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Environment Authoring Kit (Unity)

Clone → open in Unity → Build Complete Cave. First run sets up the project and runs the full 120-step procedural pipeline with no API keys.

AI grading (Cursor, Gemini, Ollama, etc.) is optional — turn on via Hub → FullWorld + AI when you have keys or local Ollama.

This repository is the shareable Unity project + UPM package (com.cursor.environment-authoring-kit). It does not include third-party Asset Store props, store cave meshes, sample scenes, or the VITURE native SDK — those stay on your machine under separate licenses.

Accuracy contract: docs/PUBLIC_REPO_SCOPE.md — what is on GitHub vs local-only (read before trusting other docs).

Package version: 0.3.1 · queued cave build: 120/120 steps.


What is on GitHub (honest scope)

Included Not included (bring your own)
Packages/com.cursor.environment-authoring-kit/ — editor pipeline, grading, Hub, optional Cursor/LLM grader Asset Store / marketplace folders under Assets/ (city packs, lava-tube meshes, characters, etc.)
Assets/EnvironmentKit/ — presets, recipes, kit docs Unity scenes (.unity) — create or copy locally
ProjectSettings/, Packages/manifest.json — Unity 6 + URP + OpenXR / XR Interaction Toolkit deps Assets/EnvironmentKit/Generated/ — build output (gitignored)
Root docs: REQUIREMENTS.md, docs/, .github/workflows/ .env API keys, node_modules/, VITURE/GlassesGateway native binaries

After clone, open the folder in Unity Hub (see Requirements).


First build (after clone)

  1. Unity Hub → open this repo folder (Unity 6 + URP).
  2. Window → Environment Kit → HubBuild Complete Cave (120) (or menu Build Complete Cave Level).

First click runs clone setup automatically: starter scene (Assets/EnvironmentKit/Scenes/StarterWorld.unity), placeholder floor/wall/ceiling prefabs if none exist, npm install in Tools/cave-grader, and project paths pointed at this clone.

  1. You need Node 18+ installed on the machine (setup runs npm install for you).

Better art (optional): import licensed 3D cave/dungeon modules into Assets/ — the kit scans and prefers them over starter cubes. Texture-only or 2D sprite packs are not valid cave geometry.

If build still blocks, open Assets/EnvironmentKit/Generated/CaveBuildPreflightReport.md and fix any BLOCK row (usually missing Node).

Not in git (optional, speeds up research): Assets/EnvironmentKit/ResearchCache/ — run npm run sync-research-pull in Tools/cave-grader when you want Florida research data locally.


XR / glasses — what is real vs what is not

What the kit actually does for XR

  • Applies an XROptimizationProfile during full builds (default preset: Assets/EnvironmentKit/Presets/VitureXRPro.asset) — LOD, colliders, URP hints tuned for mobile / stereoscopic budgets.
  • Project manifest includes Unity XR Management, OpenXR, Android XR OpenXR, and XR Interaction Toolkit — you can target head-mounted displays through Unity’s normal XR plug-in setup.
  • Optional VitureIntegration — if a VITURE-named assembly is already in your project, the kit logs and skips hard failures; it does not ship the VITURE SDK.

What this repo is not

  • Not “plug in glasses and play” out of the box — no demo scene, no device QA, no VITURE neckband SDK in git.
  • Not a substitute for VITURE/OpenXR project settings, Android build targets, or your hardware vendor documentation.
  • Not claiming commercial ship quality on device until you grade, profile, and playtest on hardware.

Short answer: XR is supported in the authoring pipeline and dependencies, not finished glasses-ready product in this public repo.


Quick start (after clone)

Step Action
1 Unity Hub → Unity 6000.4.6f1 (or 6000.x matching ProjectSettings/ProjectVersion.txt) → open this repo root
2 Let Package Manager resolve URP/XR packages (first open may take a few minutes)
3 Complete the Required before your first build checklist (scene, Ground, PortalFive, prefabs, npm install)
4 Window → Environment Kit → Hub → confirm preflight passes (or read CaveBuildPreflightReport.md)
5 Run Build Complete Cave Level (Active Scene)
6 Watch Cave Build → Diagnostics → Pipeline Console through 120/120 queued steps
7 Optional: Cave Build Grader + Cursor/LLM automation (package docs) — needs .env API keys

If a prior run left only a ramp/mouth with no tunnels: Cave Build → Advanced → Build Complete Cave — Full AAA Rebuild (invalidate ladder).

