- Introduce `0.unity` recovery scene for testing and backup purposes.
- Add `Pump` GameObject with components including Rigidbody, CapsuleCollider, and MeshRenderer for physics interactions.
- Add `Upper` GameObject with a Transform component for hierarchical relationships.
- Configure physics parameters such as damping, constraints, and Rigidbody properties.
- Update object layers, tags, and rendering configurations for improved scene setup.
- Delete `TestScript` and associated components no longer in use.
- Refactor `DebugUi` with a generalized labeling system to streamline UI updates and scalability.
- Replace inline UI styles in `UI Document` with external USS file for cleaner and maintainable styling.
- Update `SampleScene` configurations to align with these changes and remove redundant object references.
- Add `jumpingAngularDamping` parameter to modify Rigidbody damping during jump states in `TestScript2`.
- Store and restore original angular damping for seamless transitions between jump and non-jump states.
- Update `SampleScene` with `jumpingAngularDamping` configuration to align with the new logic.
- Replace `_upJumpQueued`, `_jumpInputBuffer`, and redundant joint drive logic with streamlined `_jumpTimer`, `_jumpTimerMilliseconds`, and `_jumpTimerFinished`.
- Improve jump handling by introducing `_shouldJump` and `_canJump` with timer-based reset.
- Remove unused joint configuration and redundant variables for cleaner implementation.
- Update `SampleScene` with new jump parameters for better tuning.
- Adjust physics material parameters, friction settings, and dynamic properties for better object interactions.
- Update scene configurations to align with material changes and optimize physics behavior.
- Introduce `0Friction` and `100Friction` physics materials for improved control over object interactions.
- Update `SampleScene` with modified Rigidbody and physics properties, including mass, damping, and material assignments.
- Replace outdated mesh references and add new `CapsuleCollider` for the `Pump` object.
- Adjust object layers, transforms, and configurable joint parameters for enhanced physics behavior.
- Introduce `ZeroFriction` physics material for use in the scene.
- Add `Pump` GameObject with various components, including Rigidbody, CapsuleCollider, and MeshRenderer.
- Add configurable joint connecting `Upper` object and `Pump`.
- Update `SampleScene` with new objects and configurations for physics interactions.
- Introduce `Green.mat` and `Red.mat` materials for use in the scene.
- Update `SampleScene` to include new materials and adjust Cinemachine camera configuration.
- Minor position and rotation adjustments for objects in the scene.
- Introduce `_shouldJump` and `_previousDifference` for smoother jump control.
- Add `_initDifference` to reset difference tracking after each jump.
- Refactor jump mechanics into a dedicated `Jump` method.
- Adjust physics raycast distance for better collision detection.
- Enhance `DebugUi` with updated difference and velocity tracking.
- Add Cinemachine package (v3.1.4) and configure related components (e.g., CinemachineBrain, CinemachineCamera, CinemachineFollow).
- Update scene with new Cinemachine virtual camera for improved camera behaviors and tracking.
- Extend `DebugUi` to display grounded status and added supporting logic in `TestScript`.
- Refine physics logic in `TestScript` with grounded checks and updated jump action conditions.
- Minor adjustments to Rigidbody angular damping and ForceMode values.
- Adjust local positions, scales, and center of mass for accurate physics interactions.
- Replace outdated mesh coordinates and references with updated versions.
- Update implicit and center of mass physics configurations for several objects.
- Implement `DebugUi` component for updating and displaying debug information.
- Configure new UI Toolkit assets, including `PanelSettings` and `UIDocument`.
- Update TestScript to support dynamic ForceMode, velocity, and difference tracking with debug UI.
- Minor adjustments to Rigidbody torque and interaction parameters.
- Implement `VisualiseCenterOfMass` script to draw gizmos for Rigidbody center of mass.
- Replace mesh references with updated versions in the scene.
- Adjust physics settings including center of mass and implicit settings.