- Overworld: Gras-Terrain mit Noise-Shader, Berg, Dungeon-Tor, Felsen, Bäume - Dungeon: Prozedurale Generierung (Grid, Räume, L-Gänge), Multi-Ebenen mit Persistenz - Portal-System: Blau (zurück/raus), Rot (tiefer), Auswahl-UI ab Ebene 2+ - Gegner: Goblin-Modell + Animationen statt Warrior, Capsule angepasst - NavMesh: Manuell gebautes NavigationMesh im Dungeon mit Wand-Margin und shared Vertices - Pathfinding: Gegner nutzen NavigationAgent3D, laufen um Wände herum - Leash-System: Gegner verlieren Aggro ab 30 Einheiten vom Spawn - Kamera-Kollision: Raycast verhindert Durchsehen durch Wände, ignoriert Gegner - Respawn-Timer auf 60s, Death-Timer auf 10s erhöht - Dokumentation aktualisiert (Dungeon, NavMesh, Goblin, Kamera) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
43 lines
1 KiB
Text
43 lines
1 KiB
Text
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