
Mandw contributed to the Synesthesias/PLATEAU-SDK-Toolkits-for-Unity repository by developing scalable asset systems for factory, hotel, and complex building types, focusing on procedural generation and cross-pipeline compatibility in Unity. Their work included enhancing prefab workflows, optimizing mesh data for UV mapping and material fidelity, and refining runtime systems for accurate environmental effects. Using C#, ShaderLab, and Unity’s editor scripting, Mandw improved asset portability by updating the glTF export process to use relative texture paths. The engineering demonstrated depth in 3D modeling, asset management, and file handling, resulting in more reliable, maintainable, and efficient asset pipelines for Unity-based projects.

March 2025 monthly summary focused on stabilizing and improving the GLTF export workflow within the PLATEAU SDK for Unity. Delivered a critical fix to use relative texture paths in GLTF exports, significantly improving portability and reducing breakages when the export directory is moved. The change is captured in commit 66f7d1d526cfe92cccb7387d92957a3df6185b24. This work strengthens the asset pipeline for downstream tooling and environments, supporting consistent handoffs to downstream teams.
March 2025 monthly summary focused on stabilizing and improving the GLTF export workflow within the PLATEAU SDK for Unity. Delivered a critical fix to use relative texture paths in GLTF exports, significantly improving portability and reducing breakages when the export directory is moved. The change is captured in commit 66f7d1d526cfe92cccb7387d92957a3df6185b24. This work strengthens the asset pipeline for downstream tooling and environments, supporting consistent handoffs to downstream teams.
January 2025 performance summary for Synesthesias/PLATEAU-SDK-Toolkits-for-Unity: Drove cross-pipeline asset expansion and quality improvements in the PLATEAU toolkit. Hotel Building Asset Expansion added hotel-type assets and generation logic across URP and HDRP, with material/color adjustments and mesh refinements to support diverse hotel architectures. Office Building Facades Mesh Improvements updated LOD0 mesh data to correct vertex counts and channel data, improving UV mapping and material fidelity. These efforts were implemented via multiple commits (hotel assets: 3ddda875ba3cdb8c00c85fc965b675f49ac662fd, 39acf7dddcd4e8d9fabdde92903852fc11b08153, 453ae84f0251a3ad40c79002933a5c6521f8c3ff, d9960d0ab4955d3b0d806d0975fe40bd355fc0d3, 24dae61db1b6effd7d2068e6c839d50e7565df80, 30f9b6b2f3a0d1283e26b21d8a0bc7eda5d13f41), and office facade fix (1391ba4a67521b47836df1c3f765cb29807b2a6e) plus UV/mat updates (#41). Overall, the changes enhanced asset coverage, fidelity, and consistency across URP/HDRP, enabling faster design iterations and more reliable builds. Technologies demonstrated: Unity URP/HDRP pipelines, mesh data optimization, UV mapping, LOD handling, and data-driven asset generation.
January 2025 performance summary for Synesthesias/PLATEAU-SDK-Toolkits-for-Unity: Drove cross-pipeline asset expansion and quality improvements in the PLATEAU toolkit. Hotel Building Asset Expansion added hotel-type assets and generation logic across URP and HDRP, with material/color adjustments and mesh refinements to support diverse hotel architectures. Office Building Facades Mesh Improvements updated LOD0 mesh data to correct vertex counts and channel data, improving UV mapping and material fidelity. These efforts were implemented via multiple commits (hotel assets: 3ddda875ba3cdb8c00c85fc965b675f49ac662fd, 39acf7dddcd4e8d9fabdde92903852fc11b08153, 453ae84f0251a3ad40c79002933a5c6521f8c3ff, d9960d0ab4955d3b0d806d0975fe40bd355fc0d3, 24dae61db1b6effd7d2068e6c839d50e7565df80, 30f9b6b2f3a0d1283e26b21d8a0bc7eda5d13f41), and office facade fix (1391ba4a67521b47836df1c3f765cb29807b2a6e) plus UV/mat updates (#41). Overall, the changes enhanced asset coverage, fidelity, and consistency across URP/HDRP, enabling faster design iterations and more reliable builds. Technologies demonstrated: Unity URP/HDRP pipelines, mesh data optimization, UV mapping, LOD handling, and data-driven asset generation.
December 2024 highlights: Delivered enhancements to the Unity toolkit's prefab system and introduced ComplexBuilding_01 prefab, including drag-and-drop saving and updated documentation for complex building assets. Major bugs fixed: none reported in this data window. Overall impact: accelerated asset authoring and onboarding for complex buildings, enabling faster iteration and more consistent Unity integrations. Technologies/skills demonstrated: Unity editor tooling, prefab workflow optimization, and documentation.
December 2024 highlights: Delivered enhancements to the Unity toolkit's prefab system and introduced ComplexBuilding_01 prefab, including drag-and-drop saving and updated documentation for complex building assets. Major bugs fixed: none reported in this data window. Overall impact: accelerated asset authoring and onboarding for complex buildings, enabling faster iteration and more consistent Unity integrations. Technologies/skills demonstrated: Unity editor tooling, prefab workflow optimization, and documentation.
Month: 2024-11 — Synesthesias/PLATEAU-SDK-Toolkits-for-Unity. Focused on delivering a scalable factory-building asset system, stabilizing rendering components, and correcting time-based environmental logic to improve realism and reliability. This month also laid groundwork for future asset configurations and faster iteration cycles.
Month: 2024-11 — Synesthesias/PLATEAU-SDK-Toolkits-for-Unity. Focused on delivering a scalable factory-building asset system, stabilizing rendering components, and correcting time-based environmental logic to improve realism and reliability. This month also laid groundwork for future asset configurations and faster iteration cycles.
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