File size: 9,082 Bytes
295d147
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
import argparse
import json
import random
from pathlib import Path


UNITY_CAPSULE = """Create the capsule player object and attach movement logic to it. A Unity capsule primitive already has a `CapsuleCollider`, so the clean option is to add a `CharacterController` and move through it.

```csharp
using UnityEngine;

[RequireComponent(typeof(CharacterController))]
public class CapsulePlayerMovement : MonoBehaviour
{
    [SerializeField] private float moveSpeed = 5f;

    private CharacterController controller;

    private void Awake()
    {
        controller = GetComponent<CharacterController>();
    }

    private void Update()
    {
        float x = Input.GetAxisRaw("Horizontal");
        float z = Input.GetAxisRaw("Vertical");
        Vector3 direction = new Vector3(x, 0f, z).normalized;

        controller.Move(direction * moveSpeed * Time.deltaTime);
    }
}
```

```csharp
using UnityEngine;

public class CapsulePlayerSpawner : MonoBehaviour
{
    private void Start()
    {
        GameObject player = GameObject.CreatePrimitive(PrimitiveType.Capsule);
        player.name = "PlayerCapsule";
        player.transform.position = new Vector3(0f, 1f, 0f);

        CapsuleCollider capsuleCollider = player.GetComponent<CapsuleCollider>();
        if (capsuleCollider != null)
            Object.Destroy(capsuleCollider);

        CharacterController controller = player.AddComponent<CharacterController>();
        controller.height = 2f;
        controller.radius = 0.5f;
        controller.center = new Vector3(0f, 1f, 0f);

        player.AddComponent<CapsulePlayerMovement>();
    }
}
```

Attach `CapsulePlayerSpawner` to an empty GameObject in the scene. Press Play and the script creates a capsule player with collider-based WASD movement."""


UNITY_RIGIDBODY_CAPSULE = """Create a capsule with a `CapsuleCollider`, add a `Rigidbody`, and move it with WASD in `FixedUpdate`.

```csharp
using UnityEngine;

[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
public class RigidbodyCapsuleMovement : MonoBehaviour
{
    [SerializeField] private float moveSpeed = 5f;

    private Rigidbody rb;
    private Vector3 input;

    private void Awake()
    {
        rb = GetComponent<Rigidbody>();
        rb.freezeRotation = true;
    }

    private void Update()
    {
        float x = Input.GetAxisRaw("Horizontal");
        float z = Input.GetAxisRaw("Vertical");
        input = new Vector3(x, 0f, z).normalized;
    }

    private void FixedUpdate()
    {
        Vector3 nextPosition = rb.position + input * moveSpeed * Time.fixedDeltaTime;
        rb.MovePosition(nextPosition);
    }
}
```

```csharp
using UnityEngine;

public class RigidbodyCapsuleSpawner : MonoBehaviour
{
    private void Start()
    {
        GameObject player = GameObject.CreatePrimitive(PrimitiveType.Capsule);
        player.name = "RigidbodyCapsulePlayer";
        player.transform.position = new Vector3(0f, 1f, 0f);

        Rigidbody rb = player.AddComponent<Rigidbody>();
        rb.freezeRotation = true;

        player.AddComponent<RigidbodyCapsuleMovement>();
    }
}
```"""


GODOT_CAPSULE = """Create a `CharacterBody3D` with a capsule mesh, capsule collision shape, and WASD movement.

```gdscript
extends Node3D

func _ready() -> void:
    var player := CharacterBody3D.new()
    player.name = "CapsulePlayer"

    var mesh := MeshInstance3D.new()
    mesh.mesh = CapsuleMesh.new()
    player.add_child(mesh)

    var collision := CollisionShape3D.new()
    collision.shape = CapsuleShape3D.new()
    player.add_child(collision)

    player.set_script(preload("res://CapsulePlayerMovement.gd"))
    add_child(player)
```

```gdscript
# CapsulePlayerMovement.gd
extends CharacterBody3D

@export var move_speed := 5.0

func _physics_process(_delta: float) -> void:
    var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
    var direction := Vector3(input_dir.x, 0.0, input_dir.y).normalized()
    velocity.x = direction.x * move_speed
    velocity.z = direction.z * move_speed
    move_and_slide()
```

Add input actions for `move_left`, `move_right`, `move_forward`, and `move_back`, then bind them to A, D, W, and S."""


