Level assembly, lighting & materials
Assemble a level in the editor to a layout and lighting brief.
20 project-authored proposals · taxonomy v1.1 · 0 new benchmark runs. Verifiers and partial-credit rules below are designs, not executed results.
- Typical applications
- Unreal Engine · Unity · Godot
- Class GUI-need label
HY· Hybrid
Task proposals · 20
Expand to inspect the complete original wording and proposed checks. Original proposal text remains English in both interfaces.
R06.10.01.01-T01 Place 12 street lamps along a road spline and bake lighting
Original instruction
Open project StreetKit/StreetKit.uproject, level Maps/Avenue. Place 12 instances of SM_StreetLamp along spline actor RoadEdge_L at 8 m spacing starting at its first point, each facing the road, with a PointLight child (intensity 5000 cd, attenuation 1200 uu, 3200 K). Build lighting at Production quality and save the level.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine 5
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrydrag· Drag & dropvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Commandlet dumps Avenue actors: 12 SM_StreetLamp within 30 uu of RoadEdge_L, consecutive arc spacing 800±20 uu, yaw toward road ±10°, light params exact. MapBuildData timestamp newer than last actor edit. Renders from TaskCam_01..03 SSIM≥0.85 vs reference.
Proposed partial credit
30% 12 lamps on spline; 25% spacing/orientation; 20% light params; 25% bake present and renders match
R06.10.01.01-T02 Bake a Unity interior so room illuminance meets a lighting spec
Original instruction
Open Unity project ClinicInterior (URP), scene Ward_A. lighting_spec.pdf lists target average illuminance for 4 rooms (Reception 300 lx, Corridor 150 lx, Exam 500 lx, Storage 100 lx). Add or adjust lights, set mixed lighting to Baked Indirect, place light probes in every room, and bake. Do not change room geometry or materials.
- Platforms
mac· macOSwin· Windows- Applications
- Unity
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryvis· Visual judgmentclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Play-mode probe script samples 50 points per room floor plane from baked lightmaps and probes; average illuminance within 10% of target per room. Hash check confirms room meshes/materials untouched; LightingData.asset newer than scene edits; ≥8 light probes per room volume.
Proposed partial credit
15% bake succeeds; 15% probes per room; 60% rooms in tolerance (15 points each); 10% geometry untouched
R06.10.01.01-T03 Paint a GridMap dungeon room to match a top-down layout
Original instruction
Godot 4 project DungeonKit, scene levels/room_07.tscn has an empty GridMap using MeshLibrary kit.meshlib. Paint floor, wall, pillar and door cells to match reference/room_07_top.png (16x16 cells, legend in the PNG) on layer y=0, with walls rotated to face inward. Save the scene.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- Godot
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
drag· Drag & dropvis· Visual judgmentgeom· Precise geometry- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Parse room_07.tscn GridMap data: cell item ids match target 16x16 array (≥98% cells), wall orientation index matches expected for each wall cell. Shortcuts detected: agent VM has no terminal for godot --script, and the scene must be saved by the Godot editor (format header, uid order) with GridMap paint actions in the editor log; hand-edited .tscn text scores 0.
Proposed partial credit
40% floor/wall cells; 20% pillars and doors; 30% wall orientation; 10% scene saves and loads
R06.10.01.01-T04 Create six material instances from a master and assign them
Original instruction
In Unreal project PropsLab, create six Material Instances of M_Master_PBR named per materials.csv (BaseColor hex, Roughness, Metallic, NormalStrength). Assign each to the matching material slot on SM_Kiosk in level Showroom and save all.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine 5
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clicktype· Text & forms- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
Asset dump: six MI_* assets parented to M_Master_PBR with scalar params exact and BaseColor within ΔE2000≤1 of CSV. SM_Kiosk component overrides map each slot to the named MI. Assets saved (not dirty) on reload.
Proposed partial credit
40% six MIs with correct parent; 35% parameter values; 25% slot assignment
R06.10.01.01-T05 Set golden-hour sun, exposure and fog to a lighting brief
Original instruction
Unreal level Harbor_Day. Per brief_goldenhour.md: set DirectionalLight pitch -12°, yaw 245°, temperature 4300 K, intensity 6 lux; SkyAtmosphere default; ExponentialHeightFog density 0.02 with volumetric fog on; PostProcessVolume (unbound) with manual exposure EV100 11. Save and render TaskCam_Pier at 1920x1080 to renders/pier.png.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine 5
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clicktype· Text & formsvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Actor property dump vs brief (angles ±1°, values exact). renders/pier.png is 1920x1080; mean luminance within 8% and hue histogram correlation ≥0.9 vs reference render of the gold level.
