Big Walk's world, puzzle and prop systems
Big Walk (House House, Unity 6000.3.17f1, IL2CPP) keeps all of its data in one UnityFS bundle
and its code in GameAssembly.dll (scripting backends). The class names below are
in its IL2CPP metadata; what the classes do is from an earlier reconnaissance of the build and is not rechecked here.
Observed · Big Walk
Scenes
Section titled “Scenes”level0 is platform initialization, level1 the base scene (menus, offline mode), level2 the whole world and level3 the sky,
which is loaded additively by the network manager. Inferred · Big Walk The world scene holds 624,585 objects:
| Class | Count in level2 |
Confidence |
|---|---|---|
| GameObject | 166,795 | Proven · Big Walk |
| Transform | 164,517 | Proven · Big Walk |
| MonoBehaviour | 93,569 | Proven · Big Walk |
| MeshRenderer / MeshFilter | 61,551 / 61,335 | Proven · Big Walk |
| LODGroup | 18,676 | Proven · Big Walk |
| BoxCollider / MeshCollider / CapsuleCollider | 17,525 / 14,419 / 9,958 | Proven · Big Walk |
| Light | 6,305 | Proven · Big Walk |
| Rigidbody | 2,178 | Proven · Big Walk |
The counts are of every object of level2 in the bundle. Proven · Big Walk There is no streaming: the whole world is one
scene. Inferred · Big Walk
The terrain is four 1,024 m terrains (2,049 × 2,049 heightmaps, 0.5 m per sample), about 2,048 m square and centred on the
origin, with the root at y = −50. Inferred · Big Walk The scene’s roots include WorldManager, VoiceManager,
LandmarksNonChallenge, LandmarksPlayerCountAny (29 children), TrainSystem, ChairLift, TunnelSystem, Rivers, Ocean,
World-Terrain, World-Scatter, World-HandPlaced, CullingTriggers (45) and EndingWall. Inferred · Big Walk
Culling
Section titled “Culling”Big Walk draws with its own culler, HouseCulling: CullingAgent, CullingTrigger, CullingLocation and CullingRegion
objects with a 64 × 64 visibility matrix. Objects added to the scene need CullingAgent.neverCull set or a new
CullingTrigger, or they are culled. Inferred · Big Walk
Player and props
Section titled “Player and props”The player is a PlayerCharacter hub of about 40 modules; the local player is WorldManager.localPlayerCharacter.
Inferred · Big Walk PlayerGrease.Teleport(Vector3, Quaternion, bool) moves a player; 197 TeleportPoints exist as
developer cheats reached through PlayerCheater. Inferred · Big Walk
An item is a Prop, a networked behaviour; the template is DevSettings.baseProp, there are no item assets. A prop has a start
home, stickiness, a launch multiplier, poses, and switches for use, drop, eject and pickup; a PropHome is a socket that
props pin into, with a pin group and events. Inferred · Big Walk
Peck puzzles
Section titled “Peck puzzles”Puzzle state is a peck system. A TrackedPeckState is a synchronized integer; a PeckManager holds a synchronized
dictionary of them; a PeckSwitch has a state mode (specific, wrap, map, ignore) and can need a key of a key type. Logic
blocks are PeckRelay, PeckCombinator, PeckSystemBlock, PeckBus, PeckStateFilter and PeckCondition; effects are 43
PeckEffect* classes (toggle, audio, animator, material property, particle, timer, tween, launch prop, teleporter, text input,
headset, …). Inferred · Big Walk The scene groups include PokeButtonPeckLogic (624), BasicDoorPeckLogic (171),
GourdVice (75) and PegSlotHome (371). Inferred · Big Walk
Progression is 58 challenges that each yield a gourd, saved by SaveablePropName and LandmarkSaveSetter.guid.
Inferred · Big Walk
Voice is Dissonance over Mirror. Radio channels are rooms named by RadioVoiceAssigner.roomName (RadioA, MegaphoneA, …,
TrainIntercom, RingRoom1 to 4, CenturionSeance, JukeboxTeller, JukeboxWorker); a SpeechlessZone blocks a player’s
voice. Inferred · Big Walk
The class names listed here are present in the metadata of the measured build (25723723), but the roles, counts and scene groups come from an earlier reconnaissance whose build is not recorded, and are not rechecked against this one.