YAML Metadata Warning:empty or missing yaml metadata in repo card
Check out the documentation for more information.
GameFactory-3A Assets β gameC_fighting_arena
AI-generated game demo assets for a 3D side-scrolling versus fighting game (Mortal Kombat style), built with Unity3D 2022.3 URP. All 3D objects were generated via Meshy API; motions were generated via MoMask text-to-motion and retargeted through Puppeteer. No third-party or Unity Store assets are included.
Note: Due to copyright restrictions, only gameC_fighting_arena (fully AI-generated assets) is uploaded. Other game demos that include third-party or Unity Store assets are not included.
Structure
upload/
βββ test_samples/gameC_fighting_arena/ # Task definitions (jsonl + requirement txt)
β βββ general_requirement.txt # Game design spec
β βββ 3D_object/object_tasks.jsonl # 3D asset generation tasks (prompts)
β βββ 3D_scene/scene_tasks.jsonl # Scene generation tasks
β βββ motion/motion_tasks.jsonl # Motion generation tasks (prompts per action)
β βββ tpose/tpose_tasks.jsonl # T-pose image tasks
β βββ audio/audio_tasks.jsonl # Audio generation tasks
β βββ cg_video/cg_tasks.jsonl # CG video tasks
β βββ mechanic/mechanic_tasks.jsonl # Mechanic code-gen task definition
β βββ ui/ui_tasks.jsonl # UI code-gen task definition
β βββ pipeline/pipeline_task.jsonl # Full-pipeline integration task
β
βββ gameC_fighting_arena/ # Generated outputs + traceability
β βββ assets/ # Layer A: Generated 3D assets
β β βββ 3d_object/
β β β βββ demoFighting_001/ # Warrior character (GLB + meta.json)
β β β βββ demoFighting_002/ # Ninja character (GLB + meta.json)
β β β βββ demoFighting_003/ # Ninja sword prop (GLB + meta.json)
β β β βββ demoFighting_004/ # Stone lantern prop (GLB + meta.json)
β β βββ 3d_scene/
β β βββ demoFighting_010/ # Arena scene meta (composed from generated assets)
β β
β βββ mechanic/ # Layer B: Game mechanic code (C#)
β β βββ demoFighting_070/
β β βββ Runtime/ # 21 C# scripts
β β β βββ FightingCharacterController.cs # Movement, attack, block
β β β βββ FightingCombatSystem.cs # Hit detection, damage, hitstun
β β β βββ FightingRoundManager.cs # Timer, KO, best-of-5
β β β βββ FightingCameraController.cs # Side-view camera
β β β βββ FightingComboSystem.cs # Combo chains
β β β βββ FightingUltimateSkill.cs # Ultimate skill + VFX trigger
β β β βββ FightingAIBehavior.cs # AI opponent
β β β βββ FightingThrowableProp.cs # Stone lantern throw mechanic
β β β βββ ...
β β βββ Tests/ # Unit tests
β β βββ mechanic_contract.json # State/event/command bindings for UI
β β βββ context_used.json # Agent context record
β β βββ package.json
β β βββ meta.json # Agent traceability (task_id, status, files)
β β βββ demo_outputs/code_gen/ # task_packet, instructions, workspace_snapshot
β β
β βββ ui/ # Layer C: UI code (C#)
β β βββ demoFighting_ui_001/
β β βββ generated_ui/
β β β βββ FightingHUD.cs # HP bars, energy, timer, round indicator
β β β βββ MatchEndScreen.cs # Win/lose screen
β β β βββ FightingUIBinder.cs # Binds UI to mechanic contract
β β β βββ Tests/ # UI tests
β β β βββ browser_play/ # Browser preview viewer
β β βββ meta.json # Agent traceability
β β βββ demo_outputs/code_gen/ # task_packet, instructions
β β
β βββ pipeline/ # Pipeline execution + Unity project
β β βββ unity_project/ # Complete Unity project (openable)
β β β βββ Assets/
β β β β βββ Imported/
β β β β β βββ Avatars/ # demoFighting_001 (warrior), demoFighting_002 (ninja)
β β β β β βββ Weapons/ # demoFighting_003 (sword), demoFighting_007 (shuriken)
β β β β β βββ Props/ # (empty)
β β β β β βββ Environments/ # demoFighting_004 (stone lantern), demoFighting_005 (pavilion), demoFighting_006 (courtyard)
β β β β β βββ Motions/ # 14 retargeted FBX motion clips
β β β β βββ Generated/ # Animator controllers, prefabs, materials, animations
β β β β βββ A3GameFightingGameplay.Runtime/ # Mechanic C# scripts
β β β β βββ A3GameFightingUI.Runtime/ # UI C# scripts
β β β β βββ A3GameRuntime/ # Runtime adapter
β β β β βββ Scenes/ # FightingArena.unity, FightingArenaGame.unity