Proposed partial credit
35% sun params; 25% fog; 20% exposure; 20% render matches
R06.10.01.01-T06 Assemble a warehouse level from a layout PDF with navigable aisles
Original instruction
Unity project Logistics, scene Warehouse_Empty. Using prefabs Shelf_2m and Dock_Door, build the layout in layout_warehouse.pdf: 24 shelves in 4 aisles with 3.0 m aisle clearance, 3 dock doors on the north wall, grid snap 0.5 m. Bake the NavMesh (agent radius 0.4 m). Save as Warehouse_A.
- Platforms
mac· macOSwin· Windows- Applications
- Unity
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropgeom· Precise geometryvis· Visual judgment- Work product
WP11· Game/sim state- Conditions
licensed· Licensed pro applong· Long-horizon- Proposed difficulty
- 4 / 5
Proposed verifier
Edit-mode test reads scene: 24 Shelf_2m instances, positions within 0.1 m of layout coordinates, aisle gaps 3.0±0.1 m; 3 Dock_Door on north wall. NavMesh.CalculatePath succeeds from Spawn to each of 8 pick points with path length ≤1.15x layout reference.
Proposed partial credit
30% shelf count and positions; 20% aisle clearance; 15% dock doors; 35% NavMesh paths
R06.10.01.01-T07 Eliminate light leaks in a Godot interior and rebake LightmapGI
Original instruction
Godot 4 project Bunker, scene interior.tscn shows light bleeding through wall seams in the dark storeroom (see report/leak.png). Fix it without moving walls: adjust shadow casting, add occluder or thickness geometry as needed, tune LightmapGI texel scale, and rebake. The storeroom must stay unlit except for its own lamp.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- Godot
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
vis· Visual judgmentgeom· Precise geometrynav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 4 / 5
Proposed verifier
Headless render from Camera_Store: mean luminance inside mask leak_region.png ≤0.03 (was 0.21); lamp-lit region luminance within 10% of reference. Wall node transforms unchanged; lightmap .exr newer than edits. Agent VM has no terminal for godot --headless --script; new EditorScript/@tool files in res:// are detected by hash diff and score 0.
Proposed partial credit
50% leak region dark; 25% lamp region preserved; 15% walls unmoved; 10% bake saved
R06.10.01.01-T08 Restore a deleted courtyard region to match reference views
Original instruction
Unreal project OldTown has level Courtyard with a 20x20 m region cleared (fountain, benches, planters, two lamps, ivy decals). Using only existing project assets, rebuild the region so it matches reference/view_A..C.png taken from TaskCam_A..C, including lighting. Save the level.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine 5
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro applong· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Renders from TaskCam_A..C vs references: SSIM≥0.80 and LPIPS≤0.25 inside the region mask. Actor dump: expected asset types present, each within 50 cm/10° of ground-truth placement for ≥80% of 14 key actors. Python plugin disabled in task build.
Proposed partial credit
20% key assets present; 30% placement accuracy; 35% view similarity; 15% lighting matches
R06.10.01.01-T09 Sculpt and paint Unity terrain to a heightmap and splat brief
Original instruction
Unity scene Valley has a flat 512x512 m Terrain. Sculpt it to match reference/height_ref.png (0–60 m range) with a flat plateau at 12 m inside plateau_mask.png, then paint layers Grass, Rock, Path following splat_ref.png. Use the terrain tools; do not import heightmaps.
- Platforms
mac· macOSwin· Windows- Applications
- Unity
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
path· Continuous pathvis· Visual judgmentnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Read TerrainData: height RMSE ≤1.5 m vs reference, plateau std ≤0.2 m at 12±0.3 m; per-layer splat IoU ≥0.7. Import shortcut blocked: TerrainData heights compared for brush-stroke noise signature and Editor.log scanned for ImportRaw. No terminal for Unity -batchmode -executeMethod; any new Editor script under Assets/ is detected by hash diff and scores 0.
Proposed partial credit
35% height RMSE; 20% plateau; 35% splat IoU (Rock 15, Path 20); 10% no raw import
R06.10.01.01-T10 Paint foliage into marked zones without covering the road
Original instruction
Unreal level ForestRoad. With the Foliage tool, paint SM_Pine and SM_Birch (60/40 mix) into zones shown on overlay forest_zones.png at about 1 tree per 25 m², keeping a 4 m clear margin from spline RoadMain. Add SM_Fern ground cover at 1 per 2 m² in the same zones. Save.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine 5
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
path· Continuous pathvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Dump InstancedFoliageActor: tree density per zone within ±20% of target; species ratio 60/40 ±8%; zero instances within 4 m of RoadMain; ≤3% instances outside zones; fern density ±25%. Python Editor Script Plugin and console commands are disabled and the agent has no terminal for commandlets, so instances must come from Foliage-tool painting.
