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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/
β”œβ”€β”€ test_samples/gameC_fighting_arena/    # Task definitions (jsonl + requirement txt)
β”‚   β”œβ”€β”€ general_requirement.txt            # Game design spec
β”‚   β”œβ”€β”€ 3D_object/object_tasks.jsonl       # 3D asset generation tasks (prompts)
β”‚   β”œβ”€β”€ 3D_scene/scene_tasks.jsonl         # Scene generation tasks
β”‚   β”œβ”€β”€ motion/motion_tasks.jsonl          # Motion generation tasks (prompts per action)
β”‚   β”œβ”€β”€ tpose/tpose_tasks.jsonl            # T-pose image tasks
β”‚   β”œβ”€β”€ audio/audio_tasks.jsonl            # Audio generation tasks
β”‚   β”œβ”€β”€ cg_video/cg_tasks.jsonl            # CG video tasks
β”‚   β”œβ”€β”€ mechanic/mechanic_tasks.jsonl      # Mechanic code-gen task definition
β”‚   β”œβ”€β”€ ui/ui_tasks.jsonl                  # UI code-gen task definition
β”‚   └── pipeline/pipeline_task.jsonl       # Full-pipeline integration task
β”‚
β”œβ”€β”€ gameC_fighting_arena/                   # Generated outputs + traceability
β”‚   β”œβ”€β”€ assets/                            # Layer A: Generated 3D assets
β”‚   β”‚   β”œβ”€β”€ 3d_object/
β”‚   β”‚   β”‚   β”œβ”€β”€ demoFighting_001/           # Warrior character (GLB + meta.json)
β”‚   β”‚   β”‚   β”œβ”€β”€ demoFighting_002/           # Ninja character (GLB + meta.json)
β”‚   β”‚   β”‚   β”œβ”€β”€ demoFighting_003/           # Ninja sword prop (GLB + meta.json)
β”‚   β”‚   β”‚   └── demoFighting_004/           # Stone lantern prop (GLB + meta.json)
β”‚   β”‚   └── 3d_scene/
β”‚   β”‚       └── demoFighting_010/          # Arena scene meta (composed from generated assets)
β”‚   β”‚
β”‚   β”œβ”€β”€ mechanic/                          # Layer B: Game mechanic code (C#)
β”‚   β”‚   └── demoFighting_070/
β”‚   β”‚       β”œβ”€β”€ Runtime/                   # 21 C# scripts
β”‚   β”‚       β”‚   β”œβ”€β”€ FightingCharacterController.cs   # Movement, attack, block
β”‚   β”‚       β”‚   β”œβ”€β”€ FightingCombatSystem.cs          # Hit detection, damage, hitstun
β”‚   β”‚       β”‚   β”œβ”€β”€ FightingRoundManager.cs          # Timer, KO, best-of-5
β”‚   β”‚       β”‚   β”œβ”€β”€ FightingCameraController.cs      # Side-view camera
β”‚   β”‚       β”‚   β”œβ”€β”€ FightingComboSystem.cs           # Combo chains
β”‚   β”‚       β”‚   β”œβ”€β”€ FightingUltimateSkill.cs         # Ultimate skill + VFX trigger
β”‚   β”‚       β”‚   β”œβ”€β”€ FightingAIBehavior.cs            # AI opponent
β”‚   β”‚       β”‚   β”œβ”€β”€ FightingThrowableProp.cs         # Stone lantern throw mechanic
β”‚   β”‚       β”‚   └── ...
