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Unity 6.6 Metal Build · 4 Master Reels
Film Reel:
Gemini Carbon3D Games & Combat2026-11-05

RELAY-09: Skyward Sanctuary & Solaris Foundry

Two-Stage Isometric 3D Action-Shooter — Foot IK, Boost-Chasms & Boss Sanctums

01 / What Was Built

Unified two-stage isometric 3D action-shooter built in Unity 6.6 (6000.6.4f1, URP 17.6.0 Forward+ on Apple Silicon Metal, Cinemachine 6.6, UI Toolkit). Pilots the 1.65 m reconnaissance unit RELAY-09 (ActionBot) from Stage 01: The Skyward Sanctuary (5 sunlit sandstone sky-islands above a golden-hour cloud sea culminating at SpireWardenBoss) into Stage 02: The Solaris Foundry (5 volcanic-basalt and brass clockwork forge islands above molten magma culminating at IgnisCoreBoss), pairing world-locked 2-bone Foot IK and 360° elevation-aware gunplay with Voronoi rigid-body destruction and live 48 kHz synthesized arcade audio.

02 / Creation Pipeline & Workflow

Built end-to-end with Gemini Carbon across four integrated local pipelines: (1) #F2F2F2 studio character, enemy, boss, and hazard sprites reconstructed locally on-device via the Local TripoSG pipeline and surgically rigged & Voronoi-fractured in Blender 5.2 with Cycles 2K PBR bakes; (2) exact metric build123d B-Rep CAD + Cycles 2K PBR for the Jetpack, TwinPulseRifle, Brass Casings, slotted Riot/Thermal Tower Shields, Astrolabe/Turbine crowns, and SolarisGearWheels; (3) Blender 5.2 BMesh floating sandstone & volcanic-basalt island chains with custom 2K HDR domes and cloud-shadow cookies; and (4) Unity 6.6 URP 17.6 Forward+ C# combat simulation with world-locked 2-bone Foot IK (< 0.02 m sole contact error), Cinemachine 3 framing, UI Toolkit 4K HLSL compositing, and live 48 kHz procedural arcade audio.

03 / Scene, Simulation & Optical Highlights

  1. 01Scene & Scale (2 Campaigns × 5 Ascending Islands): 1:1 metric world (0.00 m -> 3.80 m deck elevation along a ~165 m +Z progression axis per stage) spanning crystal/valve-locked hard-light bridges (4.5 m), 4.8 m open sky and magma boost-chasms, twin siphon/regulator crucibles, and 28.4 m circular boss sanctums beneath 17.6–17.8 m counter-rotating astrolabe and turbine crowns.
  2. 02Live Simulation & Combat Kinematics: Procedural 2-bone Foot IK (< 0.02 m sole contact error across stairs and sloped ramps), dual-hand WristPivot rifle grip + 3D cursor pitch aiming, rapid TwinPulseRifle with physical ShellCasing ejection and 35 ms hit-stop, arcing PlasmaGrenade (2.0× boss reactor stagger), 110° frontal tower-shield deflection (BastionConstruct / AegisJuggernaut), Voronoi ShatterRoot rigid-body fracture, and Stage 01 → Stage 02 campaign score carry-over.
  3. 03Optics & Rendering: URP 17.6 Forward+ with ACES Filmic tone mapping, custom 2K HDR golden-cloudsea and molten-foundry HDRIs paired with directional cloud-gobo light cookies, rotation-invariant WorldSpace Cinemachine 3 isometric framing (24 mm physical lens keeping ActionBot inside [0.12, 0.88] viewport), and inline 4K UI Toolkit RenderTexture compositing.
  4. 04User Controls: WASD Move · Mouse 360° Aim · Left-Click Rapid Pulse Rifle · Right-Click / G Arcing Plasma Grenade · Space / LeftShift Jetpack Boost-Dash · Enter / N Advance Stage 01 → Stage 02 (on Victory) · 1 / 2 Instant Stage Select (F1 / F2) · R Replay Stage.
Unity 6.6 (URP 17.6)C#Cinemachine 3UI ToolkitBlender 5.2build123d CADLocal TripoSG

04 / Element-by-Element Build Breakdown

Asset foundry provenance — CAD, Blender Cycles PBR, 3D-Gen, TSL/GLSL & procedural audio

