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squish3d

Squish World 3D — a Unity prototype for iOS/iPadOS. This is a new, separate project from the squish-world Godot 4 repo, not a fork or port of it. See SQUISH_WORLD_3D_UNITY_PLAN.md for the full feasibility writeup and phased plan; the short version is that this project exists to prove out the iOS build/signing/TestFlight pipeline cheaply, before sinking real time into the hard part — 3D character modeling and rigging for Squish and Lilyan (plan §5).

Requirements

  • Unity 6 LTS, installed via Unity Hub, with the iOS Build Support module added.
  • Git LFS (git lfs install once per machine).
  • Xcode, current version, with a signed-in Apple Developer account for on-device builds and TestFlight distribution.

Opening the project

  1. git clone this repo, then git lfs pull if it doesn't run automatically.
  2. In Unity Hub, Add the cloned folder as a project and open it with Unity 6 LTS.

Building for iOS

  1. File > Build Settings, switch platform to iOS.
  2. Player Settings: set the bundle identifier under your Apple Developer team, minimum iOS version, and orientation (locked to one orientation — see Player Settings for the current value).
  3. Build — this generates an Xcode project (not committed; see .gitignore).
  4. Open the generated .xcodeproj in Xcode, select your signing team, and run on a connected device.

For now, distribution is kept simple on purpose: each device (currently two iPhones) gets installed by plugging it into the Mac and running from Xcode directly, rather than through TestFlight. Revisit TestFlight if the device list outgrows "plug it in."

Placeholder scene

Assets/Scenes/SampleScene.unity is the Week 0 proof-of-pipeline scene: a ground plane, a capsule for Lilyan (NavMeshAgent + tap-to-move) and a smaller capsule for Squish (fixed-offset follow), a baked NavMesh with one obstacle, and a Cinemachine follow camera. It was built via Squish World > Build Placeholder Scene in the Unity menu bar (Assets/Editor/SceneBuilder.cs) rather than assembled by hand — re-run that menu item against a fresh copy of SampleScene.unity if it ever needs to be rebuilt from scratch.

Folder structure

Everything lives under flat top-level folders in Assets/, rather than a single Assets/_Project sandbox folder — simpler for a project this small:

  • Assets/Scenes — Unity scenes
  • Assets/Scripts — C# scripts
  • Assets/Characters — character models, rigs, animations
  • Assets/Environment — environment art and level geometry
  • Assets/Materials — materials and shaders
  • Assets/Prefabs — prefabs

Binary asset types (.fbx, .png, .wav, .mp4) are tracked via Git LFS from the start (see .gitattributes).

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squish3d unity game

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