Proposed partial credit
35% tree density; 15% species mix; 30% road clearance; 20% ferns
R06.10.01.01-T11 Configure World Partition grid and day/night data layers
Original instruction
Unreal project OpenMap (World Partition enabled), level Region_2km. Set runtime grid cell size 12800 uu and loading range 25600 uu. Create data layers Day and Night and assign the 40 actors listed in layer_assign.csv. Night must be unloaded by default. Save.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine 5
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clicktype· Text & formsdrag· Drag & drop- Work product
WP08· App/system state- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Commandlet dumps WorldPartition settings (cell size, loading range exact), data layer assets and runtime initial state (Night=Unloaded), and per-actor data layer membership vs CSV (40 rows).
Proposed partial credit
25% grid settings; 20% layers created; 40% actor assignment; 15% Night unloaded
R06.10.01.01-T12 Paint a 2D TileMap level with terrain autotiling and collisions
Original instruction
Godot 4 project Platformer2D, scene levels/level_3.tscn. Paint TileMapLayer Ground to match reference/level_3.png (64x24 cells) using the Terrain set Dirt so edges autotile, add one-way platforms on layer Platforms where marked, and ensure tile collisions on Ground. Save.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- Godot
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
path· Continuous pathdrag· Drag & dropvis· Visual judgment- Work product
WP11· Game/sim state- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Parse tile_map_data: occupied-cell mask IoU ≥0.97 vs target; ≥95% edge cells use correct terrain peering variant; Platforms layer cells match; headless test drops a body on 5 marked columns and it lands at expected height. Agent VM has no terminal for godot --headless --script; new EditorScript/@tool files and hand-edited .tscn text are detected by hash diff and editor log, scoring 0.
Proposed partial credit
40% occupied cells; 25% autotile variants; 15% platforms; 20% collision test
R06.10.01.01-T13 Fix lightmap UV overlaps and rebake without warnings
Original instruction
Unity project Gallery reports 'overlapping UVs' on 5 imported meshes in scene Hall_B. Fix them (generate lightmap UVs or adjust pack margin in import settings), set lightmap resolution to 20 texels/unit, rebake, and confirm the Lighting window shows no UV overlap warnings. Do not edit mesh files on disk.
- Platforms
mac· macOSwin· Windows- Applications
- Unity
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clickvis· Visual judgment- Work product
WP08· App/system state- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
ModelImporter meta for the 5 meshes: generateSecondaryUV=1 or margin set; FBX hashes unchanged. LightingSettings lightmapResolution=20. Bake log has zero overlap warnings; lightmaps newer than edits.
Proposed partial credit
40% five meshes fixed; 20% resolution; 30% clean bake; 10% source files untouched
R06.10.01.01-T14 Author a triplanar rock-moss blend material driven by slope
Original instruction
Unreal project CliffKit. Build material M_CliffBlend: world-aligned (triplanar) rock textures, moss layer on surfaces whose world normal Z > 0.7 with a 0.1 soft transition, moss tint exposed as parameter MossTint, texture scale parameter TileSize=400. Apply it to SM_Cliff_01 in level CliffTest and save.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine 5
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropclick· Point & clickvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Material graph export: WorldAlignedTexture (or equivalent) nodes present, parameters MossTint/TileSize exist. Renders of test sphere and SM_Cliff_01 from TestCam: moss mask vs analytic normal-Z>0.7 mask IoU ≥0.85; no visible UV seams (gradient-edge metric below threshold). Python Editor Script Plugin and console commands are disabled in the task build and the agent has no terminal, so the graph must be built in the Material Editor.
Proposed partial credit
20% parameters exposed; 25% triplanar setup; 40% moss mask IoU; 15% applied to cliff
R06.10.01.01-T15 Greybox an arena that satisfies line-of-sight and route constraints
Original instruction
Unreal level Arena_Blockout has spawn points S1, S2 and objective O. Using BSP or cube brushes, block out cover so that from sniper perch P none of T1..T4 markers is visible, both spawns reach O within 45 m along the NavMesh, and at least 3 distinct routes exist from S1 to O. Write handoff.md listing routes.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine 5
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryvis· Visual judgmentnav· Pan/zoom/scroll- Work product
WP11· Game/sim state- Conditions
licensed· Licensed pro applong· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Commandlet traces 64 rays from P to each Ti bounds: all blocked. Recast NavMesh path lengths S1→O and S2→O ≤4500 uu. Route count: k-shortest paths with ≥40% edge disjointness ≥3. handoff.md names 3 routes matching actor labels.
