ZionSphereZionSphere

Sensory Abstraction Layer

Define sensory cues. Unity reads unity_cue_id at runtime — game logic never depends on hardware.

Distant Lion RoarSAL_MOTION_001
Motion
sustained
intensity 0.43000msambient

A far-off roar echoing through stone.

Scratching ClawsSAL_MOTION_002
Motion
scrape
intensity 0.52500ms→ belowambient

Claws dragging on stone.

Breathing Behind WallSAL_MOTION_003
Motion
sustained
intensity 0.6ambient→ surroundambient

Something breathing just out of sight.

Something Running AboveSAL_MOTION_004
Motion
directional
intensity 0.55ambient→ aboveambient

Footpads pacing on stone overhead.

Bones MovingSAL_MOTION_005
Motion
scrape
intensity 0.452000ms→ belowexplore

Old bones shifting on the floor.

Lion Growl CloseSAL_MOTION_006
Motion
burst
intensity 0.81500ms→ frontchallenge

A lion's chest-growl, close.

Safe BreathingSAL_MOTION_007
Motion
sustained
intensity 0.3ambient→ surroundtransition

Calm breathing after the danger passes.

Den StenchSAL_SMELL_001
Smell
sustained
HW required
intensity 0.5ambientambient

Wet stone, old blood, animal musk.

Cold StoneSAL_TEMP_001
Temperature
sustained
HW required
intensity 0.6ambient📍 full_bodyambient

Cold rising from the den floor.

Fall WindSAL_WIND_001
Wind
burst
intensity 0.72000ms→ surroundtransition

Rushing air during the fall.

Impact ThudSAL_HAPTIC_001
Touch
pulse
intensity 0.8200ms📍 full_bodytransition

Body hitting the den floor.

Lion Pounce ImpactSAL_HAPTIC_002
Touch
burst
intensity 0.95400ms→ front📍 chestchallenge

A lion's pounce — failure cue.