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E612 Fluid Sim Unity Implementation Guide
Goal: make the LUME Unity build visually match the direction of the Duncan Fewkes `E612: "Fluid Sim Presets Test"` reference while staying original to LUME.
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Goal: make the LUME Unity build visually match the direction of the Duncan Fewkes `E612: "Fluid Sim Presets Test"` reference while staying original to LUME.
- dark realtime room - readable body silhouette - dense but controlled particle/fluid motion - visible preset switching - small debug/test-bench HUD for build-in-public clips - clean venue mode with the HUD hidden - 1920x440 bar-display-safe composition
`[home]/Desktop/lume-commerce/docs/research/duncan-v3/E612-fluid-sim-mimic-plan.md`
| Piece | File | Status | |---|---|---| | Fluid sim | `Assets/Scripts/LumeFluidSim.cs` | built | | Fluid preset ScriptableObject | `Assets/Scripts/Vfx/LumeFluidSimPreset.cs` | built | | Flow particle overlay | `Assets/Scripts/LumeFlowParticleOverlay.cs` | built | | VFX runtime bridge | `Assets/Scripts/LumeVfxRuntimeBridge.cs` | built | | Runtime picker | `Assets/Scripts/Vfx/LumeVfxEditor.cs` | built | | Preset generator | `Assets/Editor/LumePresetGenerator.cs` | built | | Auto-wire menu | `Assets/Editor/LumeWaveAutoWire.cs` | built | | VFX Graph recipe | `Assets/VFX/README-LumeFlowParticles.md` | written | | Overlay material | `Assets/Materials/LumeFlowParticleOverlay.mat` | present | | Fluid compute | `Assets/Shaders/LumeFluidSim.compute` | present |
- `Default` - `Default_Smooth` - `LongThrow` - `MidThrow` - `ShortThrow` - `InvertedObstacle` - `FrozenVelocityField` - `None`
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