ActionBot (1.65 m Hero Unit)
#F2F2F2 Sprite → Local TripoSG Pipeline + build123d CAD + Blender Rig

Reconstructed locally on-device via the local TripoSG pipeline: articulated bipedal chassis with hip/knee/ankle/shoulder/elbow/WristPivot sockets, Cycles 2K PBR bake, and world-locked 2-bone Foot IK

Jetpack, TwinPulseRifle, Grenade & Brass Casing
build123d CAD + Blender 5.2 Cycles 2K PBR

Precision B-Rep thrusters (0.48 m), twin-barrel rifle (0.82 m), emissive plasma canister, ejected brass casings, and ShieldCell pickups

Stage 01 Construct Roster (Scarab, Bastion, Sentry)
#F2F2F2 Sprite → Local TripoSG Pipeline + build123d CAD + Voronoi Shatter

Reconstructed locally on-device via the local TripoSG pipeline: skittering ScarabDrone, BastionConstruct with slotted CAD IronRiotShield (110° arc), and SentryObelisk with spinning CAD EmitterRing + ShatterRoot

Stage 01 Final Boss (SpireWardenBoss, 3.20 m)
#F2F2F2 Sprite → Local TripoSG Pipeline + build123d Halo/Grate + Rig

Reconstructed locally on-device via the local TripoSG pipeline: 3-phase sanctum guardian with CAD AstralHaloRing & BossFurnaceGrate, sweeping crimson lance, tectonic shockwaves, and 2.0× grenade stagger

Stage 01 Sky-Sanctuary Architecture (Zones 1A–2B)
Blender 5.2 BMesh + build123d CAD + CC0 2K Stone

5 ascending sandstone & emerald-turf floating islands (Zone1A..Zone2B), AstralRelayPedestals, HardLightBridgePylons, and 17.6 m AstrolabeRingSet

Stage 01 Interactive Hazard & Loot Props
#F2F2F2 Sprite → Local TripoSG Pipeline → Blender Fracture

Reconstructed locally on-device via the local TripoSG pipeline: explosive CrimsonBlightPod (3.5 m chain-blast), breakable ReliquaryUrn (ShieldCell drop), and chamfered RuinedTempleColumn cover

Stage 02 Foundry Roster (CinderHound, Aegis, PyreMortar)
#F2F2F2 Sprite → Local TripoSG Pipeline + build123d CAD + 4-Leg/Shield Rig

Reconstructed locally on-device via the local TripoSG pipeline: quadruped CinderHound forge-stalker (4-leg gait pivots), AegisJuggernaut (ThermalTowerShield), and PyreMortar gyroscope lobber (PyreGyroRing)

Stage 02 Final Boss (IgnisCoreBoss, 3.25 m)
#F2F2F2 Sprite → Local TripoSG Pipeline + build123d Turbine/Hammer

Reconstructed locally on-device via the local TripoSG pipeline: crucible Architect armed with CAD ForgeTurbineRing & ForgeSiegeHammer, twin-bore thermal lance, anvil shockwaves, and cryo-vent grenade stagger

Stage 02 Solaris Foundry Islands & Clockwork (Zones 1A–2B)
Blender 5.2 BMesh + build123d CAD + Magma Relief

5 volcanic-basalt & gilt-bronze forge islands (Zone1A_FoundryLift..Zone2B_SolarisCore), spinning SolarisGearWheels, CryoValvePedestals, 17.8 m SolarisTurbineCrown, and MoltenMagmaSea

Stage 02 Foundry Hazards & Crates
#F2F2F2 Sprite → Local TripoSG Pipeline → Blender Voronoi Polish

Reconstructed locally on-device via the local TripoSG pipeline: explosive VolatileSlagCore, breakable FoundrySupplyCrate, and low-profile BasaltForgePillar sightline cover

Dual-Biome Sky HDRIs, Cloud Cookies & Hard-Light VFX
Procedural Python HDR/FBM + Poly Haven CC0 2K HDRIs

Custom 2K HDR sky domes, cloud-shadow cookies, and hard-light bridge fields

UI Toolkit Tactical HUD, 4K Blit & 48 kHz Arcade Synth
Unity UI Toolkit + HLSL + Runtime C# PCM Synth

Dynamic Stage 01/02 HUD, boss phase banner, 6-field Rank Scorecard, custom HLSL UI composite 4K overlay, and procedural rifle/grenade/boss SFX

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