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Sledding Game scene scripts and traps

UnityGameplay dataApplies toSledding

Sledding Game (Unity 6000.3.12f1, IL2CPP) keeps its rules in scripts whose fields have no type tree (script fields). The class names are in its IL2CPP metadata (il2cpp_data/Metadata/global-metadata.dat, version 39, 26,654,580 bytes). Observed · Sledding

Class Role Confidence
PlayerSledController, Sled, SledSeat the sled the player rides and its seat Observed · Sledding
SkiLift, SkiLiftChair the chairlifts and their chairs; chairlift achievements count full loops, rides with two or more people and distance travelled Observed · Sledding
SnowmanBall, PlayerSnowmanRollingController the rolled snowman balls, with Cmd_PushSnowmanBall and Cmd_DestroySnowmanBall network calls Observed · Sledding
LodgeMicController, ResetPlayerToLodge, GetLodgeLocation the lodge, where players are reset to Observed · Sledding
ACH_SLEDDING_GAME, ACH_SLED_MASTER, ACH_MY_SLED_IS_COOLER, … achievements Observed · Sledding

The generated FishNet.Serializing.Generated readers and writers (GRead___…, GWrite___…), NetworkInitialize___Early… and Awake_UserLogic_… methods show the game’s networked classes are built on FishNet (networking). Observed · Sledding

Where the serialized objects are not the whole story

Section titled “Where the serialized objects are not the whole story”

These are the places where reading the scene’s objects gives the wrong picture of the game. They come from reading the mountain scene (level1) and have not been rechecked. Inferred · Sledding

Trap What the data holds What the game does Confidence
chairlift cables the serialized LineRenderer is a stub the SkiLift script rewrites the cable at runtime from the towers and hubs Inferred · Sledding
sign text TextMeshPro strings in the object’s raw bytes (open-source field order), fonts are the game’s own TTFs text drawn by TextMesh Pro Inferred · Sledding
RectTransform positions m_LocalPosition is stale the position derives from the anchors (scenes) Inferred · Sledding
decals (Shapes package) no type tree for the Shapes components; the mesh is a placeholder the shaders build lines, discs, triangles and rings from component data; 108 lines, 26 triangles and 4 rings were identified from values Inferred · Sledding
pines 12,321 tree instances (build 25351629) of a SpeedTree 7 material (Tree Mat, geometry type mesh): trunk and needles in one opaque mesh, no alpha test opaque pines Inferred · Sledding
fires 19 particle systems flames and smoke Inferred · Sledding
edge-of-world slabs 5 km-long backdrop slabs in the scene a backdrop beyond the 3 km mountain Inferred · Sledding
  • PlayerSettings layout. The AssetRipper type tree package shipped in UnityPy 1.25.4 has no 6000.3.12f1 entry; its 6000.3.11f1 layout for PlayerSettings is 4 bytes short of the 940-byte object (type trees). Observed · Sledding
  • Linear base maps. A Texture2D with m_ColorSpace 0 used as a base map is sampled as linear data, darker than an sRGB base map (textures). Observed · Sledding
  • Variable bone counts. 21 skinned meshes store more than four influences per vertex, and the game draws them all (skinning). Observed · Sledding
  • Field name families. Physic material fields are m_-prefixed in this build (type trees). Proven · Sledding
  • Additive planes. Aurora planes are large quads (about 3 km) on an additive shader. Inferred · Sledding

The lodge is inside the mountain scene (there is no lodge scene); the scene stores one ambient light for both. In build 25351629 it is a skybox-mode ambient of intensity 1 whose probe averages (0.1792, 0.2244, 0.3062) (ambient light). Proven · Sledding In build 26054124 it is a trilight ambient of intensity 1 with HDR colours. Observed · Sledding

Lighting inside the lodge

Whether the game varies ambient light inside the lodge with a volume of its own is a separate question the scene’s single RenderSettings does not answer.