-picker-sketch.png` as a layout reference. - Melee/ranged drones and Pulse/Siege Wardens: original primitive cube/body/head assemblies with authored URP flat colors; elites scale the base model. No external model or paid generation. - Enemy navigation data: baked from the existing arena's collision geometry using the installed Unity AI Navigation package; normal and large clearance authored through Editor APIs. - Body-hit, headshot and NPC attack sound placeholders: original sine/envelope waveforms synthesized at runtime. Existing firing cues preserved; no sampled recording or third-party audio source. - Boss warning/attack rings and NPC tracers: original LineRenderer geometry with existing URP shaders. No purchased assets or service changes. ## Encounter polish and run additions — 6 October 2026 - Crawler body/limb pivots, courtyard/reactor/arches/ramps, alternate layout, heavy pistol/shotgun/SMG view models, exit ring and run cores: original project assemblies using Unity primitives/LineRenderer geometry, authored by the scoped Editor builders. No external models or purchased assets. - Textured dissolve/crimson masking and charge cues: project-authored URP shader/materials; preserve the supplied Wraith texture and model sources and their existing provenance. Material copies preserve original asset GUIDs. No new generation was performed. - New firing/charge sounds: original synthesized sine/envelope placeholders, without sampled third-party recordings. - Drafts, settings, head bars, damage numbers, result screens and custom slider/dropdown styles: original C#/UI Toolkit/USS. Text remains live UI text; no fonts/icons/stock images imported. - Navigation: both agent-size bakes from the authored geometry using the existing pinned AI Navigation package. No new package or license dependency introduced. ## Combat flow additions — 6 October 2026 - Four ability tiles, white pictograms, crosshair and animated hit strokes: original scalable UI Toolkit/Painter2D geometry. No copied icons, raster generation or paid artwork. - Bombardier: a variant of the existing project-authored ranged drone, with original cannon-glow geometry/material and ballistic shell/warning rings. Existing source models and their licences are preserved. - Arc Lance, Shield Pulse, Starfall and Aegis Surge definitions and warning/impact rings: original project data, code and LineRenderer geometry using the pinned URP shaders. No external asset or package was added. - Core rarity HUD icons: original cached polygon/Painter2D artwork. Common green hex cell, Uncommon blue fin-mounted prism, Rare purple three-spire crystal and Legendary gold crown reactor use the existing core palette. No raster generation, purchased icons, font assets or external licences were introduced. - Installed core upgrades: 25 original cached faceted Painter2D pictograms in UpgradeIcon.cs, with live text and rarity frames in Tab inspection. No external artwork, raster generation, paid service or new package dependency. ## Feedback, cores, build variety and menu — 7 October 2026 - Damage vignette: original procedural UI mesh and envelope; no raster image or external texture. - Extra-jump and new ability cues: original bounded LineRenderer/ring/particle geometry with pinned URP shaders. No copied models, downloaded media or paid generation. - Twenty additional core pictograms and five category symbols: original cached native UI geometry in UpgradeIcon/CoreCategoryView, retaining the existing project rarity palette and original25 icon keys. - MainMenu layout, orbit backdrop, controls, focus/scroll/toggle/dropdown geometry: original C#/UXML/USS using the existing project theme/font. Text remains editable UI text. - Twelve ability/passive definitions: original project data authored through AbilityExpansionBuilder, with existing Editor/package pins. The named game references inform general role design; no reference-game names, artwork or source assets are imported. - TestResults renders are validation captures, not additional production assets. Existing manual geometry, source FBX/textures and their earlier provenance remain unchanged by this batch. ### Proc visuals follow-up — 7 October 2026 - Death Blast/bleed-cascade rings and Chain Rounds links are original native LineRenderer geometry with the existing pinned URP Unlit shader. No new images, models, packages, purchases or generated assets were used. - Preview PNGs under ignored TestResults are temporary verification renders. The Editor capture utility references the already installed URP runtime assembly; package versions and production asset licences are unchanged. ### Core selection visual follow-up — 7 October 2026 - Reward mint line icons reuse original cached Painter2D polygons through an explicit reward-only outline mode. No reference-game artwork, external fonts, raster generation, paid assets or new packages were used. - Fullscreen reward layout and styles are original UI Toolkit/C#/USS. Comparison PNGs use the existing original mockup and deterministic production-control captures; illustrative Rare offers are labelled separately from actual Common-specific reward presentation.