Getting started¶
Requirements¶
| Unity | 6000.3.6f1 exactly (ProjectSettings/ProjectVersion.txt) |
| Modules | Windows build support; the editor's own platform |
| Git | with LFS not currently required |
| GitHub CLI | gh, for the workflow |
| Python 3 | only for the docs site |
Open with a different Unity version at your own risk. Packages/manifest.json sets
"disableProjectUpdate": true, so the editor will not silently upgrade packages, but it will
still re-import and rewrite assets.
Clone and open¶
The repository is private. Clone it with whatever remote URL you were given access to:
Open the folder through Unity Hub with 6000.3.6f1. The first import takes a while — the project is around ten thousand tracked files and the library is built from scratch.
Then open Assets/Scenes/demo.unity. That is the only scene with anything in it;
SampleScene.unity is the empty template scene.
Packages¶
From Packages/manifest.json:
| Package | Version | Used for |
|---|---|---|
com.unity.cinemachine |
3.1.6 | both camera rigs; the free-look rig is Cinemachine 2-style API via the framework |
com.unity.inputsystem |
1.14.0 | all input except the dialogue system's legacy polling |
com.unity.postprocessing |
3.4.0 | post stack |
com.unity.toonshader |
0.14.1-preview | toon shading |
com.unity.ide.visualstudio |
2.0.23 | IDE integration |
com.unity.2d.sprite, com.unity.ugui |
1.0.0 | UI |
com.coplaydev.unity-mcp |
git | MCP for Unity — editor automation used by the agent workflow |
Rendering is URP, configured under Assets/Settings.
Vendored plugins¶
Not packages — source dropped into Assets/Plugins:
Ink (inkle ink-Unity 1.1.8), Demigiant (DOTween), CW (LeanTransition), EasyTransitions,
PSXShaderKit, PrettyHierarchy, QuickOutline, SimpleMan.
Plus Assets/HelloMarioFramework — a full third-party platformer kit with its own assembly
definition. See Player controller.
Assembly layout¶
There are no assembly definitions for project code. Everything in Assets/Scripts and
Assets/Editor compiles into Assembly-CSharp / Assembly-CSharp-Editor. Only the vendored
plugins define asmdefs (HelloMarioFramework, Ink-Libraries, InkEditor).
Practical consequences: project code can reference the framework freely, compile times are whole-project, and there is no test assembly — there are no tests.
Root .csproj files and hoseboy.slnx are Unity-generated. Do not edit them; do not commit
changes to them.
First run¶
Press play in demo.unity. You should get the monkey, the free-look camera, and a hose rig that
sprays continuously (the jet's sprayWithoutInput debug toggle, since no tank limits it and the
spray action is not bound).
What you will not see, because none of it is in the scene: the water gauge, the tank, the arm IK, the true first-person body, screen transitions, or any dialogue. See the roadmap.
Where things live¶
Assets/
Art/ shaders, materials, textures
Editor/ editor-only utilities (menu items under Tools/)
HelloMarioFramework/ vendored controller kit — do not edit in place
Plugins/ vendored third-party source
Prefabs/Hose/ HoseRig.prefab, WaterBackpack.prefab
Scenes/ demo.unity ← the one that matters
Scripts/ Camera, DialogueSystem, Hose, UI, Utils
Settings/ URP assets
Suriyun/ placeholder monkey character
InputSystem_Actions.inputactions
docs/ this site
mkdocs.yml