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Eclipse

Eclipse is an open-source Shadow Fight 2 base project built from an exported Unity project. It targets Unity 2022.3.62f3.

The base project is intentionally not the Definitive Edition mod. Project-owned engine, compatibility, desktop, presentation, and future modding code lives under Assets/Scripts/Eclipse/. Definitive Edition content should ultimately sit on top of this base through data/mod APIs rather than define the base game's behavior.

Layout

  • Assets/ - recovered game code, assets, resources, and editor tools.
  • Assets/Resources/SF2Content/Art/ - native runtime art and its catalog; no research folder is required to run a build.
  • Assets/Scripts/Eclipse/ - Eclipse-owned reconstruction and platform code.
  • Assets/vanillaXml/ - canonical vanilla 2.41.9 gameplay/configuration XML.
  • Assets/DExml/ - archived pre-pivot Definitive Edition XML/model data; not the active base.
  • Deobfuscation/ - reviewed identifier-recovery workflow.
  • Tools/ - validation, repair, and audit utilities.
  • BuildScripts/ - project build and reference scripts.

Verify

msbuild Eclipse.Runtime.csproj /nologo /v:quiet /clp:ErrorsOnly
msbuild Assembly-CSharp-firstpass.csproj /nologo /v:quiet /clp:ErrorsOnly
msbuild Assembly-CSharp.csproj /nologo /v:quiet /clp:ErrorsOnly
msbuild Assembly-CSharp-Editor.csproj /nologo /v:quiet /clp:ErrorsOnly

Run managed runtime test scripts under PowerShell 7 (pwsh), not Windows PowerShell 5.1; Unity 2022's managed API is not compatible with the older host.

Build Windows and Android

Install Unity 2022.3.62f3 with Windows build support and Android Build Support, including its SDK/NDK tools and OpenJDK. Use Unity's embedded Android toolchain rather than an unrelated system Java installation.

In Unity, select the target platform in Build Settings, then use SF2 > Build > Windows x86_64 or Android ARM64 APK. Outputs go to the ignored Builds/Windows/Eclipse.exe and Builds/Android/Eclipse.apk paths. Android uses IL2CPP, ARM64 only, and LZ4 high-compression player data to keep the large content set packageable. The configured enabled scenes are checked, packaged art is validated, and the offline gameplay archive is regenerated before each player build.

For unattended builds, close the editor for this project first and run:

& .\BuildScripts\BuildPlayers.ps1 -Target All

Use -Target Windows or -Target Android to build just one target. The script starts a separate Unity process with an explicit platform for each build; use -Unity, -ProjectPath, and -OutputDirectory to override its paths. Each target gets a build log alongside the output directories. The APK uses the project's existing signing settings; configure a release keystore separately before distributing a production release.

See AGENTS.md for project conventions and validation guidance. See CONTENT.md for the content layout and validation. Use SF2 > Content Browser to search assets across the project from one window. See Mods/README.md for loose mod assets, sprite descriptors, and the Lua API. See DE_SCOPE_AUDIT.md for the current separation between reusable Eclipse work and behavior that overlaps with the Definitive Edition feature set.

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