β”‚   β”‚       β”œβ”€β”€ Tests/                     # Unit tests
β”‚   β”‚       β”œβ”€β”€ mechanic_contract.json     # State/event/command bindings for UI
β”‚   β”‚       β”œβ”€β”€ context_used.json          # Agent context record
β”‚   β”‚       β”œβ”€β”€ package.json
β”‚   β”‚       β”œβ”€β”€ meta.json                  # Agent traceability (task_id, status, files)
β”‚   β”‚       └── demo_outputs/code_gen/     # task_packet, instructions, workspace_snapshot
β”‚   β”‚
β”‚   β”œβ”€β”€ ui/                               # Layer C: UI code (C#)
β”‚   β”‚   └── demoFighting_ui_001/
β”‚   β”‚       β”œβ”€β”€ generated_ui/
β”‚   β”‚       β”‚   β”œβ”€β”€ FightingHUD.cs         # HP bars, energy, timer, round indicator
β”‚   β”‚       β”‚   β”œβ”€β”€ MatchEndScreen.cs     # Win/lose screen
β”‚   β”‚       β”‚   β”œβ”€β”€ FightingUIBinder.cs   # Binds UI to mechanic contract
β”‚   β”‚       β”‚   β”œβ”€β”€ Tests/                # UI tests
β”‚   β”‚       β”‚   └── browser_play/         # Browser preview viewer
β”‚   β”‚       β”œβ”€β”€ meta.json                 # Agent traceability
β”‚   β”‚       └── demo_outputs/code_gen/    # task_packet, instructions
β”‚   β”‚
β”‚   β”œβ”€β”€ pipeline/                         # Pipeline execution + Unity project
β”‚   β”‚   β”œβ”€β”€ unity_project/                # Complete Unity project (openable)
β”‚   β”‚   β”‚   β”œβ”€β”€ Assets/
β”‚   β”‚   β”‚   β”‚   β”œβ”€β”€ Imported/
β”‚   β”‚   β”‚   β”‚   β”‚   β”œβ”€β”€ Avatars/          # demoFighting_001 (warrior), demoFighting_002 (ninja)
β”‚   β”‚   β”‚   β”‚   β”‚   β”œβ”€β”€ Weapons/          # demoFighting_003 (sword), demoFighting_007 (shuriken)
β”‚   β”‚   β”‚   β”‚   β”‚   β”œβ”€β”€ Props/            # (empty)
β”‚   β”‚   β”‚   β”‚   β”‚   β”œβ”€β”€ Environments/     # demoFighting_004 (stone lantern), demoFighting_005 (pavilion), demoFighting_006 (courtyard)
β”‚   β”‚   β”‚   β”‚   β”‚   └── Motions/          # 14 retargeted FBX motion clips
β”‚   β”‚   β”‚   β”‚   β”œβ”€β”€ Generated/            # Animator controllers, prefabs, materials, animations
β”‚   β”‚   β”‚   β”‚   β”œβ”€β”€ A3GameFightingGameplay.Runtime/  # Mechanic C# scripts
β”‚   β”‚   β”‚   β”‚   β”œβ”€β”€ A3GameFightingUI.Runtime/        # UI C# scripts
β”‚   β”‚   β”‚   β”‚   β”œβ”€β”€ A3GameRuntime/                   # Runtime adapter
β”‚   β”‚   β”‚   β”‚   β”œβ”€β”€ Scenes/               # FightingArena.unity, FightingArenaGame.unity
β”‚   β”‚   β”‚   β”‚   └── Editor/               # Import scripts
β”‚   β”‚   β”‚   β”œβ”€β”€ ProjectSettings/
β”‚   β”‚   β”‚   └── Packages/
β”‚   β”‚   β”œβ”€β”€ scene_spec.json              # Scene assembly spec
β”‚   β”‚   β”œβ”€β”€ unityclient_play_report.json
β”‚   β”‚   β”œβ”€β”€ unityclient_generate_report.json
β”‚   β”‚   β”œβ”€β”€ unityclient_reimport_report.json
β”‚   β”‚   └── unityclient_texture_reimport_report.json
β”‚   β”‚
β”‚   β”œβ”€β”€ run_meta.json                     # Run metadata (git sha, seeds, params)
β”‚   β”œβ”€β”€ mechanic_results_summary.json     # Mechanic generation summary
β”‚   └── 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:

  • generator β€” how it was produced (meshy, prepared_asset_substitution, agent code-gen)
  • source_path β€” original source file if substituted
  • seed β€” generation seed for reproducibility
  • requirement / prompt β€” the input text that drove generation
  • task_id β€” links back to the task definition in test_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.

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