UNITY_CAMERA_CAPSULE = """Create a capsule player, add collider-based WASD movement, and make the camera follow it.

```csharp
using UnityEngine;

[RequireComponent(typeof(CharacterController))]
public class CapsulePlayerMovement : MonoBehaviour
{
    [SerializeField] private float moveSpeed = 5f;
    private CharacterController controller;

    private void Awake()
    {
        controller = GetComponent<CharacterController>();
    }

    private void Update()
    {
        Vector3 direction = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical")).normalized;
        controller.Move(direction * moveSpeed * Time.deltaTime);
    }
}
```

```csharp
using UnityEngine;

public class FollowCamera : MonoBehaviour
{
    [SerializeField] private Transform target;
    [SerializeField] private Vector3 offset = new Vector3(0f, 4f, -6f);
    [SerializeField] private float smoothTime = 0.15f;
    private Vector3 velocity;

    public void SetTarget(Transform newTarget)
    {
        target = newTarget;
    }

    private void LateUpdate()
    {
        if (target == null)
            return;

        transform.position = Vector3.SmoothDamp(transform.position, target.position + offset, ref velocity, smoothTime);
        transform.LookAt(target);
    }
}
```

```csharp
using UnityEngine;

public class CapsulePlayerSceneSetup : MonoBehaviour
{
    private void Start()
    {
        GameObject player = GameObject.CreatePrimitive(PrimitiveType.Capsule);
        player.name = "PlayerCapsule";
        player.transform.position = new Vector3(0f, 1f, 0f);

        Object.Destroy(player.GetComponent<CapsuleCollider>());
        player.AddComponent<CharacterController>();
        player.AddComponent<CapsulePlayerMovement>();

        Camera mainCamera = Camera.main;
        if (mainCamera != null)
        {
            FollowCamera follow = mainCamera.gameObject.AddComponent<FollowCamera>();
            follow.SetTarget(player.transform);
        }
    }
}
```"""


COMMANDS = [
    {
        "domain": "unity",
        "answer": UNITY_CAPSULE,
        "prompts": [
            "create a capsule and its collider, give wasd movement logic to it for unity project",
            "create a capsule player with collider and WASD movement in Unity",
            "Unity project: create capsule, add collider, add wasd movement",
            "make a capsule object with collider and keyboard movement",
            "capsule player objesi olustur collider ekle wasd hareket ver unity",
            "generate a capsule character controller with WASD controls",
        ],
    },
    {
        "domain": "unity",
        "answer": UNITY_RIGIDBODY_CAPSULE,
        "prompts": [
            "create a physics capsule with rigidbody collider and wasd movement",
            "Unity rigidbody capsule movement with WASD",
            "make a capsule player using rigidbody MovePosition",
            "capsule collider rigidbody ile wasd hareket sistemi yaz",
        ],
    },
    {
        "domain": "godot",
        "answer": GODOT_CAPSULE,
        "prompts": [
            "create a capsule character and give it wasd movement in godot",
            "Godot 4 create capsule with collision and WASD movement",
            "capsule player collision shape and movement gdscript",
            "godot kapsul karakter olustur collider ekle wasd hareket ver",
        ],
    },
    {
        "domain": "unity",
        "answer": UNITY_CAMERA_CAPSULE,
        "prompts": [
            "create a capsule player with collider wasd movement and camera follow",
            "Unity capsule controller plus follow camera",
            "make capsule player move with WASD and make camera follow it",
            "capsule player olustur wasd hareket ve kamera takip ekle",
        ],
    },
]


def main():
    parser = argparse.ArgumentParser()
    parser.add_argument("--out", default="data/instructions/compound_game_commands_v4.jsonl")
    parser.add_argument("--repeat", type=int, default=900)
    parser.add_argument("--seed", type=int, default=9904)
    args = parser.parse_args()

    rows = []
    for item in COMMANDS:
        for _ in range(args.repeat):
            for prompt in item["prompts"]:
                rows.append(
                    {
                        "domain": item["domain"],
                        "instruction": prompt,
                        "answer": item["answer"],
                        "source": "synthetic_compound_game_command",
                    }
                )

    random.seed(args.seed)
    random.shuffle(rows)
    out = Path(args.out)
    out.parent.mkdir(parents=True, exist_ok=True)
    with out.open("w", encoding="utf-8") as f:
        for row in rows:
            f.write(json.dumps(row, ensure_ascii=False) + "\n")
    print(f"wrote {len(rows)} rows -> {out}")


if __name__ == "__main__":
    main()