Regional route features — 2026-09-15
Source: Assets/Rampage/Runtime/World/RegionalRouteFeatures.cs, invoked once by ChapterScenery.Build. This closes the missing object implementations for the coast tunnel/gallery, Tuscan stone bridge setting and jungle waterfall. The route curves, driving deck, bridge physics and terrain sampler are unchanged. Native visual acceptance remains pending.
Coastal gallery — mediterranean-02
A 78 m curved masonry vault follows existing road samples. Its inland side has a retaining face; the sea side has open window bays between piers. Both ends have an arched stone portal with separate voussoir faces. Three generated, spatially coherent meshes replace any need for individual block GameObjects.
The location is selected near the authored tunnel sector against actual GroundHeight: the midpoint needs at least 9 m of inland relief at 35 m lateral distance, and the 78 m route heading change must remain below 24 degrees. The independent read-only route/terrain reconstruction found a suitable midpoint at 1218.079 m, giving 1179.079–1257.079 m, with 15.536 degrees heading change and inland relief 22.223/17.776/13.329 m at start/middle/end. Runtime uses the same centre-based search rather than assuming the nominal 34% point is suitable.
Every generated vertex is checked against the nearest actual road: half-width 7.2 m and overhead clearance 5.8 m. The inner arch has 8.4 m radius horizontally, 5 m rise and 4.3 m spring height. The road remains free. The geometry casts real shadows and adds no collider.
Low Tuscan stone bridge — tuscany-02
The 55 m span begins around 1371.7 m, corresponding to the existing stone bridge roadbook sector. The audited 50 m heading change is 4.84 degrees and grade about 5.4%. Continuous masonry parapets, capstones, side foundations and shallow arched stone trim follow the unchanged curve.
Geographic limitation: the production road embankment is only 1.05 m below the deck near the road. A tall open stone arch would be hidden by existing ground. This implementation therefore makes an honest low masonry bridge treatment; it does not claim a free 8 m arch or modify the land to invent a ravine. All visible structure is outside a checked 6.4 m half-width. Large open bridge geometry at this location would require a separately coordinated terrain change.
Jungle gorge cascade — jungle-02
The feature uses the existing right-hand wall beside the wooden bridge near 51% progress. Independent reconstruction measured ground at +45 m lateral around 298.50 m, +60 m at 317.46 m and +80 m at 345.53 m. The steep upper cascade follows that existing descent. Its outflow reaches the already carved gorge floor, approximately 30 m below the wooden deck, and a small flat plunge pool lies within that floor.
Seven pairs of low weathered bank meshes frame the upper fall. The water uses a 36×8 quad grid, plus five interrupted whitewater ribbons. A shared CPU animation updates the small vertex arrays at 15 Hz; it allocates no per-frame vertex arrays, reads no GPU data and creates no primitive clouds. Water and foam use native transparent HDRP/Lit, no custom shader or new external texture source. The upper flow is at least 35 m horizontally from the road; any lower outflow within that distance must remain at least 12 m below it. The mesh bounds include the complete wave displacement.
The water materials must be retained through RegionalRouteFeatures.RepresentativeMaterials in the shared shader-reference list. Geometry, materials and flow need a native driving-camera review; this file is not evidence that water already meets the AAA reference.
Validation
Offline managed compilation after integration passed for 87 Runtime + 19 Editor sources with zero warnings/errors. The extra runtime source count includes concurrent work by the parent task. The route/terrain placement audit was read-only, and the actual source performs finite-coordinate and road-clearance checks before emitting geometry. Each feature logs its chosen station/coordinates and unchanged-terrain constraint. No Unity, player or native GPU process was launched by this subtask.
Still required in the parent task: native material retention/build, recorded chosen gallery station, all three feature frames, waterfall ground contact and transparency, arch headroom and shade in the driving camera, and performance on the target laptop.