SkateBIRD scene scripts
SkateBIRD’s Assembly-CSharp.dll (947 type definitions, not obfuscated) holds the game’s rules; its scenes carry them as
MonoBehaviours whose field bytes have no type tree (script fields).
Observed · SkateBIRD The namespaces are Skatebirb.Gameplay, Skatebirb.Managers, Skatebirb.Menus, Skatebirb.FX,
Skatebirb.Camera, Skatebirb.Platforms, Skatebirb.Birbs, Skatebirb.SkateControl, Skatebirb.Timeline,
Skatebirb.Animation, Skatebirb.Util, plus third-party code: Rewired, I2 Localization, DOTween, Cinemachine, TextMeshPro,
ProBuilder, Odin Inspector attributes, Facepunch.Steamworks, SimpleJSON, DynamicBone and MidiJack. Observed · SkateBIRD
Scene structure
Section titled “Scene structure”Every playable scene is self-contained: the player bird, the skateboard, cameras, post-processing, a dialogue manager and the
mission set are in it. The playground (level12, 18 roots) has Rewired Initializer, Reflection Probes, Grass plane,
Level Elements, Missions - Playground, Non-Static Level Elements, Skatebirb Dialogue Manager, Directional Light,
Reset Positions, Player Birb, Cinemachine SkateCam 2.0, Skateboard For Skating, Main Camera,
Skatebirb Default Postprocessing, Birb Factory and Important Stuff. Skate heaven (level13, 15 roots) has
Reset Limiters, Mission - Skate Heaven, Level Contents, Core Elements and Reset Points. The rooftop adds
Start Positions, Partially Static Level Elements and Unlocks; bedroom 1 adds Sticky Notes and
Partially Dynamic Level Elements. Observed · SkateBIRD A Level Elements/Bounds object holds a city skyline and
clouds at up to 5.7 km. Observed · SkateBIRD
All of the player’s renderers sit under the root Skateboard For Skating. Observed · SkateBIRD
Reset points and the level start
Section titled “Reset points and the level start”A ResetPosition script marks a point the player is put back at. One flag, startingPosition, marks where the level starts
(layout). The game’s ResetPosition.ResetToStart, called from
ControlBoard on the first play frame, teleports to the active ResetPosition whose flag is true; with no flag set it does
nothing and the serialized Player Birb placement is the spawn. Observed · SkateBIRD Each scene stores at most one
starting point; flashback (level7) has none, and its Player Birb stands at (0, 1.189, 0). 134 ResetPosition scripts occur in
all, in the scenes 1 to 5, 7, 12 and 13. Proven · SkateBIRD
| Scene | Start (x, y, z), Unity metres | Yaw | Confidence |
|---|---|---|---|
| level1 bedroom 1 | (45.40, 16.80, 55.77) | −54.82° | Observed · SkateBIRD |
| level2 rooftop | (−18.70, 1.19, 84.80) | 172.93° | Observed · SkateBIRD |
| level3 office | (−34.03, 11.98, −78.36) | 0.00° | Observed · SkateBIRD |
| level4 server room | (28.36, −1.00, −16.86) | −58.66° | Observed · SkateBIRD |
| level5 bedroom 2 | (−26.68, 15.20, 10.05) | −54.95° | Observed · SkateBIRD |
| level7 flashback | none; Player Birb at (0, 1.19, 0) |
172.93° | Observed · SkateBIRD |
| level12 playground | (−59.09, 1.10, 62.76) | 106.15° | Observed · SkateBIRD |
| level13 skate heaven | (30.70, 0.20, −23.60) | −14.09° | Observed · SkateBIRD |
The yaw is atan2(forward.x, forward.z) of the object’s forward (Unity +Z), in degrees. Observed · SkateBIRD
Mission givers and missions
Section titled “Mission givers and missions”A MissionGiver script marks a bird that gives a mission; the title is its first field. Missions live under roots named
Missions - <Level> and Unlocks; the managers are MissionManager, SaveToDiskManager and SpawnPools, and the data types
MissionDef, MissionGoalDef and MissionGoalTypes. Observed · SkateBIRD Root names can be stale copies: the office
scene carries a root named Missions - Server Room, and the flashback scene one named Missions - TEST.
Observed · SkateBIRD
What a mission shows or hides while it runs is also stored in the scene, by these script roles over a GameObject and everything beneath it:
| Script | Role | Confidence |
|---|---|---|
SkateCollectible |
a mission’s collectible, shown while its mission runs | Observed · SkateBIRD |
EnableOneAtRandom |
its children are candidates; the game shows one, picked at random | Observed · SkateBIRD |
MissionGiver |
a bird that gives a mission | Observed · SkateBIRD |
BirbDecorator |
a bird’s dressing (hats, accessories) | Observed · SkateBIRD |
PermanentUnlockingCollectible |
an unlock (a deck, wheels, clothes), shown until collected | Observed · SkateBIRD |
SkateboardGateway |
the player’s own board, placed in every level scene | Observed · SkateBIRD |
| a Camera component | what hangs under a scene camera moves with the view, e.g. the HUD’s mission arrow | Observed · SkateBIRD |
World state that missions switch (MissionToggled) is stored as the scene has it. Observed · SkateBIRD A static render
of a scene shows every mission prop at once: every random candidate stacked, every giver bird, every unlock.
Inferred
Rails, ramps and the skating primitives
Section titled “Rails, ramps and the skating primitives”Skating surfaces are authored with marker objects: GrindableRail, GrindableElementProgression, RampZone, VertZone,
FanZone, AreaDenialZone, BasicGapGate, GapGateZone, TrickGapGate, LippableNubbin, SkateboardGateway and
TrickableElement. Observed · SkateBIRD Scenes hold generated GameObjects named Generated_Rail_Node*,
Generated_Ramp_Zone* and Generated_Vert_Zone*; the rail, ramp and vert volumes come from these. Observed · SkateBIRD
A rail is a chain of GrindableRail nodes (layout); level1
has 540 nodes. Observed · SkateBIRD
Minimap markers
Section titled “Minimap markers”Minimap/Mission Marker spheres on layer 28 are visible only to the escape menu’s map camera, see
layers and cameras. Proven · SkateBIRD
The developer console
Section titled “The developer console”ReflexCLI (13 types plus ReflexCLI.UI) is compiled into the game. Observed · SkateBIRD The only command
found that moves the player to a level is MissionManager.LoadLevel; there is no teleport or camera command.
Observed · SkateBIRD
Levels’ extents
Section titled “Levels’ extents”The playable extents of each level are 100 to 300 m across by collider bounds (colliders wider than 100 m on any axis, such as skylines and building sides, are left out): bedroom 1 is 137 × 50 × 118 m, the rooftop 175 × 97 × 179 m, the office 194 × 76 × 169 m, the server room 76 × 44 × 76 m, the playground 140 × 42 × 130 m and skate heaven 196 × 148 × 296 m. Observed · SkateBIRD