Archive of the Gravity Shifter prototype (working title Night Owls: Gravity Invasion) — a small Unity experiment where the player can rotate world gravity 90° at a time and walk on the walls.
Status: Playable team prototype — a group project, not a finished/shipped game. The core gravity-shift mechanic works in the Unity editor; menus, levels, audio, and a packaged build are not implemented.
A short (40-second) clip of the gravity-shift mechanic in action:
GravityShifter_clip_short.mp4
The full-quality 9.6-minute capture (Game/NightOwls_GravityInvasion_Gameplay-001.mp4, ~2.7 GB) is
not stored in git — it exceeds GitHub's 100 MB per-file limit and is listed in
.gitignore. The short clip above is hosted on GitHub's attachment CDN (uploaded via an
issue) so it plays inline; for the full video, host it externally (e.g. YouTube) and link it here.
archive/
├─ Game/
│ ├─ NightOwls_GravityInvasion_Gameplay-001.mp4 # gameplay capture (git-ignored, ~2.7 GB)
│ └─ GravityShifter_v2/ # the Unity project
│ ├─ Assets/ # scenes, scripts, materials, Y_Bot model + animations
│ ├─ Packages/ # package manifest + lockfile
│ └─ ProjectSettings/
Unity version: 2020.3.38f1 (pinned in
Game/GravityShifter_v2/ProjectSettings/ProjectVersion.txt).
- Install Unity 2020.3.38f1 (via Unity Hub → Installs → Archive). A newer version will still open it but will run a one-way API upgrade.
- In Unity Hub, Add the folder
Game/GravityShifter_v2. - Open it — Unity regenerates
Library/on first launch (this can take a minute). - Open
Assets/Scenes/SampleScene.unityand press Play.
Note: the scene is not in Build Settings, so it runs in the editor but a built player would be empty. Add
SampleSceneunder File → Build Settings before building.
| Key | Action |
|---|---|
W/A/S/D (arrows) |
Move |
Space |
Jump |
R |
Rotate gravity 90° clockwise |
L |
Rotate gravity 90° counter-clockwise |
Movement/jump/gravity live in
Assets/Scripts/PlayerController.cs;
the Y_Bot animation triggers (W/A/D/E) are in
Assets/new_Movement.cs.
Old prototype (last touched Sept 2022), archived as-is. Self-contained — no external assets or textures
are referenced beyond what's in Assets/.