How tar0ckan/the-object works
This appears to be a Unity hotel-themed game project, with hotel environment and character assets, anomaly-related audio, guest-request audio, and an in-game speaker system. The likely player experience is exploring the hotel and encountering its audio or anomaly content. The tree supports these content areas, but no README or source excerpts establish gameplay flow or runtime wiring, so the graph presents them as separate subsystems rather than asserting connections.
Components 12
Hotel World
- Hotel Environment
Assets/Enviroment/Models/Hotel - Fence Demo
Assets/Assets_FenceChained - Demon Model
Assets/Enviroment/Models/Hotel/Proveryaushiy
Gameplay Content
- Guest Requests
Assets/Audio/Hotel/GuestRequestAnomaly - Visitor Anomaly
Assets/Audio/Hotel/VisitorAnomaly
Audio Systems
- Speaker Manager
Assets/Audio/SpeakerSystem/Scripts/ReplicSystemManager.cs - Dialogue Trigger
Assets/Audio/SpeakerSystem/Scripts/ReplicTrigger.cs - Dialogue Source
Assets/Audio/SpeakerSystem/Scripts/ReplicSource.cs - Single Dialogue
Assets/Audio/SpeakerSystem/Scripts/SingleReplic.cs - Dialogue Assets
Assets/Audio/SpeakerSystem/Replics/ScriptableReplics - Footstep Audio
Assets/Audio/sFX/Footsteps
Other components
- Player