commit fa0388bc796733413f055ddd6f41bbbc51848840 Author: folkward99 Date: Mon Apr 6 11:02:14 2026 +0300 chunk 0: bootstrap config and project settings diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..4a6302c --- /dev/null +++ b/.gitattributes @@ -0,0 +1,35 @@ +# Normalize text files +* text=auto eol=lf + +# Unity serialized text assets +*.meta text eol=lf +*.unity text eol=lf +*.prefab text eol=lf +*.mat text eol=lf +*.asset text eol=lf +*.anim text eol=lf +*.controller text eol=lf + +# Git LFS tracked binaries (required) +*.png filter=lfs diff=lfs merge=lfs -text +*.jpg filter=lfs diff=lfs merge=lfs -text +*.jpeg filter=lfs diff=lfs merge=lfs -text +*.tga filter=lfs diff=lfs merge=lfs -text +*.psd filter=lfs diff=lfs merge=lfs -text +*.mp4 filter=lfs diff=lfs merge=lfs -text +*.mov filter=lfs diff=lfs merge=lfs -text +*.fbx filter=lfs diff=lfs merge=lfs -text +*.obj filter=lfs diff=lfs merge=lfs -text +*.wav filter=lfs diff=lfs merge=lfs -text +*.mp3 filter=lfs diff=lfs merge=lfs -text +*.ogg filter=lfs diff=lfs merge=lfs -text +*.unitypackage filter=lfs diff=lfs merge=lfs -text + +# Recommended additional large binary formats +*.ttf filter=lfs diff=lfs merge=lfs -text +*.otf filter=lfs diff=lfs merge=lfs -text +*.zip filter=lfs diff=lfs merge=lfs -text +*.7z filter=lfs diff=lfs merge=lfs -text +*.rar filter=lfs diff=lfs merge=lfs -text +*.blend filter=lfs diff=lfs merge=lfs -text +*.exr filter=lfs diff=lfs merge=lfs -text diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..2d5495a --- /dev/null +++ b/.gitignore @@ -0,0 +1,96 @@ +# ============================== +# Unity + Gitea production ignore +# ============================== + +# Keep only Unity source-of-truth folders at repo root +/* +!/.gitignore +!/.gitattributes +!/README.md +!/LICENSE +!/LICENSE.md +!/*analysis*.md +!/*[Aa][Nn][Aa][Ll][Yy][Ss][Ii][Ss]*.md +!/Assets/ +!/Packages/ +!/ProjectSettings/ + +# Explicit local-only roots that must never be pushed +/ServerData/ +/wallet/ +/.venv/ +/ProfilerCaptures/ +/UnityPlayerStub/ + +# Unity generated folders (redundant with root rule, kept for clarity) +[Ll]ibrary/ +[Tt]emp/ +[Ll]ogs/ +[Oo]bj/ +[Bb]uild/ +[Bb]uilds/ +[Uu]ser[Ss]ettings/ +[Mm]emoryCaptures/ +[Rr]ecordings/ +ProfilerCaptures/ + +# IDE / tooling +.vs/ +.vscode/ +.idea/ +.consulo/ +.history/ +.trunk/ +.utmp/ +.gradle/ + +# Auto-generated solution / project files +*.csproj +*.unityproj +*.sln +*.slnx +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db +ExportedObj/ + +# Unity crash / diagnostics +sysinfo.txt +mono_crash.* + +# Generated build artifacts +*.apk +*.aab +*.app + +# Unity generated meta artifacts for ignored files +*.pidb.meta +*.pdb.meta +*.mdb.meta + +# Crashlytics +crashlytics-build.properties + +# Addressables generated player content +/Assets/AddressableAssetsData/*/*.bin* +/Assets/StreamingAssets/aa.meta +/Assets/StreamingAssets/aa/* + +# Very large import/recovery staging folders (local-only) +/Assets/_Recovery/ + +# Optional sample/demo/tooling content (not required for runtime) +/Assets/Samples/ +/Assets/wakatime.unity/ +/Assets/TextMesh Pro/Examples & Extras/ +/Assets/Joystick Pack/Examples/ +/Assets/Hovl Studio/Auras pack 2/Demo scene/ +/Assets/GooglePlayPlugins/com.google.play.assetdelivery/Samples/ \ No newline at end of file diff --git a/Packages/manifest.json b/Packages/manifest.json new file mode 100644 index 0000000..245de3e --- /dev/null +++ b/Packages/manifest.json @@ -0,0 +1,68 @@ +{ + "dependencies": { + "com.unity.2d.enhancers": "1.0.0-pre.1", + "com.unity.2d.sprite": "1.0.0", + "com.unity.2d.tilemap": "1.0.0", + "com.unity.addressables": "2.8.1", + "com.unity.addressables.android": "1.0.9", + "com.unity.ads": "4.16.4", + "com.unity.ai.assistant": "1.0.0-pre.11", + "com.unity.ai.generators": "1.7.0-pre.1", + "com.unity.ai.inference": "2.5.0", + "com.unity.ai.navigation": "2.0.10", + "com.unity.ai.toolkit": 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&1 +VersionControlSettings: + m_ObjectHideFlags: 0 + m_Mode: Visible Meta Files + m_CollabEditorSettings: + inProgressEnabled: 1 diff --git a/README.md b/README.md new file mode 100644 index 0000000..e35e729 --- /dev/null +++ b/README.md @@ -0,0 +1,3 @@ +Deviant Mobile V1.1.1 +New updates and changes will be used in this repo. +This is the official Deviant Mobile Repo. diff --git a/STEP_A_PROJECT_ANALYSIS.md b/STEP_A_PROJECT_ANALYSIS.md new file mode 100644 index 0000000..e90f3d7 --- /dev/null +++ b/STEP_A_PROJECT_ANALYSIS.md @@ -0,0 +1,512 @@ +# STEP A — PROJECT ANALYSIS REPORT +## Deviant Mobile — Senior Unity Mobile Optimization Audit +--- + +## 1. PROJECT OVERVIEW + +| Metric | Value | +|--------|-------| +| **Engine** | Unity 6 (URP 17.3.0) | +| **Platform** | Android (arm64-v8a) / iOS 15+ | +| **Genre** | 3v3 Fighting Game | +| **Game Modes** | Cash System (objective-based), Practice (deathmatch) | +| **Characters** | 6: Windham (Rabbit), Amira (Cheetah), Bahman (Eagle), Ziggy (Cat), Amon (Hammerhead), Imani (Hyena) | +| **C# Scripts** | 202 | +| **Prefabs** | 191 | +| **Materials** | 371 | +| **FBX Models** | 328 | +| **Shaders** | 42 | +| **Animation Files** | 3 (.anim) + 17 Animator Controllers in Resources | +| **Scene Files** | 154 total (80 recovery duplicates, 2 main) | +| **Total Assets Folder** | **28 GB** | +| **DEVIS (art source)** | **26 GB** (92.8% of project) | +| **Resources Folder** | 1.7 MB (6 character prefabs, 2 bags, 1 cash box, 17 animator controllers) | + +--- + +## 2. ARCHITECTURE MAP + +``` +┌─────────────────────────────────────────────────────────────────────┐ +│ SCENE: Main Menu │ +│ ┌─────────────┐ ┌──────────────────┐ ┌──────────────────────┐ │ +│ │ GameManager │ │ SelectionOptions │ │ CharacterPrefabMgr │ │ +│ │ (Singleton) │ │ (DontDestroy) │ │ (DontDestroy) │ │ +│ │ Mode/Audio │ │ Team data+sprites│ │ Name→Prefab path map │ │ +│ └──────┬───────┘ └────────┬─────────┘ └──────────┬───────────┘ │ +│ │ │ │ │ +│ ┌──────┴──────────────────┴────────────────────────┴───────────┐ │ +│ │ CharacterSelection / ModeSelection │ │ +│ │ CashSystemCharacterSelection │ │ +│ └───────────────────────────┬───────────────────────────────────┘ │ +└──────────────────────────────┼──────────────────────────────────────┘ + │ LoadScene("Game") +┌──────────────────────────────┼──────────────────────────────────────┐ +│ SCENE: Game │ +│ │ +│ ┌────────────────────────────────────────────────────────────────┐ │ +│ │ CORE INFRASTRUCTURE │ │ +│ │ ┌─────────────┐ ┌──────────┐ ┌───────────────────────┐ │ │ +│ │ │ GameEvents │ │ObjectPool│ │ EntityRegistry │ │ │ +│ │ │ 25 static │ │ Queue │ │ Static per-type lists │ │ │ +│ │ │ Action │ │ Generic │ │ FindNearest/Radius │ │ │ +│ │ └──────────────┘ └──────────┘ └───────────────────────┘ │ │ +│ └────────────────────────────────────────────────────────────────┘ │ +│ │ +│ ┌─────────────────────┐ ┌────────────────────────────────┐ │ +│ │ CashSystemManager │────▶│ CashBagSpawner (ObjectPool) │ │ +│ │ (Singleton, 1349L) │ │ CashBag (state machine) │ │ +│ │ Timer, Spawning, │ │ CashCarrier (per-character) │ │ +│ │ Switching, Win │ │ TeamVault (deposit/steal zone) │ │ +│ │ BuzzerBeater │ │ CashBoxImportController │ │ +│ └──────────┬──────────┘ └────────────────────────────────┘ │ +│ │ │ +│ ┌──────────┴──────────────────────────────────────────────────┐ │ +│ │ CHARACTER LAYER (×6) │ │ +│ │ ┌─────────────────┐ ┌──────────────────────┐ │ │ +│ │ │ Player-Controlled│ │ AI-Controlled (×5) │ │ │ +│ │ │ CharacterInput │ │ CharacterAIController│ │ │ +│ │ │ CharacterMovement│ │ + CashSystemAI │ │ │ +│ │ │ PlayerController │ │ + AIBrain (new) │ │ │ +│ │ └────────┬─────────┘ └──────────┬───────────┘ │ │ +│ │ │ │ │ │ +│ │ ┌────────┴────────────────────────┴──────────────────┐ │ │ +│ │ │ SHARED COMPONENTS │ │ │ +│ │ │ HealthNew (1259L!) │ StaminaSystem │ │ │ +│ │ │ CharacterMovement │ AnimationManager │ │ │ +│ │ │ TeamMember │ CashCarrier │ │ │ +│ │ │ EnemyTargetDetector │ FaceTargetOnAttack │ │ │ +│ │ └─────────────────────────────────────────────────────┘ │ │ +│ └──────────────────────────────────────────────────────────────┘ │ +│ │ +│ ┌──────────────────────────────────────────────────────────────┐ │ +│ │ UI LAYER │ │ +│ │ ┌────────────┐ ┌────────────┐ ┌───────────────────┐ │ │ +│ │ │CashSystemUI│ │TeamHUDPanel│ │ Minimap System │ │ │ +│ │ │ Timer,Vault│ │ Portraits │ │ MinimapManager │ │ │ +│ │ │ KillFeed │ │ Health Dial│ │ MinimapMarker(s) │ │ │ +│ │ │ Combo,Warn │ │ Switch tap │ │ EdgeIndicator │ │ │ +│ │ └────────────┘ └────────────┘ └───────────────────┘ │ │ +│ │ ┌────────────────┐ ┌─────────────────────┐ │ │ +│ │ │ PreMatchIntroUI │ │ MatchResultUI │ │ │ +│ │ │ 3v3 splash │ │ VICTORY/DEFEAT │ │ │ +│ │ │ Countdown │ │ per-mode stats │ │ │ +│ │ └────────────────┘ └─────────────────────┘ │ │ +│ └──────────────────────────────────────────────────────────────┘ │ +│ │ +│ ┌─────────────────────┐ ┌────────────────────────────────────┐ │ +│ │ Camera System │ │ Save System │ │ +│ │ CameraFollow │ │ SaveManager (DontDestroy) │ │ +│ │ CinemachineInput │ │ JsonDataService (XOR "encrypt") │ │ +│ │ CameraShake │ │ GameData (wins/losses/rank/XP) │ │ +│ └─────────────────────┘ └────────────────────────────────────┘ │ +│ │ +│ ┌─────────────────────────────────────────────────────────────┐ │ +│ │ Asset Loading (Custom) │ │ +│ │ RemoteAssetBundleManager → JSON catalog → bundle download │ │ +│ │ AssetBundleDownloadManager → loading screen progress │ │ +│ │ CustomAssetBundleSceneLoader → scene loader │ │ +│ └─────────────────────────────────────────────────────────────┘ │ +│ │ +│ ┌───────────────────────────────────────┐ │ +│ │ DISABLED: SpecialMoveCardSystem │ │ +│ │ (CARD_SYSTEM_DISABLED = true) │ │ +│ └───────────────────────────────────────┘ │ +└─────────────────────────────────────────────────────────────────────┘ +``` + +--- + +## 3. SYSTEM-BY-SYSTEM ANALYSIS + +### 3.1 MOVEMENT & AI SYSTEM + +#### CharacterAIController (931 lines) +- **Pattern:** Coroutine-based decision loop (0.3s tick, 0.8s far tick) — good AI LOD +- **Strengths:** Distance-based decision throttling, NavMeshAgent-based, Camera.main cached at Awake +- **Concerns:** + - `FixedUpdate()` runs scale protection (`transform.localScale != originalScale`) every physics tick on every AI — workaround for FBX baked curves that should be fixed at import + - `cachedPlayerManager` declared but potentially never populated + +#### EnemyAIController (270 lines) + TeamAIController (266 lines) +- **Pattern:** Separate coroutine-based controllers for enemy/ally AI +- **CRITICAL:** These appear **redundant** with `CharacterAIController` — three separate AI controller classes handling overlapping roles = maintenance nightmare +- **Concerns:** `Debug.Log` on every `OnEnable`/`OnDisable` — string allocation in production + +#### CashSystemAI (741 lines) +- **Pattern:** Weighted utility scorer with AI roles (Balanced, Collector, Defender, Aggressor) +- **CRITICAL:** Coexists with `AIBrain` — the newer replacement system. Both gate on `isCashSystemSelected`. Unclear which is active at runtime. +- **Strengths:** 0.3s decision interval, state minimum duration preventing thrashing + +#### AIBrain (353 lines) — NEW SYSTEM +- **Pattern:** Modular AI with `UtilityScorer`, `AIBlackboard`, `AIPerceptionSystem`, `AINavigationHelper` +- **Strengths:** 3-tier distance-based LOD ticking (0.3s / 0.5s / 1.0s), zero `FindObjectOfType`, pluggable actions +- **Concern:** Coexists with legacy `CashSystemAI` — migration incomplete + +#### AIPerceptionSystem (242 lines) +- **Pattern:** Zero-alloc detection via `Physics.OverlapSphereNonAlloc`, memory system with `_lastKnownPositions` +- **Strengths:** Static shared collider buffer (safe in single-threaded Unity), FOV-filtered +- **Concern:** Static `Collider[32]` buffer — size is fine for 3v3 but architecture couples all instances + +#### CharacterMovement (582 lines) +- **CRITICAL BUG:** Heavy use