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Arena stage comparison for the shared scene

2026-10-30. Direct scene/asset and source inspection; prefab inheritance, actual shaders and gameplay/visual equivalence require Unity inspection. Preserve the existing arenas until their content is accounted for.

Aspect Stage 1: Meadow Stage 2: Crystal Mine Stage 3: Snowdrift Vale
Tile generator MapGenerator on main camera Same Same
RuleTiles Stage 1 pair Stage 2 pair Stage 3 pair
Ornament entries in/out 11 / 13 7 / 8 7 / 10
Ornament spacing 95 97 98
Camera background RGB 0.094, 0.576, 0.529 0.447, 0.376, 0.408 0.804, 0.831, 0.867
Volume profile Normal Vignette Normal
Animated vignette Off On: 0.35–0.5, duration 2 Off
Tilemap renderer material Built-in ref 10306 Built-in ref 10754 Built-in ref 10306
Boss Goblin King Minotaur Hydra
Stage music BGM_Stage1.wav BGM_Stage2.ogg BGM_Stage3.wav

Generator noise settings are identical: scale 0.03, threshold 0.8, visible cells 34×26, offset (1,0), octaves 2, persistence 0.3, lacunarity 2.5. Lists include weights and stage-specific destructible prefabs. Stage 3 repeats a prefab in the outside list at weight 35; preserve both occurrences until clarified. The generator references the scene tilemap and ornament parent and uses its own camera transform position. All three tilemaps contain different serialized tiles; check whether these are intended starting content or overwritten by generation before migrating or discarding them. Start generates before calculating ornament weight totals; investigate the first generation before changing behavior.

All three cameras enable post-processing. The Normal volume profile used by Stages 1 and 3 still has color adjustments and bloom; disabling Stage 2's vignette must not accidentally disable common effects. Stage 2's camera controller and global volume reference the vignette profile. The material references are built-in; identify their actual shader through Unity before describing the shader difference. Direct scene render, lighting, occlusion, navmesh and AudioListener serialized blocks matched, but nested prefabs and imported behavior were not exhaustively checked. Stage music comes from LevelData; boss code can switch to boss music and restore stage music.

All three LevelData assets have five stage/difficulty IDs and distinct creep and special spawner data per difficulty. Durations match: 300, 720, 720, 900, 900 seconds. Dialog references are null in the serialized assets. Serialized default unlock flags differ, but save data restores unlock state by ID. Stage 3 also has a character-unlock reference whose GUID did not resolve in the inspected Assets metadata; check Unity before declaring it missing. Preserve stage names, indices, IDs, difficulty order, reward eligibility and save/leaderboard behavior, rather than replacing selected stage identity with the common scene identity.

Stage 1's manager has a direct MenuController and migrated page bindings; Stages 2/3 lack that manager reference and retain older menu fields. This is a scene wiring/migration difference, not proof of an intended stage feature. All have two player prefab instances; player renderer sorting-layer overrides vary and need review before standardizing. Stage 1 serializes a spawner boss while 2/3 leave it null, but the production initializer supplies the selected LevelData.boss at startup. Avoid selecting a boss from a copied scene default.

Before implementing the shared scene, inspect prefab overrides and stage-specific content inside Unity; use the selected LevelData for existing gameplay data, and design an explicit stage-specific appearance/map configuration. Preserve post-processing, camera background, renderer material, destructibles, existing tile contents and startup order. Verify transitions between two different stages so generated content and visual settings cannot leak into the next run. Do not assume this source comparison exhaustively identifies every stage distinction.