diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterGround.cs b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterGround.cs
index fb4f252c26f815831afc487f54ae73fc16c7bb65..33679cd824b784f3daf95a16dd856dc75e448673 100644
--- a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterGround.cs	
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterGround.cs	
@@ -3,41 +3,51 @@
 
 //This script is used by both movement and jump to detect when the character is touching the ground
 [RequireComponent(typeof(CharacterController))]
-public class CharacterGround : MonoBehaviour
-{
-        private bool              onGround;
-        private CharacterMovement cMove;
-       
-        [Header("Collider Settings - Set in CharacterSettings_SO")]
-        [SerializeField][Tooltip("Length of the ground-checking collider")] public float groundLength = 0.95f;
-        [SerializeField][Tooltip("Distance between the ground-checking colliders")] public Vector3 colliderOffset;
-
-        [Header("Layer Masks")]
-        [SerializeField][Tooltip("Which layers are read as the ground")] private LayerMask groundLayer;
-
-        private void Update() {
+public class CharacterGround : MonoBehaviour {
+    private CharacterMovement cMove;
+
+    [Header("Collider Settings - Set in CharacterSettings_SO")]
+    [XnTools.ReadOnly] [Tooltip("Length of the ground-checking collider")] public float groundLength = 0.95f;
+    [XnTools.ReadOnly] public Vector3 raycastOffsetHeight;
+    [XnTools.ReadOnly] public Vector3 raycastOffsetWidth;
+
+    //[XnTools.ReadOnly] [Tooltip("Distance between the ground-checking colliders")] public Vector3 colliderOffset;
+    [XnTools.ReadOnly] [Tooltip("Which layers are read as the ground")] public LayerMask groundLayers;
+
+    private Vector3[] raycastOrigins = new Vector3[3];
+    private bool[] onGrounds = new bool[3];
+
+    private void Update() {
+        CheckGrounded();
+    }
+
+    private void CheckGrounded() {
+        raycastOrigins[0] = transform.position + raycastOffsetHeight;
+        raycastOrigins[1] = raycastOrigins[0] + raycastOffsetWidth;
+        raycastOrigins[2] = raycastOrigins[0] - raycastOffsetWidth;
+
+        //Determine if the player is stood on objects on the ground layer, using a three raycasts: mid, left, and right
+        onGrounds[0] = Physics2D.Raycast(raycastOrigins[0], Vector2.down, groundLength, groundLayers);
+        onGrounds[1] = Physics2D.Raycast(raycastOrigins[1], Vector2.down, groundLength, groundLayers);
+        onGrounds[2] = Physics2D.Raycast(raycastOrigins[2], Vector2.down, groundLength, groundLayers);
+    }
+
+    private void OnDrawGizmos() {
+        if (!Application.isPlaying) {
             CheckGrounded();
         }
+        //Draw the ground colliders on screen for debug purposes
+        if (onGrounds[0]) { Gizmos.color = Color.green; } else { Gizmos.color = Color.red; }
+        Gizmos.DrawLine(raycastOrigins[0], raycastOrigins[0] + Vector3.down * groundLength);
+        if (onGrounds[1]) { Gizmos.color = Color.green; } else { Gizmos.color = Color.red; }
+        Gizmos.DrawLine(raycastOrigins[1], raycastOrigins[1] + Vector3.down * groundLength);
+        if (onGrounds[2]) { Gizmos.color = Color.green; } else { Gizmos.color = Color.red; }
+        Gizmos.DrawLine(raycastOrigins[2], raycastOrigins[2] + Vector3.down * groundLength);
+    }
 
-        private void CheckGrounded()
-        {
-            //Determine if the player is stood on objects on the ground layer, using a pair of raycasts
-            onGround = Physics2D.Raycast(transform.position + colliderOffset, Vector2.down, groundLength, groundLayer) || Physics2D.Raycast(transform.position - colliderOffset, Vector2.down, groundLength, groundLayer);
-        }
+    private bool onGround { get { return onGrounds[0] || onGrounds[1] || onGrounds[2]; } }
+    //Send ground detection to other scripts
+    public bool GetOnGround() { return onGround || StairMaster.ON_STAIRS; }
 