of **static fields** (`jump`, `jumpForce`, `gravity`, `isSprinting`, `turnSpeed`, `targetDirection`) — ALL CharacterMovement instances share the same values. Setting gravity for one character changes it for all 6. This is a **game-breaking bug** in 3v3 mode. +- **Concern:** Multiple `Debug.Log` including input values that could fire per-frame +- **Concern:** Dual input paths (legacy `PlayerScript` + new `CharacterInputHandler`) adds complexity + +### 3.2 CASH SYSTEM + +#### CashSystemManager (1349 lines) — GOD CLASS +- **CRITICAL:** `Update()` fires `GameEvents.FireTimerUpdated(matchTimer)` **EVERY FRAME**. All UI subscribers process this every frame. Should throttle to ~4Hz. +- **Concern:** 1349 lines handling spawning, timer, switching, win conditions, buzzer mechanic — massive SRP violation +- **Concern:** `Start()` creates multiple manager singletons via `new GameObject()` + `AddComponent()` — fragile order-dependent init +- **Concern:** 20+ `Debug.Log` calls with string interpolation + +#### CashBagSpawner (345 lines) — CLEAN +- **Strengths:** Uses `ObjectPool` for zero-runtime allocation spawning, coroutine-based waves, `EntityRegistry` for distance checks +- **One of the cleanest classes in the codebase** + +#### CashBag (416 lines) +- **Concern:** `Update()` runs idle animation (rotation+bobbing) every frame on every active bag (up to 15). Could use coroutine or be batched by spawner. +- **Concern:** Drop despawn timer uses per-frame deltaTime accumulation — coroutine would be cleaner + +#### CashCarrier (375 lines) +- **Concern:** Dual cash tracking (`_legacyCash` float + `_carriedBags` list) — legacy compatibility dead weight + +#### TeamVault (357 lines) +- **Strengths:** Coroutine-based magnet pulse (0.3s interval), event-driven deposit/steal notifications +- **No issues:** Clean implementation + +#### CashBoxImportController (680 lines) +- **Concern:** 680 lines for an import animation — camera manipulation (reparenting, position override) is fragile and could conflict with CinemachineFollow + +### 3.3 UI SYSTEM + +#### CashSystemUI (643 lines) +- **Strengths:** Fully event-driven (14 GameEvents subscriptions), no polling, `_dirtyVault` flag for efficient LateUpdate +- **Concern:** 643 lines with 14+ event handlers — could be decomposed into TimerUI, ScoreUI, KillFeedUI, etc. + +#### TeamHUDPanel (365 lines) +- **Concern:** Parallel list pattern (6 separate lists indexed together: portraits, health dials, backgrounds, name labels, dead overlays, highlight borders) — fragile. Should be a `TeamSlot` struct/class array. +- **Concern:** Likely Updates health dials per-frame on all team members — should be event-driven on `OnHealthChanged` + +#### MatchResultUI (654 lines) +- **CRITICAL:** Sets `Time.fixedDeltaTime = 0f` to freeze physics. If scene reloads or restart is triggered without restoring this, **physics is permanently broken**. +- **Strengths:** Clean mode-specific stats display (Cash System vs Practice) + +#### PreMatchIntroUI (430 lines) +- **Strengths:** Coroutine-driven, no per-frame cost when hidden +- **Uses sprites from SelectionOptions (recently fixed)** + +#### MinimapManager (209 lines) +- **CONCERN:** Calls `FindObjectOfType()` every ~1s via `FindPlayer()`. Should use `CashSystemManager.Instance` (singleton already exists). + +### 3.4 CORE INFRASTRUCTURE + +#### GameEvents (155 lines) — CRITICAL ARCHITECTURE +- **Strengths:** ~25 static `Action` events with `?.Invoke()` — zero allocation pub/sub +- **CRITICAL:** **No event cleanup on scene unload.