diff --git a/Assets/WL/Island/WLIslandGateFlow.cs b/Assets/WL/Island/WLIslandGateFlow.cs index 702f3f262..0dcbb41b0 100644 --- a/Assets/WL/Island/WLIslandGateFlow.cs +++ b/Assets/WL/Island/WLIslandGateFlow.cs @@ -358,14 +358,18 @@ namespace WL.Island static void HideFencesUnder(string[] pre, Transform root) { - for (int c = 0; c < root.childCount; c++) + // 2026-09-15 PD 「기본 섬에 울타리가 여전히 남아 있다」 — 직접 자식만 보던 것을 **모든 하위**로 넓히고, + // 이름 접두어뿐 아니라 이름 **어디든** 접두어 문자열이 들어가면 울타리로 본다(Props/Fence_Wood_01 등). + var all = root.GetComponentsInChildren(true); + for (int c = 0; c < all.Length; c++) { - var ch = root.GetChild(c); + var ch = all[c]; + if (ch == null || ch == root) continue; bool hit = false; for (int p = 0; p < pre.Length; p++) { if (string.IsNullOrEmpty(pre[p])) continue; - if (ch.name.StartsWith(pre[p], System.StringComparison.OrdinalIgnoreCase)) { hit = true; break; } + if (ch.name.IndexOf(pre[p], System.StringComparison.OrdinalIgnoreCase) >= 0) { hit = true; break; } } if (!hit) continue; var rends = ch.GetComponentsInChildren(true); @@ -406,7 +410,7 @@ namespace WL.Island static IEnumerator Co_ReHideFences(WLIslandSettings cfg, Scene scene) { float wait = Mathf.Max(0.5f, cfg.farmReHideDelaySeconds); - for (int k = 0; k < 3; k++) + for (int k = 0; k < 8; k++) { yield return new WaitForSeconds(wait); if (cfg == null || cfg.hideIslandFences == 0) yield break; diff --git a/Assets/WL/Look/Farm/Resources/WL/WLIslandLookSettings.asset b/Assets/WL/Look/Farm/Resources/WL/WLIslandLookSettings.asset index 3b65be937..2be69ddbc 100644 --- a/Assets/WL/Look/Farm/Resources/WL/WLIslandLookSettings.asset +++ b/Assets/WL/Look/Farm/Resources/WL/WLIslandLookSettings.asset @@ -40,7 +40,7 @@ MonoBehaviour: skipSoilRenderers: 1 soilToneEnabled: 1 soilTint: {r: 0.84, g: 0.86, b: 0.9, a: 1} - soilCheckerContrast: 0.6 + soilCheckerContrast: 0 soilTargetEnabled: 1 soilTargetColor: {r: 0.591, g: 0.65, b: 0.541, a: 1} ambientSky: {r: 0.212, g: 0.227, b: 0.259, a: 1}