-        private void OnDrawGizmos()
-        {
-            if ( !Application.isPlaying ) {
-                CheckGrounded();
-            }
-            //Draw the ground colliders on screen for debug purposes
-            if (onGround) { Gizmos.color = Color.green; } else { Gizmos.color = Color.red; }
-            Gizmos.DrawLine(transform.position + colliderOffset, transform.position + colliderOffset + Vector3.down * groundLength);
-            Gizmos.DrawLine(transform.position - colliderOffset, transform.position - colliderOffset + Vector3.down * groundLength);
-        }
 
-        //Send ground detection to other scripts
-        public bool GetOnGround() { return onGround || StairMaster.ON_STAIRS; }
-        
-        
 }
\ No newline at end of file
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterMovement.cs b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterMovement.cs
index 44b82f6203c257aad2f63a37afaa7fd90783a3aa..9472e63ea1e4ed40727fa5af03cb4f28699e9796 100644
--- a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterMovement.cs	
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/CharacterMovement.cs	
@@ -15,7 +15,7 @@ public class CharacterMovement : MonoBehaviour {
     CharacterGround ground;
 
 
-    [Header( "GMTK Platformer Settings" )]
+    [Header( "Character Settings Scriptable Object" )]
     public Character_Settings_SO characterSettingsSO = null;
 
     //[Header("Movement Stats")]
@@ -31,18 +31,17 @@ public class CharacterMovement : MonoBehaviour {
     //[Header("Options")]
     //[Tooltip("When false, the charcter will skip acceleration and deceleration and instantly move and stop")] public bool useAcceleration;
 
-    [Header( "Calculations" )]
-    public float directionX;
+    [Header( "Current State" )]
+    [XnTools.ReadOnly] public float directionX;
     private Vector2 desiredVelocity;
-    public  Vector2 velocity;
+    [XnTools.ReadOnly] public Vector2 velocity;
     private float   maxSpeedChange;
     private float   acceleration;
     private float   deceleration;
     private float   turnSpeed;
 
-    [Header( "Current State" )]
-    public bool onGround;
-    public bool pressingKey;
+    [XnTools.ReadOnly] public bool onGround;
+    [XnTools.ReadOnly] public bool nonZeroHorizontalInput;
 
     private void Awake() {
         if ( characterSettingsSO == null ) {
@@ -72,8 +71,8 @@ private void Update() {
         //Also tells us that we are currently pressing a direction button
         if ( directionX != 0 ) {
             transform.localScale = new Vector3( directionX > 0 ? 1 : -1, 1, 1 );
-            pressingKey = true;
-        } else { pressingKey = false; }
+            nonZeroHorizontalInput = true;
+        } else { nonZeroHorizontalInput = false; }
 
         //Calculate's the character's desired velocity - which is the direction you are facing, multiplied by the character's maximum speed
         //Friction is not used in this game
@@ -109,7 +108,7 @@ private void RunWithAcceleration() {
         deceleration = onGround ? characterSettingsSO.maxDeceleration : characterSettingsSO.maxAirDeceleration;
         turnSpeed = onGround ? characterSettingsSO.maxTurnSpeed : characterSettingsSO.maxAirTurnSpeed;
 
-        if ( pressingKey ) {
+        if ( nonZeroHorizontalInput ) {
             //If the sign (i.e. positive or negative) of our input direction doesn't match our movement, it means we're turning around and so should use the turn speed stat.
             // if ( Mathf.Sign( directionX ) != Mathf.Sign( velocity.x ) ) { // This was a really slow way to do this. - JGB 2023-03-14
             if ( directionX * velocity.x < 0 ) { // This does the same thing without two function calls
@@ -144,17 +143,19 @@ public class CharacterMovement_Editor : Editor {
 
     private CharacterMovement cMove;
     private CapsuleCollider2D cC2D;
-
+    private CharacterGround cGround;
     private void OnEnable() {
         cMove = (CharacterMovement) target;
         cC2D = cMove.GetComponent<CapsuleCollider2D>();
+        cGround = cMove.GetComponent<CharacterGround>();
     }
 
 
     private void OnSceneGUI() {
         if ( cMove                     == null ) return;
         if ( cMove.characterSettingsSO == null ) return;
-        if ( cC2D                      == null ) return;
+        if (cC2D == null) return;
+        if (cGround == null) return;
 
         Character_Settings_SO csso = cMove.characterSettingsSO;
 
@@ -168,6 +169,12 @@ private void OnSceneGUI() {
         offset.y = csso.colliderSettings.height * 0.5f;
         cC2D.offset = offset;
 
