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Evaverse

This repository has been bootstrapped as a Unity 6 project skeleton for the Evaverse rebuild.

Current State

The project currently includes:

  • Unity package manifest with the first approved runtime stack
  • Project version pinned to Unity 6000.0.65f1
  • Assembly definition layout for:
    • Core
    • Gameplay
    • Networking
    • Meta
    • Web3
    • UI
    • World
  • First-pass runtime code for:
    • application bootstrap
    • service registry
    • third-person avatar controller
    • hoverboard movement
    • race checkpoint / lap tracking
    • local session placeholder
    • local progression save
    • NFT metadata normalization primitives
    • debug overlay
  • world definition assets
  • world spawn / region / POI metadata
  • JSON-driven map seed parsing
  • graybox blockout generation from a seed file
  • generated Snowbound Nexus hub scene
  • generated world materials and primitive mesh kit
  • local playable prototype avatar
  • local prototype hoverboard with E mount/dismount
  • generated race checkpoint tracking
  • prototype HUD for controls, lap, checkpoint, timer, best time, and board speed
  • green race start gate with countdown

Current Editor Reality

The project has now been opened successfully in Unity 6000.0.65f1, packages were resolved, .meta files were generated, the custom assemblies compile, and Hub.unity can be regenerated from the editor menu Evaverse > World > Build Revival Hub Scene.

Still intentionally missing:

  • render pipeline assets
  • input action assets if we choose generated input maps
  • real multiplayer flow

Feeding A Map

You can now feed a map in several workable ways:

  1. A Unity scene or prefab blockout
  2. A top-down sketch or image with rough dimensions
  3. A terrain heightmap plus a few landmark coordinates
  4. A Blender, FBX, GLB, or OBJ environment file
  5. A video/screenshot reference set with notes like "spawn here" and "race loop there"
  6. A JSON seed like EvaverseHubSeed.json

The JSON seed path is the easiest if you want me to iterate quickly. It supports:

  • map metadata
  • spawn points
  • biome zones
  • regions
  • points of interest
  • primitive blockout elements

There is a WorldBlockoutBuilder component in the project that can rebuild a graybox directly from that seed. For huge maps, the recommended workflow is: rough map sketch or JSON seed first, generated blockout second, Blender/Unity art-kit replacement third, Addressables streaming fourth.

Recommended First Editor Pass

  1. Open the project in Unity 6000.0.65f1 or the nearest compatible 6000.0 patch.
  2. Let Unity generate the missing project metadata and import packages.
  3. Open Hub.unity or use Evaverse > Playtest > Open Hub And Play.
  4. Add an EvaverseApplication object to the first runtime bootstrap scene.
  5. Press Play in the hub scene and use WASD, Shift, Space, and E near the prototype hoverboard.
  6. Ride through the green START gate in the EVA Grand Prix wing, wait for the countdown, then follow the checkpoint loop.
  7. Watch the prototype HUD update lap, checkpoint, timer, and local best time. Press R to reset the race.
  8. Promote the generated prototype avatar/board into reusable prefabs once the feel is approved.

Useful editor menus:

  • Evaverse > World > Build Revival Hub Scene
  • Evaverse > Playtest > Open Hub
  • Evaverse > Playtest > Open Hub And Play
  • Evaverse > Playtest > Validate Hub Scene

Next Code Targets

  • replace the local session placeholder with real NGO + Multiplayer Services flow
  • polish mount/dismount feel, camera transitions, and board ownership rules
  • add finish summary, checkpoint arrows, and cleaner best-time presentation to the race prototype
  • promote local player and board prototypes into reusable prefabs
  • add scriptable config assets for collections, courses, and progression tuning
  • add play mode validation and smoke tests

About

Redoing Evaverse with AI as they bankrupted.

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