Adding trick spawn and movement to Experiment scene
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# GGJ2026 Agent Notes
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These notes are for coding agents working in this repo. Keep them short, actionable, and up to date.
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## Project Overview
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- Unity project (2D). Main code in `Assets/Scripts/`.
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- Input uses Unity Input System with `Assets/InputSystem_Actions.inputactions`.
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- Scene of interest: `Assets/Scenes/Level1.unity`.
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## Input/Controllers
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- Player controllers are `PlayerPlatformerController` and `PlayerPickupController`.
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- Each controller instantiates its own `InputActionAsset` and can filter to a specific device.
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- Device filtering is based on:
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- `controlSchemeName == "Gamepad"` and/or
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- `gamepadIndex >= 0`.
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- When no matching gamepad is available, controllers ignore input until the device appears.
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- Gamepad index inference:
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- `actionMapName = Player` -> index 0
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- `actionMapName = Player2/Player3/...` -> index (N-1)
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- If you add/rename action maps, update inference or set `gamepadIndex` explicitly.
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## Level1 Scene Notes
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- Player 2/3/4 are placed directly in the scene and set to Gamepad.
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- Current expected indices:
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- Player2 -> `gamepadIndex: 0`
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- Player3 -> `gamepadIndex: 1`
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- Player4 -> `gamepadIndex: 2`
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- If you want a 4th controller player, set `gamepadIndex: 3` and ensure `controlSchemeName: Gamepad`.
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## Prefabs
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- `Assets/Prefabs/Player.prefab` defaults to `controlSchemeName: Keyboard&Mouse` and `gamepadIndex: -1`.
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- If you instantiate players at runtime, set `gamepadIndex` and `controlSchemeName` per player.
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## Editing Tips
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- Use `rg` for searches (`rg -n "term" Assets`).
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- Prefer `apply_patch` for small edits.
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- Avoid touching `Library/`, `Temp/`, and `Logs/`.
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