+        // Adjust the CharacterGround settings based on csso
+        cGround.raycastOffsetHeight = new Vector3(0, csso.colliderSettings.groundRaycastDepth * 0.5f, 0);
+        cGround.raycastOffsetWidth = new Vector3(csso.colliderSettings.groundRaycastWidth * 0.5f, 0, 0);
+        cGround.groundLength = csso.colliderSettings.groundRaycastDepth;
+        cGround.groundLayers = csso.colliderSettings.groundLayers;
+
         // Show the ground raycasts
         Handles.matrix = Matrix4x4.Translate( cMove.transform.position );
         Handles.color = Color.green;
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Character_Settings_SO.cs b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Character_Settings_SO.cs
index ed507110a3dadf993e551d48ae166560c6af920d..1a4f772acdb4c34ba44fb1a461ad216b0c6895a1 100644
--- a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Character_Settings_SO.cs	
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Character_Settings_SO.cs	
@@ -17,9 +17,6 @@
 public class Character_Settings_SO : ScriptableObject {
     static bool DEBUG_JUMP_LINE_CALCULATION = false;
 
-    [Header("CapsuleCollider Settings")]
-    public CGSK_ColliderSettings colliderSettings;
-    // TODO: Actually make these settings affect the CapsuleCollider2D
     
     [Header( "Movement Stats" )]
     [SerializeField, Range( 0f, 20f )]
@@ -111,30 +108,33 @@ public enum eJumpSettingsType { CGSK_Distance, CGSK_Time, GMTK_GameMakersToolKit
     public int jumpsBetweenGrounding = 1;
 
 
+    [Header("CapsuleCollider and Grounding Settings")]
+    public CGSK_ColliderSettings colliderSettings;
+    // TODO: Actually make these settings affect the CapsuleCollider2D
 
 
 
-    [Header( "Juice Settings - Squash and Stretch" )]
-    [SerializeField]
+    [Header( "Juice Settings - Squash and Stretch (currently unused)" )]
+    [XnTools.Hidden]
     public bool squashAndStretch;
-    [SerializeField, Tooltip( "Width Squeeze, Height Squeeze, Duration" )]
+    [XnTools.Hidden, Tooltip( "Width Squeeze, Height Squeeze, Duration" )]
     public Vector3 jumpSquashSettings;
-    [SerializeField, Tooltip( "Width Squeeze, Height Squeeze, Duration" )]
+    [XnTools.Hidden, Tooltip( "Width Squeeze, Height Squeeze, Duration" )]
     public Vector3 landSquashSettings;
-    [SerializeField, Tooltip( "How powerful should the effect be?" )]
+    [XnTools.Hidden, Tooltip( "How powerful should the effect be?" )]
     public float landSqueezeMultiplier;
-    [SerializeField, Tooltip( "How powerful should the effect be?" )]
+    [XnTools.Hidden, Tooltip( "How powerful should the effect be?" )]
     public float jumpSqueezeMultiplier;
-    [SerializeField]
+    [XnTools.Hidden]
     public float landDrop = 1;
 
-    [Header( "Juice Settings - Tilting" )]
+    [Header("Juice Settings - Tilting (currently unused)")]
 
-    [SerializeField]
+    [XnTools.Hidden]
     public bool leanForward;
-    [SerializeField, Tooltip( "How far should the character tilt?" )]
+    [XnTools.Hidden, Tooltip( "How far should the character tilt?" )]
     public float maxTilt;
-    [SerializeField, Tooltip( "How fast should the character tilt?" )]
+    [XnTools.Hidden, Tooltip( "How fast should the character tilt?" )]
     public float tiltSpeed;
 
 
@@ -454,13 +454,17 @@ void CalculateDerivedJumpValues_GMTK() {
 
     [System.Serializable]
     public class CGSK_ColliderSettings {
-        [InfoBox("CapsuleCollider2D size and offset are set automatically from height and width.")]
+        public InfoProperty info = new InfoProperty("Capsule Collider Settings Info",
+            "CapsuleCollider2D size and offset are set automatically from height and width here." +
+            "\nThis is also where the information about grounding raycasts are set.",
+            false, false);
         public float height = 2;
         public float width              = 1f;
         [Tooltip("CharacterGround raycasts downward center, left, and right. The distance between left and right is groundRaycastWidth.")]
         public float groundRaycastWidth = 0.5f;
         [Tooltip("When raycasting downward to check grounding, the raycast begins at groundRaycastDepth above the ground and extends groundRaycastDepth into the ground.")]
         public float groundRaycastDepth = 0.1f;
+        [Tooltip("Which layers are read as the ground")] public LayerMask groundLayers;
     }
 
