Gameplay SFX via Game Audio component on the player (litter pickup, leaf clear, delivery complete, coin tick, level-up, tool switch)
Placeholder and assignable sound assets in Assets/Sounds/ (gtw_litter_pickup, gtw_leaf_clear, gtw_delivery_complete, gtw_coin_tick, gtw_level_up, gtw_tool_switch)
UI click sound on all interactive panels: player menu tabs, close, START WORKING, shop buy/close, tutorial continue/skip, HUD menu button, prestige modal, debug buttons (UiSounds.Click)
Background Music manager on Game Manager: playlist rotation (plays all tracks in order, then repeats), fade-in, volume duck while menu or shop is open
Four original instrumental background tracks in Assets/music/ with gtw_music_*.sound wrappers, composed by Ben (developer, piano/classical)
Starter district prefab: Assets/Prefabs/spawn_starter_district.prefab (Parking Lot litter + Residential leaves)
Nearest active task distance hint on the HUD when no delivery is claimed
On-screen spawn rejection stats overlay for dev builds (gtw_dev 1, toggle with gtw_spawn_debug)
Tool bar swap animation when switching litter / leaves / delivery paths
Dev diagnostic: gtw_audio_test ConCmd (with gtw_dev) to verify SFX on the local player
Delivery compass and top-bar markers glow green and pulse within 10m of the drop-off
Coin counter plays a subtle tick when coins increase (after the first-coin pulse)
Level-up banner timing and entrance animation tuned (3s auto-dismiss retained)
Owned shop tools pinned to the top of each section
Litter spawn rejects steeper slopes and cliffs (stricter surface normal check for litter jobs)
Large Backpack grants +8% move speed, Cargo Cart grants +15% while delivery path is equipped
Consistent Poppins font stack and slightly larger text across HUD, shop, and tutorial
NPC pedestrians reduce update rate beyond 2000 units from all players (LOD)
Litter and leaf interaction no longer poll Input on every world item when ToolHolder is present
Game Audio auto-loads default gtw_*.sound paths when inspector slots are empty
SFX no longer silent when triggered from code: Sound.Play uses world position + ListenLocal = true (GameAudio.PlayLocal)
UI-flagged sound assets no longer use distance attenuation (prevents inaudible shop purchase/denied clips)
Delivery compass near-state pulse now visible on both the task compass and top compass bar
Leaf blower target scan uses TaskSpawner active list instead of scanning all scene components
Razor HUD compile error from HashCode.Combine with 9+ arguments (replaced with HudHash.Of)
(none)
Leaderboard and Settings menu tabs are still placeholders (planned v0.2.0)
Background music uses MusicTracks Sound Events (gtw_music_*.sound wrapping your Assets/music/ wavs). Assign all four on Game Manager if paths differ from defaults
Assign Game Audio SoundEvent slots on player controller.prefab if any SFX slot is still empty after import
Monitoring store session error rate after v0.1.1 publish. Report if you still error on join.