** Static events persist across scenes. If a subscriber is destroyed without unsubscribing, the delegate holds a reference to a destroyed object → `MissingReferenceException`. Needs a `ClearAll()` method called on scene transitions. + +#### ObjectPool (290 lines) +- **Concern:** `PooledObject.Update()` runs every frame on every pooled object with `autoReturnDelay > 0` — adds up with many VFX pooled objects +- **Concern:** `ReturnAll()` creates `new List(_inUse)` — allocation during return operation +- **Concern:** `DontDestroyOnLoad` on pool containers means pools survive scene changes but references to scene objects become stale + +#### EntityRegistry (90 lines) +- **Strengths:** Generic static registry replacing `FindObjectsOfType`, O(1) register, O(n) queries +- **Concern:** `Register()` uses `List.Contains()` — O(n) dedup check on every register. Should use HashSet. +- **Concern:** Lambda predicates in `FindNearest`/`FindWithinRadius` may allocate closures if not cached + +#### CharacterPrefabManager (206 lines) +- **Concern:** Hardcoded path strings (`"Rabbit"`, `"Cheetah"`) — should be data-driven via ScriptableObject +- **Note:** `aiPrefabPaths` dictionary may be redundant (comment says "AI NOW USES SAME UNIFIED PREFABS AS PLAYER") + +#### GameManager (402 lines) +- **Concern:** Static `Instance` without clear `DontDestroyOnLoad` guard — possible double-instantiation +- **Concern:** Commented-out code blocks throughout — dead code + +### 3.5 PLAYER SYSTEM + +#### HealthNew (1259 lines) — **WORST GOD CLASS** +- **CRITICAL:** `Update()` runs every frame on **EVERY character** (6 in 3v3): + - Sets `healthSlider.value` even when health hasn't changed + - Calls `Camera.WorldToScreenPoint()` for AI health bar positioning every frame + - Checks particle VFX state based on health threshold per frame +- **CRITICAL:** 1259 lines mixing health logic, damage processing, health bar UI, death screen, reward screen, stamina, VFX — massive SRP violation +- **Concern:** `FindObjectOfType()` in death/game-over paths +- **Concern:** 20+ `Debug.Log` calls +- **Concern:** `Instantiate(healthBarPrefab)` per character in Start without pooling + +#### CharacterInputHandler (357 lines) +- **Strengths:** Enabled/disabled on character switch (only 1 active at a time), cached components +- **Concern:** Public fields (`block`, `dodge`, `attackEnabled`) without validation — external code can modify freely + +### 3.6 COMBAT SYSTEM + +#### EnemyTargetDetector (212 lines) +- **Strengths:** Zero-allocation design with pre-allocated collider buffer, `OverlapSphereNonAlloc`, FOV/LOS filtering — **excellent mobile practice** + +#### FaceTargetOnAttack (254 lines) +- **Strengths:** `Update()` early-returns when `!assistActive` (near-zero idle cost), `HashSet` for O(1) animation lookup, proper event subscribe/unsubscribe lifecycle + +### 3.7 SAVE SYSTEM + +#### SaveManager (176 lines) +- **Concern:** `async void` on `SaveGame()` and `InitializeSaveSystem()` — unobserved exceptions risk silent failures +- **Concern:** Each stat mutation (`AddWin`, `AddLoss`, `AddMatch`) triggers immediate save — no batching/debouncing +- **Dead code:** Server sync entirely commented out + +#### JsonDataService (82 lines) +- **CONCERN:** XOR cipher with hardcoded key `"YOUR_ENCRYPTION_KEY"` — zero security +- **Concern:** Synchronous file I/O on main thread — small data but could hitch on slow storage + +#### GameData (51 lines) +- **No schema versioning** — field changes break old saves silently +- **Mixes UI state** (`completed_missions_toAnimate`, `animation_status`) into persistent data +- **No currency/gem fields** — shop system unimplemented + +### 3.8 ASSET LOADING + +#### RemoteAssetBundleManager (664 lines) +- **Custom replacement for Unity Addressables** — JSON catalog from remote server, coroutine-based download +- **Concern:** Addressables package (2.8.1) still in manifest.json despite being fully replaced — wasted dependency +- **Strengths:** Configurable memory cleanup (`Resources.UnloadUnusedAssets + GC.Collect`), retry logic, stall detection + +### 3.9 SPECIAL MOVE CARD SYSTEM + +#### CardSpawner — `CARD_SYSTEM_DISABLED = true` +- **Entire subsystem is dead code** — the card system is globally disabled +- **No pooling** — cards use `Instantiate`/`Destroy` per spawn cycle + +### 3.10 PLAYER MANAGEMENT + +#### PlayerManagerNew (330 