Add NoClimb climb filter and kill-plane rescue to player controller

Two player-controller additions:

NoClimb: colliders tagged "NoClimb" are now invisible to wall-climb and
ceiling-grab. The grab detector (OnControllerColliderHit) and all three
climb probes (ProbeWall, ProbeCeiling, WallInFront) skip them, so such a
surface still blocks the capsule physically but can never be grabbed,
re-probed onto, or treated as a ceiling. WalkableGroundBelow is left
untouched (it only accepts walkable ground). The tag is read from a
serialized field (default "NoClimb"); an empty tag disables the check.

Rescue: a kill-plane fail-safe. The owner captures its spawn point on the
first Update frame (after OnNetworkSpawn's ring offset has landed) and,
if it falls below rescueMinY (-100), teleports back there with all
momentum cleared, toggling the CharacterController around the write like
PlaceOnSpawnRing. Owner-only; the authoritative NetworkTransform
replicates the reset. Runs ahead of the control gate so it rescues in any
mode.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-28 15:15:45 +02:00
1 parent dadf9d88d4
commit 198db9a3ee
3 files changed
+60 -30

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@@ -126,6 +126,7 @@ MonoBehaviour:
gravity: -14.715
groundedStickVelocity: -2
fallAnimationSpeed: 0.1
rescueMinY: -100
slideDownSteepSlopes: 1
slideAcceleration: 20
maxSlideSpeed: 8
@@ -144,6 +145,7 @@ MonoBehaviour:
wallExitGrace: 0.15
ceilingGrabDistance: 0.02
wallTopOutBoost: 0.3
noClimbTag: NoClimb
cameraOrbit: {fileID: 0}
meshOffsetTarget: {fileID: 0}
cameraTarget: {fileID: 4348940595172967010}