β β β β βββ Editor/ # Import scripts
β β β βββ ProjectSettings/
β β β βββ Packages/
β β βββ scene_spec.json # Scene assembly spec
β β βββ unityclient_play_report.json
β β βββ unityclient_generate_report.json
β β βββ unityclient_reimport_report.json
β β βββ unityclient_texture_reimport_report.json
β β
β βββ run_meta.json # Run metadata (git sha, seeds, params)
β βββ mechanic_results_summary.json # Mechanic generation summary
β βββ ui_results_summary.json # UI generation summary
Asset Inventory
3D Objects (all Meshy API generated)
| Task ID | Asset | Prompt | File |
|---|---|---|---|
| demoFighting_001 | Warrior character | Muscular male arena fighter, T-pose, PBR | model.glb (8.5 MB) |
| demoFighting_002 | Ninja character | Lean male ninja, T-pose, PBR | model.glb (10.5 MB) |
| demoFighting_003 | Ninja sword | Short ninja sword, rigid prop, PBR | model.glb (9.6 MB) |
| demoFighting_004 | Stone lantern | Japanese stone arena lantern prop, PBR | model.glb (5.6 MB) |
| demoFighting_005 | Fighting pavilion | Two-story Japanese fighting pavilion, 13m wide | model.glb (16.2 MB) |
| demoFighting_006 | Courtyard enclosure | U-shaped Japanese fighting courtyard, 34m wide | model.glb (15.7 MB) |
| demoFighting_007 | Shuriken | Four-point ninja throwing star, 28cm | model.glb (7.0 MB) |
3D Scene (composed from generated 3D objects)
| Task ID | Scene | Components |
|---|---|---|
| demoFighting_010 | Japanese stone fighting arena | demoFighting_005 (pavilion) + demoFighting_006 (courtyard) + demoFighting_004 (stone lanterns) |
The scene is composed entirely from generated 3D objects β no Unity Store or third-party assets.
Motion (MoMask text-to-motion β Puppeteer rig β retargeted)
14 motion clips, 2 characters Γ 7 actions each. Each motion task directory contains the full generation pipeline artifacts:
| File | Description |
|---|---|
motion.bvh |
MoMask raw output BVH |
motion_ik.bvh |
IK-processed BVH |
motion_raw.bvh |
Pre-processing BVH |
retargeted.fbx |
Final retargeted animation FBX (imported into Unity) |
animation.fbx |
Puppeteer rig animation |
rig.txt |
Puppeteer skeleton rig data |
skeleton.txt |
Skeleton joint hierarchy |
mapping.json |
Bone mapping (MoMask β Puppeteer) |
retarget_info.json |
Retarget metadata |
joints.npy |
Joint positions array |
mesh.obj |
Preview mesh |
preview.mp4 |
Motion preview video |
meta.json |
Task traceability (prompt, seed, character) |
| Character | Actions |
|---|---|
| Warrior | idle, move, light_punch, heavy_punch, kick, block, ultimate |
| Ninja | idle, move, light_punch, heavy_punch, kick, block, ultimate |
Motion files are also in the Unity project under Assets/Imported/Motions/ as retargeted FBX clips.
Mechanic Code (Agent-generated C#)
| Module | Scripts | Key Classes |
|---|---|---|
| A3GameFightingGameplay | 21 Runtime + 2 Tests | FightingCharacterController, FightingCombatSystem, FightingRoundManager, FightingCameraController, FightingComboSystem, FightingUltimateSkill, FightingAIBehavior, FightingThrowableProp |
UI Code (Agent-generated C#)
| Module | Scripts | Key Classes |
|---|---|---|
| A3GameFightingUI | 4 Runtime + 2 Tests + browser_play | FightingHUD, MatchEndScreen, FightingUIBinder |
Traceability
Every asset and code module includes a meta.json recording:
generatorβ how it was produced (meshy, prepared_asset_substitution, agent code-gen)source_pathβ original source file if substitutedseedβ generation seed for reproducibilityrequirement/promptβ the input text that drove generationtask_idβ links back to the task definition intest_samples/
The mechanic_contract.json defines the state bindings, event bindings, and command
bindings that connect the mechanic layer to the UI layer, enabling automated UI-mechanic
integration verification.
Engine
- Engine: Unity3D 2022.3 URP
- Run ID: unity_fighting_20260816_132646
- Git SHA: d9f2b08
License
All 3D assets were generated via the Meshy API. Code was generated by an AI agent (Claude). Motion clips were generated via MoMask. The game design and task definitions are original to the GameFactory-3A project.