feat: Add demo scenes for testing 3D raycast collider annotations#1665
Conversation
These two scenes give agents and developers a self-contained scene to exercise screenshot --annotate-raycast-grid and the raycast tool against: a flat tile grid and a perspective split/rotated-L collider layout, both with a UI blocker overlay to verify UI-occlusion handling. Both scenes only reference built-in Unity/URP assets with no custom scripts or external prefabs, so they copy over unchanged.
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✨ Finishing Touches🧪 Generate unit tests (beta)
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Summary
screenshot --annotate-raycast-gridand theraycasttool: a flat 4x4 tile collider grid, and a perspective-camera scene with split/rotated-L collider shapes.PhysicsColliderentries get omitted fromAnnotatedElements) has something concrete to verify against.User Impact
screenshot --capture-mode rendering --annotate-raycast-grid truegives immediate, reproducible output to inspect.Changes
Assets/Scenes/RaycastAnnotationDemoScene.unity(+.meta): flat tile grid (Tile_R0_C0..R3_C3), Main Camera, Directional Light, EventSystem, and a UI blocker Canvas.Assets/Scenes/RaycastAnnotationPerspectiveDemoScene.unity(+.meta): perspective split-grid and rotated-L collider layouts with the same UI blocker setup.a2abaf04(fix: Raycast annotations show collider coverage without covered UI targets #1500); both scenes reference only built-in Unity/URP assets with no custom scripts or external prefabs, so no other file changes were needed.ProjectSettings/EditorBuildSettings.asset— main doesn't register them either, matching the existing pattern for this repo's other manually-opened demo scenes (SimulateKeyboardDemoScene,SimulateMouseDemoScene).Verification
uloop compile→ 0 errors, 0 warnings.metaGUIDs don't collide with any existing v3-beta assetguid:reference inside both scene files resolves to a built-in Unity/URP asset already present in this project (no custom scripts, prefabs, or materials referenced)