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ChromaHide: a Unity stealth game built around colour camouflage. URP + Cinemachine + Input System, with a reproducible one-shot project assembler for CI.

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ChromaHide

Original multiplayer camouflage hide-and-seek game. Hiders start as plain white humanoids and paint themselves from environment colours/patterns to blend in; seekers must spot them before time runs out.

  • Engine: Unity 6 LTS · URP · New Input System · Cinemachine · AI Navigation · Addressables
  • Networking: Photon Fusion 2 (Host Mode, server-authoritative, built-in lag compensation & prediction)
  • Services: PlayFab (progression/economy) · Steamworks.NET (achievements, friends, rich presence)
  • Architecture: ScriptableObject config, event bus, state machines, service-locator DI, object pooling, pluggable save system — all split across .asmdef modules.

Milestones

# Name Status
1 Foundation re-baseline (packages, asmdefs, core architecture, input) ✅ Done
2 Player controller + Cinemachine camera + freeze poses ⬜ Next
3 Camouflage v1: sampling, paint energy, camo quality meter ⬜
4 Photon Fusion 2: connection, session lobby, spawning ⬜
5 Round loop, roles, lag-compensated tagging ⬜
6 First map greybox "Prism Gallery" + dynamic-lighting camo ⬜
7 Offline AI seekers (NavMesh, vision, sound, memory, difficulty) ⬜
8 Weather (rain/fog), hazards, gadgets v1 ⬜
9 Meta: PlayFab XP/dailies/cosmetics, Steamworks ⬜
10 UI suite, audio, accessibility, replays, optimization, Steam prep ⬜

Layout

Assets/_Project/
  Scripts/
    Core/        EventBus, ServiceLocator, StateMachine, ObjectPool, SaveSystem
    Config/      GameConfig ScriptableObject
    Bootstrap/   GameBootstrap composition root + game-flow states
    Tests/       EditMode NUnit tests
  ScriptableObjects/  Config assets
  Scenes/             Boot, MainMenu, Lobby, Game
  Prefabs/ Art/ Audio/ Settings/

About

ChromaHide: a Unity stealth game built around colour camouflage. URP + Cinemachine + Input System, with a reproducible one-shot project assembler for CI.

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