lines) +- **Concern:** `GameObject.Find("GameStatsManager")` in Awake — string-based lookup wrapped in try-catch swallowing errors +- **Concern:** `Update()` polls `retry` and `pause` bools every frame — should be event-driven +- **Mixes responsibilities:** gameplay state + audio settings + UI management + +#### AnimationManager (319 lines) +- **Concern:** Uses **reflection** (`typeof(AnimationNames).GetFields()`) to auto-populate animation mappings — unnecessary when a static dictionary would suffice +- **Concern:** 50+ lines of manual animation name remapping — should be data-driven (SO/JSON) + +--- + +## 4. CRITICAL PERFORMANCE ANTI-PATTERNS + +### 🔴 SEVERITY: CRITICAL (fix immediately) + +| # | Anti-Pattern | Location | Impact | +|---|---|---|---| +| 1 | **Static fields in CharacterMovement** shared across ALL instances | `CharacterMovement.cs` | Game-breaking: changing gravity/jump for one character affects all 6 | +| 2 | **Timer event fires every frame** | `CashSystemManager.Update()` → `GameEvents.FireTimerUpdated()` | All subscribers (CashSystemUI etc.) process every frame unnecessarily | +| 3 | **HealthNew.Update() on all 6 characters** sets slider, repositions bars, checks VFX | `HealthNew.cs` | 6× per-frame: Camera.WorldToScreenPoint + slider.value + VFX check | +| 4 | **Time.fixedDeltaTime = 0f never restored** | `MatchResultUI.Show()` | Physics permanently broken after match result if scene not fully reloaded | +| 5 | **No GameEvents.ClearAll() on scene transitions** | `GameEvents.cs` | MissingReferenceException on scene reload — delegates hold dead references | + +### 🟠 SEVERITY: HIGH (fix before release) + +| # | Anti-Pattern | Location | Impact | +|---|---|---|---| +| 6 | 26 GB DEVIS folder in project | `Assets/DEVIS/` | 92.8% of project size — should be excluded from version control and builds | +| 7 | 80 recovery scene duplicates | `Assets/_Recovery/` | 348 MB of dead scene files | +| 8 | 17 duplicate animator controllers in Resources | `Assets/Resources/` | All loaded into memory at build time (Resources folder = always included) | +| 9 | 50+ `Debug.Log` calls with string interpolation | Multiple files | GC allocation per log call on mobile; string.Format boxing | +| 10 | Addressables package still in manifest | `Packages/manifest.json` | Unused 2.8.1 dependency bloating build; conflicts with custom bundle system | +| 11 | PostProcessing v2 alongside URP | `Packages/manifest.json` | Redundant — URP has built-in Volume post-processing | +| 12 | Android Target SDK 30 | `ProjectSettings.asset` | Google Play requires API 34+ since Aug 2024 — **blocks store submission** | +| 13 | Gamma color space | `ProjectSettings.asset` | Incorrect lighting/HDR with URP; Linear required for physically-correct rendering | +| 14 | Engine code stripping disabled | `ProjectSettings.asset` | Significantly larger APK/AAB | +| 15 | GPU Skinning disabled | `ProjectSettings.asset` | 6 skinned characters = CPU skinning bottleneck on mobile | + +### 🟡 SEVERITY: MEDIUM (optimize for performance) + +| # | Anti-Pattern | Location | Impact | +|---|---|---|---| +| 16 | `FindObjectOfType()` every ~1s | `MinimapManager.FindPlayer()` | Should use existing singleton Instance | +| 17 | `FindObjectOfType()` in death paths | `HealthNew.cs` | Runtime lookup on critical path | +| 18 | `GameObject.Find("GameStatsManager")` in Awake | `PlayerManagerNew.cs` | String-based runtime lookup | +| 19 | `PooledObject.Update()` per-frame timer on all pooled objects | `ObjectPool.cs` | Per-frame cost scales with pool size | +| 20 | CashBag.Update() idle animation on 15 bags | `CashBag.cs` | 15 Update calls for visual-only bobbing | +| 21 | `EntityRegistry.Register()` uses List.Contains() | `EntityRegistry.cs` | O(n) dedup on every register call | +| 22 | Reflection for animation mapping | `AnimationManager.cs` | `typeof().GetFields()` in Awake — unnecessary | +| 23 | `GetComponent()` per attack event | `PlayerController.cs` | Uncached