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Goop

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Created Jul 2026

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We've given the main menu a visual upgrade by increasing the character count from 3 to 8, featuring a variety of new poses like HandOnHip, Tree, and BackBend. To accommodate the expanded roster, the camera has been pulled back and the FOV widened, while the environment ground was extended to match the new layout. This adds much more personality and visual density to the player's first point of entry. New Menu Look

We've bumped the default paint mesh subdivision to level 3 (64x), increasing vertex counts from roughly 2.5k to 100k. This provides much cleaner, cursor-accurate paint dabs directly on the mesh surface. You can adjust the paintSubdivisions field between 0-4 to find the right balance for your performance requirements when multiple players are painting simultaneously. Increased paint fidelity

Vertex-color painting previously suffered from blurriness due to large base-mesh triangles. I have implemented a 2-level midpoint subdivision on the paint mesh to significantly increase vertex density while maintaining correct skinning and alignment with raycasts. This results in tight, cursor-accurate paint dabs instead of the previous soft, blurry blobs. Paint dabs are finally crisp

Resolved a multi-layered issue where vertex painting failed due to missing palette initialization, incorrect shader ambient lighting, and complete darkness in the arena scene. Restored proper palette UI, patched the shader with Lambert reflection and ambient SH sampling, and added essential lighting to the Greybox scene. Vertex painting and body rendering are now behaving as expected. Everything is finally lit!

Resolved a bug where vertex painting caused crashes due to unreadable mesh data on cloned skin meshes by enabling read/write support in the FBX meta. Added data guards to prevent similar failures and tweaked the default material smoothness to 0.15 for a more consistent matte look out of the box. Cloning mesh to vertex paint vs Setting Read/Write enabled so it doesn't crash

We have replaced the previous UV-based texture painting system with a new vertex-color mapping approach to resolve issues with stretched and faded textures on the character's torso. This update introduces the Goop/VertexPaintLit shader and a rewritten PaintableSkin component that applies colors directly to vertices within a 3D radius. By decoupling painting from UV layout, we now achieve uniform resolution across all body regions, regardless of mesh distortion. when the programmers have to make the graphics

This update introduces a complete revamp of the character system, featuring a new mesh-accurate model, dynamic pose wheel, and advanced aim IK for more natural movement. The painting system has been significantly upgraded to match technical requirements, including server-validated strokes, a robust palette with metallic-gloss support, and a fix for stroke limitations. Additionally, we've improved network resilience with a new watchdog to handle disconnects gracefully and completely redesigned the main menu for better presentation. Massive character and painting overhaul

This update includes a comprehensive overhaul of core gameplay mechanics. Paint and seeker raycasts were fixed by resolving mesh scaling issues and correctly filtering self-colliders, while the paint palette was completely rebuilt with a new HSV interface and eyedropper tool. Surface attachment and locomotion also received major refinements for smoother player movement, accompanied by backend preparations to swap to a new character model complete with pose-driven animation. Major systems overhaul

This update establishes the core multiplayer architecture for Goop using Unity’s NGO 2.x and Unity Services (Relay/Lobby). We have integrated server-authoritative gameplay systems, including a state machine for match phases, networked character animation, synced painting mechanics, and a 3D-space lobby flow. It's a massive milestone that moves the project from a prototype into a functional networked experience. The hidden complexity of multiplayer

The baseline project structure has been established, including essential configurations for Unity, URP rendering pipelines, and input systems. This commit sets the foundation for future development, ensuring a clean workspace for the repository. Initial commit pushed

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