 }
diff --git a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Frictionless 2D.physicsMaterial2D b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Frictionless 2D.physicsMaterial2D
index ea4e584d8a260606f4c25d2f3813de508a6c4d43..751567348d9a81e0f4f6b55991da0bd3dee6c4dd 100644
--- a/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Frictionless 2D.physicsMaterial2D	
+++ b/Assets/_Classic Game Starter Kit/GMTK+ Platformer Toolkit/Frictionless 2D.physicsMaterial2D	
@@ -7,5 +7,5 @@ PhysicsMaterial2D:
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
   m_Name: Frictionless 2D
-  friction: 0.4
+  friction: 0
   bounciness: 0
diff --git a/Assets/_Classic Game Starter Kit/Xnput/NES_InputActions.inputactions b/Assets/_Classic Game Starter Kit/Xnput/NES_InputActions.inputactions
index 981b351393cc67401b4c68690c8c60d5aa7c7887..e0e38f98f6574b5f35fe276b7731c23be5acae5c 100644
--- a/Assets/_Classic Game Starter Kit/Xnput/NES_InputActions.inputactions	
+++ b/Assets/_Classic Game Starter Kit/Xnput/NES_InputActions.inputactions	
@@ -630,7 +630,7 @@
                 {
                     "name": "",
                     "id": "7eee4ee2-bc9f-4a70-b077-c07dab53d0f5",
-                    "path": "<Gamepad>/start",
+                    "path": "<Gamepad>/select",
                     "interactions": "",
                     "processors": "",
                     "groups": "Gamepad",
diff --git a/Assets/_Classic Game Starter Kit/___ Classic Game Starter Kit - Info ___.asset b/Assets/_Classic Game Starter Kit/___ Classic Game Starter Kit - Info ___.asset
index 78c776fe6c913ac947bbc5d77a1a07ef65f8029f..5f9e47e9701e4a9a2270e07be41e93632335805a 100644
--- a/Assets/_Classic Game Starter Kit/___ Classic Game Starter Kit - Info ___.asset	
+++ b/Assets/_Classic Game Starter Kit/___ Classic Game Starter Kit - Info ___.asset	
@@ -21,8 +21,8 @@ MonoBehaviour:
     text: You can find a link to detailed instructions for using this starter kit
       at the following Google Doc. You cannot edit the document, but you can make
       comments if you would like me to clarify anything or add any information.
-    linkText: '   <b>Link to Instructions Google Doc</b>'
-    url: https://docs.google.com/document/d/1MME9SmiOWbESyZiEHRC7WudysBDrGfxm5lMhPg_3e0o/edit?usp=sharing
+    linkText: '   <b>Instructions:</b> https://tinyurl.com/mi231-classic-game'
+    url: https://tinyurl.com/mi231-classic-game
   - heading: <b>Contents of this Starter Kit</b>
     text: "Most things can be found in the <b><i>_Classic Game Starter Kit</i></b>
       folder.\n\u2022 <b>Importing a Classic Level</b> - Contains the tools for converting
diff --git a/Assets/_Classic Game Starter Kit/___Demo Level/CGSK_Settings_SuperMarioBros.asset b/Assets/_Classic Game Starter Kit/___Demo Level/CGSK_Settings_SuperMarioBros.asset
index e256fdf70ff66692daa04a9d8b3f9eaa12c38206..83f87201942b2f3344ca5b50ed8f07ead56f9c93 100644
--- a/Assets/_Classic Game Starter Kit/___Demo Level/CGSK_Settings_SuperMarioBros.asset	
+++ b/Assets/_Classic Game Starter Kit/___Demo Level/CGSK_Settings_SuperMarioBros.asset	
@@ -12,11 +12,6 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 4dd63b70c02c5445bbee752f38ead772, type: 3}
   m_Name: CGSK_Settings_SuperMarioBros
   m_EditorClassIdentifier: 
-  colliderSettings:
-    height: 2
-    width: 0.5
-    groundRaycastWidth: 0.5
-    groundRaycastDepth: 0.1