Proposed partial credit
35% LOS blocked; 30% path length; 25% three routes; 10% handoff
R06.10.01.01-T16 Light an HDRP product room to a target exposure and color temperature
Original instruction
Unity HDRP project ProductViz, scene Studio. Set HDRI Sky from hdr/studio_soft.exr with exposure 11, add three rectangular area lights (key, fill, rim) per lighting_plot.png, and render Camera 'Hero' at 1920x1080 to out/hero.png. The grey card must read 18% grey at 4500 K ±200 K.
- Platforms
mac· macOSwin· Windows- Applications
- Unity
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
out/hero.png: grey-card ROI mean luminance 0.18±0.02 linear, CCT from ROI chromaticity 4500±200 K; key/fill ratio from two ROIs 2.5±0.5. Scene dump: 3 area lights, positions within 0.5 m of plot. No terminal for Unity -batchmode -executeMethod; any new Editor script under Assets/ is detected by hash diff and scores 0.
Proposed partial credit
20% HDRI sky; 30% three lights placed; 30% grey card exposure and CCT; 20% key/fill ratio
R06.10.01.01-T17 Assemble a modular level and bake navigation so all pickups are reachable
Original instruction
Godot 4 project RuinsKit. In scene levels/ruins_02.tscn, assemble the floor plan from layout.svg using modular pieces in res://kit/ (snap 2 m), place 6 Pickup instances at marked spots, then bake NavigationRegion3D with agent radius 0.5. Save.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- Godot
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropgeom· Precise geometry- Work product
WP11· Game/sim state- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Headless Godot test loads scene: kit piece transforms on 2 m grid, footprint matches layout.svg (IoU≥0.9); 6 Pickups present; NavigationServer3D path from Spawn to each pickup exists and an agent walk reaches each within 60 s.
Proposed partial credit
35% layout footprint; 15% pickups placed; 30% navmesh baked; 20% walk test
R06.10.01.01-T18 Clear Map Check errors and warnings in a level
Original instruction
Unreal level Docks_Final shows Map Check errors (missing mesh references, actors with invalid lightmap resolution, a BlockingVolume with zero extent) and 'Lighting needs to be rebuilt'. Fix every issue without deleting any actor labelled KEEP_*, rebuild lighting and save.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine 5
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clickvis· Visual judgment- Work product
WP08· App/system state- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
Run MapCheck commandlet: 0 errors, 0 warnings; no 'lighting needs rebuild'. All KEEP_* actors present with unchanged transforms.
Proposed partial credit
50% errors cleared; 25% warnings cleared; 15% lighting rebuilt; 10% KEEP_* intact
R06.10.01.01-T19 Script the street-lamp placement headless (control pair of T01)
Original instruction
Control pair of T01. Same project StreetKit and spec, but with the GUI unavailable: write lamps.py using the Unreal Python API and run it via UnrealEditor-Cmd -run=pythonscript to place the 12 lamps with lights along RoadEdge_L at 8 m spacing, then build lighting by commandlet and save.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine 5
- Interfaces
term· Terminalapi· API/SDK- GUI need · task setting
CL· CLI-sufficient- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
code· Code & commands- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
Same checks as T01 (count, spacing 800±20 uu, light params, MapBuildData present). lamps.py exists and the editor log shows the commandlet run; no GUI session started.
Proposed partial credit
30% script runs; 40% placement checks; 30% lighting built
R06.10.01.01-T20 Dress a street with decals at marked positions
Original instruction
Unreal level BackAlley. Place 8 decals (DA_Crack x3, DA_Puddle x3, DA_Graffiti x2) at the positions circled in reference/decal_marks.png (taken from TaskCam_Alley), projected onto the correct surfaces with sort order so graffiti draws above cracks. Save.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine 5
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Decal actors: counts per type; projected footprint centers within 15 cm of ground-truth positions; projection axis within 10° of the surface normal; graffiti SortOrder > crack SortOrder. Render from TaskCam_Alley: per-decal ROI SSIM≥0.75. Python Editor Script Plugin and console commands are disabled in the task build and the agent has no terminal for commandlets.
Proposed partial credit
20% counts; 40% positions; 20% projection and sort; 20% render match
Mapped research references
Existing benchmark-to-class links from the research catalog. They are not record-level annotations, executions or product endorsements.