component lookup on input event | +| 24 | 3 redundant AI controller classes | Multiple files | Maintenance burden: CharacterAIController, EnemyAIController, TeamAIController | +| 25 | SaveManager writes per stat mutation (no batching) | `SaveManager.cs` | Multiple rapid file writes after match end | +| 26 | `async void` on save methods | `SaveManager.cs` | Unobserved exception risk | + +--- + +## 5. MISSING FEATURES / GAPS + +| Feature | Status | Notes | +|---------|--------|-------| +| **Shop/Currency System** | ❌ Not implemented | Unity IAP (4.14.2) in manifest but no ShopManager code | +| **Online Multiplayer** | ❌ Not implemented | No Netcode/Photon/Mirror packages found | +| **Analytics Integration** | ⚠️ Package only | `com.unity.analytics` present but no custom event tracking in code | +| **Localization** | ❌ Not implemented | All strings hardcoded in English | +| **Accessibility** | ❌ Not implemented | No colorblind mode, no text scaling, no screen reader support | +| **Data Versioning** | ❌ Missing | `GameData` has no schema version field — save migration impossible | +| **Crash Reporting** | ❌ Not implemented | `mono_crash.mem.*.blob` files present in root — crashes happening but not tracked | +| **Performance Profiling Hooks** | ❌ Not implemented | No custom profiler markers, no frame budget tracking | +| **Memory Budget System** | ❌ Not implemented | No texture quality tiers, no LOD on models | +| **Loading Screen Tips** | ⚠️ Hardcoded | Hint strings in `AssetBundleDownloadManager` are not data-driven | +| **Tutorial/Onboarding** | ❌ Not found | No tutorial system scripts | + +--- + +## 6. DEPENDENCY AUDIT + +### Packages to REMOVE (unused/redundant): +| Package | Reason | +|---------|--------| +| `com.unity.addressables` 2.8.1 | Fully replaced by custom `RemoteAssetBundleManager` | +| `com.unity.addressables.android` 1.0.9 | Same — custom system replaces this | +| `com.unity.postprocessing` 3.5.1 | Redundant with URP Volume-based post-processing | +| `com.unity.visualscripting` 1.9.9 | No evidence of use in codebase | +| `com.unity.ai.assistant` + `.generators` + `.inference` + `.toolkit` | Pre-release AI tools — editor bloat | + +### Packages to UPDATE: +| Package | Current | Required | Reason | +|---------|---------|----------|--------| +| `com.unity.cinemachine` | 2.10.5 | 3.x | CinemachineV2 is legacy; V3 has better mobile perf | + +--- + +## 7. ASSET SIZE BREAKDOWN + +``` +Assets Total: 28.0 GB +├── DEVIS/ (art source): 26.0 GB ← 92.8% — MUST exclude from build +├── _Recovery/: 348 MB ← DELETE (80 duplicate scenes) +├── UI/: 234 MB +├── Future UI Sound Lib: 220 MB ← Audit: likely includes unused sounds +├── LowPoly Fantasy Bags: 131 MB +├── Scenes/: 89 MB ← 2 main scenes = 81 MB (40+41 MB each!) +├── Material/: 80 MB +├── New UI/: 60 MB +├── GooglePlayPlugins/: 43 MB +├── Hovl Studio/: 38 MB +├── Audio/: 23 MB +├── Hit & Slashes copy: 18 MB +├── Scripts/: 2.9 MB +├── Resources/: 1.7 MB +└── Everything else: ~5 MB +``` + +### Critical Asset Concerns: +1. **Scene files are 40+ MB each** — `Game.unity` and `CITY_DONE.unity` are bloated. Likely contain embedded lightmaps, navigation data, or un-stripped mesh data. +2. **371 materials for a 6-character fighting game** — many are likely unused asset store imports. +3. **328 FBX models** — far more than needed for 6 characters + 1 arena. Audit for unused models. +4. **Textures >1MB:** PBR diffuse/normal maps up to 24 MB — uncompressed PNGs that should use ASTC compression on mobile. +5. **"Future UI Sound Library" (220 MB)** and **"Hit & Slashes Vol.3 copy" (18 MB)** — asset store packs likely containing mostly unused audio. + +--- + +## 8. SINGLETON REGISTRY + +| Singleton | Pattern | DontDestroyOnLoad | Notes | +|-----------|---------|-------------------|-------| +| `GameManager` | Manual static Instance | ⚠️ Unclear | May double-instantiate on scene reload | +| `SelectionOptions` | Manual static Instance | ✅ Yes | Carries team data + sprites cross-scene | +| `CharacterPrefabManager` | Manual static Instance | ✅ Yes | Name → prefab path map | +| `CashSystemManager` | Manual static Instance | ❌ No | Per-scene lifetime | +| `SaveManager` | Manual static Instance | ✅ Yes | File I/O | +| `UIManager` | Generic `Singleton` base | ⚠️ Via base | Thin wrapper | +| `RemoteAssetBundleManager` | Lazy auto-creation | ✅ Yes | Can create orphans during shutdown | +| `PoolManager` | Manual static Instance | ✅ Yes | Pool registry | + +**No service locator or DI container.