   maxSpeed: 5.5
   maxAcceleration: 13
   maxDeceleration: 13
@@ -39,8 +34,8 @@ MonoBehaviour:
   jumpSettingsVariableHeightCGSK:
     useVariableJumpHeight: 1
     upwardVelocityZeroing: 0
-    minJumpButtonHeldTime: 0.176
-    gravUpMultiplierOnRelease: 3.94
+    minJumpButtonHeldTime: 0.1
+    gravUpMultiplierOnRelease: 4.51
   jumpSettingsVariableHeightGMTK:
     useVariableJumpHeight: 0
     upwardVelocityZeroing: 0
@@ -59,7 +54,7 @@ MonoBehaviour:
     up: -23.611109
     down: -53.125008
   maxJumpDistHeight: {x: 5.499999, y: 4.25}
-  minJumpDistHeight: {x: 3.3550007, y: 2.6573374}
+  minJumpDistHeight: {x: 2.695, y: 1.9983038}
   jumpSettingsGMTK:
     jumpDuration: 5
     downGravity: 6.17
@@ -70,6 +65,21 @@ MonoBehaviour:
   coyoteTime: 0.15
   jumpBuffer: 0.15
   jumpsBetweenGrounding: 1
+  colliderSettings:
+    info:
+      title: Capsule Collider Settings Info
+      text: CapsuleCollider2D size and offset are set automatically from height and
+        width here. This is also where the information about grounding raycasts are
+        set.
+      showAsFoldout: 0
+      foldoutOpenByDefault: 0
+    height: 2
+    width: 0.5
+    groundRaycastWidth: 0.4
+    groundRaycastDepth: 0.1
+    groundLayers:
+      serializedVersion: 2
+      m_Bits: 64
   squashAndStretch: 0
   jumpSquashSettings: {x: 0, y: 0, z: 0}
   landSquashSettings: {x: 0, y: 0, z: 0}
diff --git a/Assets/_Classic Game Starter Kit/___Demo Level/_Scene_Demo.unity b/Assets/_Classic Game Starter Kit/___Demo Level/_Scene_Demo.unity
index 58ab04b8e8560cbf3b1b1bed1c56789812314620..335dbe835389c1adb062a4f5dd55e3c95358b0e3 100644
--- a/Assets/_Classic Game Starter Kit/___Demo Level/_Scene_Demo.unity	
+++ b/Assets/_Classic Game Starter Kit/___Demo Level/_Scene_Demo.unity	
@@ -249,12 +249,16 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 6861737452532926512, guid: 92f2851647c4342d8bd0aa0b19834131, type: 3}
       propertyPath: m_RootOrder
-      value: 2
+      value: 1
       objectReference: {fileID: 0}
     - target: {fileID: 6861737452532926512, guid: 92f2851647c4342d8bd0aa0b19834131, type: 3}
       propertyPath: m_LocalScale.x
       value: 16
       objectReference: {fileID: 0}
+    - target: {fileID: 6861737452532926512, guid: 92f2851647c4342d8bd0aa0b19834131, type: 3}
+      propertyPath: m_LocalScale.y
+      value: 13
+      objectReference: {fileID: 0}
     - target: {fileID: 6861737452532926512, guid: 92f2851647c4342d8bd0aa0b19834131, type: 3}
       propertyPath: m_LocalPosition.x
       value: 48
@@ -64067,7 +64071,7 @@ GameObject:
   - component: {fileID: 901438257}
   - component: {fileID: 901438256}
   m_Layer: 3
-  m_Name: Player
+  m_Name: PlayerPlatformer
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -64086,8 +64090,9 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   groundLength: 0.1
-  colliderOffset: {x: 0, y: 0, z: 0}
-  groundLayer:
+  raycastOffsetHeight: {x: 0, y: 0.05, z: 0}
+  raycastOffsetWidth: {x: 0.2, y: 0, z: 0}
+  groundLayers:
     serializedVersion: 2
     m_Bits: 64
 --- !u!114 &901438252
@@ -64106,7 +64111,7 @@ MonoBehaviour:
   directionX: 0
   velocity: {x: 0, y: 0}
   onGround: 0
-  pressingKey: 0
+  nonZeroHorizontalInput: 0
 --- !u!70 &901438253
 CapsuleCollider2D:
   m_ObjectHideFlags: 0
@@ -64121,7 +64126,7 @@ CapsuleCollider2D:
   m_UsedByEffector: 0
   m_UsedByComposite: 0
