Skip to content

Big Walk's world, puzzle and prop systems

UnityGameplay dataApplies toBig Walk

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

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

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

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

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

Which of these systems the shipping build still has

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.