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Implementation Notes

Feature 1 — Booster Game Mode

  • Feature configuration: Assets/Scripts/Configs/BoosterModeConfig.asset. Entry point: BoosterModeService.
  • PowerUp_NewBrush was left untouched since it isn't included in the per-level power-up list. It spawns on its own timer regardless of the active game mode.
  • BoosterLevelConfigDrawer now edits a level's power-ups using a mask field containing all power-up assets instead of a raw array. It also detects and removes invalid references.

Feature 2 — Skin Selection Screen

  • Entry points: SkinSelectionView, IScreenSelectionFeature.
  • Optimized draw calls: shadows are disabled on preview renderers, and recoloring uses MaterialPropertyBlock instead of creating per-item material instances. The list is intentionally not virtualized because it contains only 12 items that are always visible, so pooling provides no benefit.
  • Added a responsive grid layout.
  • Edge case handled: if the feature is disabled while a non-default skin is equipped, the selected skin is automatically reset to the default.

Feature 3 — Debug Menu

  • Entry point: DebugMenuView.
  • Implemented the in-game debug menu.

Build Configuration

  • Switched the scripting backend from Mono to IL2CPP for the Android build.
  • Enabled all target CPU architectures (ARMv7, ARM64, and x86_64) to maximize device compatibility.

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