Visual rendering bugs¶
Status: fixes made; player-build checks remain.
Special-enemy outline¶
- The owner reports that special enemies' glowing outline became a rectangle after a Unity version change.
- The shared
Recolor-Outlinegraph was not passing texture-size information into the outline subgraph. This made the offset use a placeholder size. The graph now supplies the real size. - On 2026-11-03, a Linux Unity graphics check reproduced the box and then rendered a one-pixel outline. Two frames each of a special Slime and Goblin rendered with the updated graph.
- Still check several special enemies and animations in the test stage's normal player window, including on Windows.
Reward chest overlap¶
- The owner reports that walking dust and sometimes other effects appear in front of the chest-opening animation.
- Both reward chests use the UI sorting layer. The transparent footstep, heal, cartridge and Priestess water-projectile materials wrote depth, so they could cover the chests despite their sorting layers. Those four materials no longer write depth.
- A Linux graphics check reproduced the overlap using each material and confirmed the chest-layer sprite appeared in front after the change. Both chest renderers were checked; the actual animations were not played in that graphics check.
- Still check both chest animations with walking dust and other effects during play. Also check that the four effects look correct during normal gameplay.
The test-stage panel now includes special enemies and a boss-reward button. Its isolated run selected, spawned and removed a special enemy. The graphics and test-stage checks reported passes, but Unity crashed while closing after both; neither run exited cleanly. The existing Linux player build predates these fixes and needs rebuilding for manual testing.
See the test-stage guide. The future stage atmosphere and status effects are separate from these bugs.