   m_Offset: {x: 0, y: 1}
-  m_Size: {x: 1, y: 2}
+  m_Size: {x: 0.5, y: 2}
   m_Direction: 0
 --- !u!212 &901438254
 SpriteRenderer:
@@ -64240,9 +64245,12 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 13cae28645d2e4c43aef24a9bee24a3f, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  icon: {fileID: 0}
+  icon: {fileID: 2800000, guid: 256076583d49e1542b31f2fe4bb6ff73, type: 3}
   title: Platformer Character Controller
-  text: You should put some info here.
+  text: This character controller should serve as a good starting point for a 2D
+    platformer character. To adjust the settings, you need to create a <b>CharacterSettings_SO</b>
+    Scriptable Object in the Project pane and then drag it into the <b>Character
+    Movement</b> component below.\n\n     <b>Instructions:</b> https://tinyurl.com/mi231-classic-game
 --- !u!1001 &941683838
 PrefabInstance:
   m_ObjectHideFlags: 0
@@ -64717,6 +64725,10 @@ PrefabInstance:
       propertyPath: m_LocalScale.x
       value: 2
       objectReference: {fileID: 0}
+    - target: {fileID: 4351286578092367568, guid: ee59018a5de0f4471ab5bd3b8c553b92, type: 3}
+      propertyPath: m_LocalScale.y
+      value: 2
+      objectReference: {fileID: 0}
     - target: {fileID: 4351286578092367568, guid: ee59018a5de0f4471ab5bd3b8c553b92, type: 3}
       propertyPath: m_LocalPosition.x
       value: 28
@@ -64861,7 +64873,7 @@ Camera:
     x: 0
     y: 0
     width: 1
-    height: 0.8666667
+    height: 1
   near clip plane: 0.3
   far clip plane: 1000
   field of view: 60
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index 9d1b35741ef792307c693d1ac92a81a1399ecad6..ec289add99cb04e1f0a1e18bec65ed2fbb00c0f7 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -13,7 +13,7 @@ PlayerSettings:
   useOnDemandResources: 0
   accelerometerFrequency: 60
   companyName: DefaultCompany
-  productName: Unity-Template
+  productName: Unity-Classic Game
   defaultCursor: {fileID: 0}
   cursorHotspot: {x: 0, y: 0}
   m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
@@ -44,8 +44,8 @@ PlayerSettings:
   m_HolographicTrackingLossScreen: {fileID: 0}
   defaultScreenWidth: 1024
   defaultScreenHeight: 768
-  defaultScreenWidthWeb: 960
-  defaultScreenHeightWeb: 600
+  defaultScreenWidthWeb: 512
+  defaultScreenHeightWeb: 480
   m_StereoRenderingPath: 0
   m_ActiveColorSpace: 0
   m_MTRendering: 1
@@ -76,7 +76,7 @@ PlayerSettings:
   androidFullscreenMode: 1
   defaultIsNativeResolution: 1
   macRetinaSupport: 1
-  runInBackground: 1
+  runInBackground: 0
   captureSingleScreen: 0
   muteOtherAudioSources: 0
   Prepare IOS For Recording: 0
@@ -134,7 +134,7 @@ PlayerSettings:
     16:10: 1
     16:9: 1
     Others: 1
-  bundleVersion: 0.1
+  bundleVersion: 23.1.1
   preloadedAssets: []
   metroInputSource: 0
   wsaTransparentSwapchain: 0
@@ -153,7 +153,8 @@ PlayerSettings:
   resetResolutionOnWindowResize: 0
   androidSupportedAspectRatio: 1
   androidMaxAspectRatio: 2.1
-  applicationIdentifier: {}
+  applicationIdentifier:
+    Standalone: com.DefaultCompany.Unity-Classic-Game
   buildNumber:
     Standalone: 0
     iPhone: 0
@@ -592,7 +593,7 @@ PlayerSettings:
   webGLWasmArithmeticExceptions: 0
   webGLLinkerTarget: 1
   webGLThreadsSupport: 0
-  webGLDecompressionFallback: 0
+  webGLDecompressionFallback: 1
   scriptingDefineSymbols: {}
   additionalCompilerArguments: {}
   platformArchitecture: {}