FpsCharCtrl
6 tools in this family (folder Editor/Tools/FpsCharCtrl/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.
| Tool | Effect | Description |
|---|---|---|
fpscc_apply_default_template | writes | One-shot: pick a preset (cod_arcade | apex_mobility | mirror_edge_parkour) and emit the full |
fpscc_bind_to_fpsgenre | writes | Emit FpsccGenreBinding.cs glue component into Assets/_Game/Fpscc/. The component finds the |
fpscc_generate_code | writes | Emit FpsccController.cs and FpsccCameraController.cs into Assets/_Game/Fpscc/, plus |
fpscc_propose_from_prompt | read-only | Buril FPS Character Controller — Build a draft FpsccSpec from a brief. Returns a neutral baseline |
fpscc_simulate_movement | read-only | Run a 30-second scripted-input simulation against an analytic model of the controller and return |
fpscc_validate_spec | read-only | Validate an FpsccSpec. Returns { ok, errors[] }. Always run before fpscc_generate_code or |