Unity draws Zone.FloatingItems and nothing else; the Unity loot roll, collision pickup, tractor pull and GridObject are gone
ZoneRenderer draws one ItemPickup per FloatingItem (load, ObserveAdd, ObserveRemove, ClearZone); ItemPickup.Bind places it from the sim body and spins it for show. EntityInstance's drop loops, ShieldManager's pickup branch (the whole OnCollisionEnter, which did nothing else), ZoneRenderer.DropItem/DestroyLoot/_loot, TractorBeam's pull, and GameSettings' three loot fields are deleted; WireFloatingItems stripped GridObject from the five pickup prefabs and reassigned ZoneRenderer's four pickup fields in ARPG.unity; FloatingItemsDrawnSmoke (play session, batchmode) pins the lowering. GridObject and TimedDestroy were deleted infa911f2d, sofa911f2dand2565e2c5do not build in Unity. Assets/Resources/Settings.asset keeps three stale serialized GameSettings fields Unity ignores (LFS object, not rewritten). Builds: Unity batchmode compile green at this commit; dotnet green at2565e2c5. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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16 changed files with 576 additions and 252 deletions
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@ -301,27 +301,6 @@ public class EntityInstance : MonoBehaviour
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{
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if (!this) return;
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_destroyed = true;
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foreach (var gear in Entity.Equipment)
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{
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if (gear != Entity.EquippedHull && Random.value < ZoneRenderer.Settings.LootDropProbability)
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{
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ZoneRenderer.DropItem(
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Entity.Position.ToUnity(),
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Random.onUnitSphere * ZoneRenderer.Settings.LootDropVelocity,
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gear.EquippableItem);
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}
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}
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foreach (var cargo in Entity.CargoBays)
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{
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foreach (var item in cargo.Cargo.Keys)
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{
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ZoneRenderer.DropItem(
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Entity.Position.ToUnity(),
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Random.onUnitSphere * ZoneRenderer.Settings.LootDropVelocity,
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item);
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}
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}
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if (DestroyEffect != null)
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{
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var t = Instantiate(DestroyEffect).transform;
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