eXSert is a third-person character-action prototype set aboard a derelict research vessel. Master stance-based combos, aerial launchers, and precise guarding to carve through waves of autonomous security drones while the ship streams in around you.
- Download the latest build zip from the team share or itch.io page.
- Extract the archive anywhere outside
Program Files(write-access is required for saves). - Run
eXSert.exe. The launcher boots directly into the main menu; all gameplay scenes stream additively viaSceneLoader.
- Player combatant mesh, rig, and the full animation set (combos, guard, air dash, plunge).
- Environment kits for the Elevator tutorial, Bridge connector, and Hangar arena, plus bespoke props and set dressing under
Assets/eXSert Assets/. - Enemy variants (Boxer, Crawler, Drone) including VFX hooks, UI, HUD, menus, and original SFX layers.
- All narrative UI art (objective widgets, dialogue cards, logbook entries) and gameplay shaders marked inside
Assets/eXSert Assets/Shaders.
- Unity Technologies – Starter Assets packs, Input System samples, Polybrush, ProBuilder, Cinemachine, Unity Toon Shader samples.
- Adobe / Allegorithmic – Adobe Substance 3D integration packages housed under
Assets/Adobe. - Mirza Beig – Distortion Shockwaves VFX pack.
- Hovl Studio – Magic Effects Pack (URP).
- Vefects – Zap / Trails / Easy Shockwaves URP packs (see
Assets/eXSert Assets/VFX&Shader/[Imported VFX]/). - Starter third-party audio stingers bundled with the above packs (see individual license files within each folder).
All third-party folders keep their original license/readme files; please review them before redistributing the project.
- Stance Switching – Tap
LB/L1(controller) orQ(keyboard) to swap between single-target and AOE move lists. Stances drive combo trees, hitbox sizes, and animation layers. - Combo System – Light strings chain into heavy finishers. ScriptableObject
PlayerAttackassets define per-attack hitboxes, VFX anchors, target caps, and SFX. - Aerial Combat & Plunge – Launchers send enemies airborne; follow up with air lights/heavies or trigger the plunge (heavy aerial) to slam into clustered crowds.
- Guard & Parry Focus – Holding Guard locks movement speed, pivots the camera, and opens guard-specific dash cancels plus a special counterattack window.
- Additive Scene Streaming –
SceneLoaderkeeps the elevator hub resident while additively loading bridge/hangar chunks based on triggers. - Checkpoint / Persistence –
CheckpointSystemwrites scene + spawn IDs to save slots; reloading spawns you throughPlayerSpawnerat the last triggered checkpoint.
| Action | Keyboard & Mouse | Xbox / PlayStation |
|---|---|---|
| Move / Look | WASD / Mouse |
Left Stick / Right Stick |
| Light Attack | LMB / X key |
X / Square |
| Heavy Attack | RMB / Y key |
Y / Triangle |
| Jump / Double Jump | Space | A / Cross |
| Dash / Air Dash | Left Shift | B / Circle |
| Guard (Hold) | Right Mouse / Mouse4 (bindable) |
RB / R1 |
| Change Stance | Q or LB (if using pad prompts) |
LB / L1 |
| Lock-On Toggle | Middle Mouse |
RS Click |
| Pause / Menu | Esc |
Start / Options |
Rebinding is done through the Input System settings panel (Pause → Settings → Controls) and writes to InputSystem.inputsettings.asset.
-
Elevator Tutorial (FP_Elevator)
- Follow the on-screen objectives. Three enemy waves spawn sequentially: light-attack tutorial, heavy-attack tutorial, then stance-change tutorial.
- Use the objective notices to learn each mechanic; the elevator doors open once Wave 3 dies. Step into the lit pad to trigger the additive load for Bridge.
-
Bridge Connector (FP_Bridge)
- Upon loading, you face a short traversal space with mixed Boxer/Crawler patrols. Use guard-walk (hold Guard + move) to inch forward while blocking turret fire.
- Activate the bridge console (prompt appears when close). This spawns the Hangar chunk additively and opens the blast doors.
-
Hangar Arena (FP_Hangar)
- Clear the initial ring of drones to unlock the center console.
- Interact with the console to trigger the multi-wave gauntlet (AOE stance excels here). Guard dashes give i-frames—use them to slip past laser barrages.
- The encounter ends after the fifth wave (two Boxers + drone swarm). A checkpoint trigger behind the hangar doors fires automatically; proceed to the exit waypoint to finish the build.
-
Fail States
- If you die, select “Restart from Checkpoint” to reload the active scene/spawn point via
SceneLoader. The tutorial resets to Wave 1; the hangar resumes at the latest checkpoint.
- If you die, select “Restart from Checkpoint” to reload the active scene/spawn point via
Tips: Light attacks can be animation-cancelled into dash/guard, aerial heavies have built-in launch, and plunge slams now cap at five targets to keep performance stable.
- God Mode Toggle – In the Unity Editor select the player, enable
PlayerHealthBarManager → Invulnerable. Persisted through play mode but not exposed in builds. - Context Menus –
PlayerHealthBarManageroffers “Debug/Apply Damage” and “Debug/Kill Player” context buttons; boss brain/health scripts expose similar test hooks. - Checkpoint Reset –
CheckpointSysteminspector has buttons for clearing saves/testing load flows;SceneLoader’s debug logging can be enabled per component. - Temp VFX Switcher –
TempAoEVfxSwitcherlets you toggle rig-mounted VFX for AoE/plunge as well as double jump/air dash when testing presentation changes.
These debugging aides are editor-only and should be disabled or hidden before shipping.
- Animation Edge Cases – Rapidly spamming dash/guard can desync locomotion layers before they resync; cancel out by releasing guard for ~0.5 s.
- Controller Reconnect – Unplugging a gamepad while paused sometimes leaves the Input System in keyboard mode until you reopen the pause menu.
- Scene Streaming Pops – If you sprint through a transition trigger twice in the same frame, an additive scene can unload before the next one finishes streaming.
- Missing VFX Anchors – Attacks without a configured
PlayerVfxAnchorRegistryentry fall back to the hitbox origin (looks like ground sparks). Configure anchors on the player rig to fix. - AI Awareness – Swapped-in enemies occasionally spawn with zero velocity on sloped navmesh tiles; they unstick after taking damage but remain stationary otherwise.
Please document any additional issues in the project tracker so QA can repro them.
Portions of the combat scripts, additive loading utilities, VFX toggles, and this README were authored with help from GitHub Copilot (GPT-5.1-Codex Preview). The tool was used to scaffold C# methods, refactor attack/VFX systems, and draft documentation, with every change reviewed and adjusted by the development team.
- Engine: Unity 6000.2.6f2 (2025.2 LTS equivalent)
- Platform: Windows 10/11 (DX11 URP)
- Current Milestone: Vertical Slice (Elevator → Hangar)
- Last Content Update: December 2025
Enjoy the slice, and reach out on Teams if you need anything else!