** All inter-system communication is via: +1. Singleton references (`CashSystemManager.Instance`, etc.) +2. Static event bus (`GameEvents`) +3. `FindObjectOfType` / `GameObject.Find` (legacy patterns still present) + +--- + +## 9. EVENT FLOW DIAGRAM + +``` + MATCH START + │ + PreMatchIntroUI.Show() + │ + ┌──────────┴──────────┐ + │ │ + SpawnTeams() IntroSequence() + │ │ + │ 3-2-1-FIGHT! + │ │ + cashUI.ShowHUD() intro.IsComplete = true + │ + ▼ + ┌─────────────────────────────────────────────┐ + │ GAMEPLAY LOOP │ + │ │ + │ CashSystemManager.Update() │ + │ ├── FireTimerUpdated(timer) ────────▶ CashSystemUI.OnTimerUpdated() + │ ├── FireScoreChanged(team,score) ───▶ CashSystemUI.OnScoreChanged() + │ ├── Check win threshold │ + │ └── Check buzzer beater │ + │ │ + │ CashBagSpawner (wave coroutine) │ + │ ├── Pool.Get() → CashBag │ + │ └── EntityRegistry.Register(bag) │ + │ │ + │ CashBag ──OnTriggerEnter──▶ CashCarrier.AddBag() + │ ├── FireBagPickedUp() ──────▶ CashSystemUI pickup flash + │ └── FireBagPickedUp() ──────▶ MatchStatTracker.OnBagPickedUp() + │ │ + │ TeamVault.MagnetPulse → Deposit │ + │ ├── FireCashDeposited() ────▶ CashSystemUI vault bars + │ └── FireCashDeposited() ────▶ MatchStatTracker + │ │ + │ HealthNew.TakeDamage() │ + │ ├── FireDamageDealt() ──────▶ MatchStatTracker + │ └── Death → FireKill() ─────▶ CashSystemUI kill feed + │ │ + │ Character Switch (tap TeamHUDPanel) │ + │ └── FireCharacterSwitched() ──▶ CashSystemUI, Minimap + └──────────────────────┬──────────────────────┘ + │ + Timer expires / threshold hit + │ + FireMatchResult(playerWon) + │ + MatchResultUI.Show(playerWon) + ├── Time.timeScale = 0 + ├── PopulateStats() + └── SaveManager.AddWin/Loss() +``` + +--- + +## 10. PRIORITY RANKING FOR OPTIMIZATION + +### Tier 1 — Ship-Blocking (must fix before any build) +1. **Static fields in CharacterMovement** — game-breaking shared state +2. **Android Target SDK 30** — Google Play store rejection +3. **Time.fixedDeltaTime = 0f** not restored — breaks physics +4. **GameEvents.ClearAll() missing** — MissingReferenceException on scene reload + +### Tier 2 — Performance-Critical (major FPS/memory impact) +5. **HealthNew God Class refactor** — 6× per-frame Update is the biggest performance drain +6. **Timer event throttling** — reduce `FireTimerUpdated` from 60Hz to 4Hz +7. **26 GB DEVIS folder** — exclude from build/VCS +8. **Delete _Recovery folder** — 348 MB of dead scenes +9. **Strip Debug.Log calls** — 50+ string allocations per frame on mobile +10. **Enable engine code stripping** — reduce APK size significantly +11. **Enable GPU Skinning** — offload 6-character skinning to GPU +12. **Switch to Linear color space** — correct URP lighting + +### Tier 3 — Architectural Debt (prevents feature development) +13. Consolidate 3 AI controllers into 1 unified system +14. Complete AIBrain migration (remove CashSystemAI) +15. Refactor HealthNew into Health + HealthBarUI + DeathHandler +16. Add save data versioning +17. Remove unused packages (Addressables, PPv2, Visual Scripting) +18. Replace `FindObjectOfType` / `GameObject.Find` with singleton/registry +19. Audit 371 materials, 328 models, 191 prefabs for unused assets +20. Fix canvas reference resolution (7680×4320 is extreme for mobile) + +--- + +*Report generated as part of the 6-step Mobile Optimization Engineering Audit.* +*Next: STEP B — Mobile Optimization Research (best practices, citations, benchmarks)*