Secrets: copy Tools/cave-grader/.env.example.env locally; never commit API keys.


Repository layout

environment-authoring-kit/
├── README.md                 ← this file
├── REQUIREMENTS.md           ← product & acceptance criteria
├── docs/                     ← repo-level changelog & license scope
├── Assets/
│   └── EnvironmentKit/       ← presets, recipes, documentation (committed)
│       ├── Presets/          ← incl. VitureXRPro XR optimization profile
│       ├── Recipes/
│       └── Generated/        ← local only (gitignored)
├── Packages/
│   ├── manifest.json
│   └── com.cursor.environment-authoring-kit/
│       ├── README.md         ← package API & menus
│       ├── Editor/           ← build pipeline, Hub, XR optimizer
│       ├── Runtime/
│       └── Tools/cave-grader/
└── ProjectSettings/

Main editor entry points

All under Window → Environment Kit:

Menu Purpose
Hub Central status, settings, build controls (recommended)
Build Complete Cave Level FullWorld: surface (9-tile terrain + vegetation) then 120-step cave pipeline
Build Surface World Only Surface / terrain / props only
Build Cave Only — Align to Surface Underground only
Cave Build Grader Quality report, prompts, optional agent fixes

Full menu table: Package README.


Requirements

Unity 6000.0+ (see ProjectSettings/ProjectVersion.txt)
Rendering Universal RP 17+
XR (optional) Configure XR Plug-in Management + OpenXR for your device; VITURE SDK separate
Node 18+ + npm install in Tools/cave-graderrequired for automated FullWorld preflight (optional only if you skip grader integration)
Disk Your own art packs and scenes — not in this repository

Code scanning (CodeQL) — optional CI

Security static analysis on GitHub (Security → Code scanning). Separate from cave-grader quality checks.

Piece Requirement
Workflow .github/workflows/codeql.yml on main
C# (Unity) Self-hosted Mac runner + repo variable UNITY_PATH
TypeScript / Actions GitHub-hosted (no Unity)

Setup and daily use: docs/CODEQL_SETUP_AND_USE.md
Do not enable GitHub’s “Code scanning default setup” alongside this workflow (SARIF conflict).

Verified 2026-05-29 on self-hosted Mac (~16 min first full C# job). Runs manually or weekly — not on every push (so doc edits do not launch Unity).


AI-assisted workflow (optional)

  • In-editor grading ladder and Environment Kit Hub
  • External cave-grader (grade-and-fix.ts) with Cursor SDK and/or other LLM providers
  • External file edits are opt-in (allowExternalProviderEdits in Hub settings; dry-run default)

Details: CaveGradingAndCursor.md.


Documentation

Doc Content
Package README Install, pipeline, grader
REQUIREMENTS.md Hub project requirements
docs/PUBLIC_REPO_SCOPE.md What GitHub contains vs what you add locally
docs/THIRD_PARTY_AND_LICENSE_SCOPE.md Kit license vs Unity, store assets, APIs
Package docs index Pipeline, grading, attribution
docs/CODEQL_SETUP_AND_USE.md CodeQL self-hosted Mac + GitHub Actions

License

Educational and personal non-commercial use — free.
Commercial use (selling access, paid products/services built on the kit, paid training, etc.) requires a separate license or purchase from the copyright holder.

Full text: Packages/com.cursor.environment-authoring-kit/LICENSE.md · THIRD_PARTY_AND_LICENSE_SCOPE.md

Not CC0 / not public domain. Unity, UPM packages, your Assets/ art, LLM APIs, and geodata remain under their own terms.


Tagline (for GitHub About)

AI-assisted Unity framework for procedural terrain, caves, and world scaffolding — a strong base you refine, not a one-click finished world.

About

Environment Authoring Kit gives you a fast, AI-assisted foundation in Unity: procedural land layout, cave structure, and core world scaffolding. It’s built as a starting framework — you still shape, refine, and detail the final world.

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