Add NGO networking with owner-authoritative player position sync

Install Netcode for GameObjects 2.13.0 + Unity Transport 2.6.0 and wire up
the first networking milestone: syncing player position/rotation across clients.

- NetworkBootstrap: Host/Client/Server controls (OnGUI + H/C hotkeys) for
  local clone testing over loopback 127.0.0.1:7777.
- NetworkPlayerSetup: per-avatar owner gating. The local owner binds the
  GameModeManager and cameras to itself; remote avatars disable their
  controller/CharacterController and receive transform via NetworkTransform.
- GameModeManager.BindLocalPlayer: central runtime rebind to the locally
  spawned player.
- FirstPersonController.SetPlayer: explicit runtime rebind hook.
- Player prefab: NetworkObject + NetworkTransform (owner-authoritative,
  position + rotation) + NetworkPlayerSetup; registered as PlayerPrefab.
- Scene: NetworkManager + UnityTransport added; the fixed scene player
  instance removed in favor of spawn-on-connect.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-27 14:33:18 +02:00
1 parent c0ec65058b
commit 4fa443f630
13 files changed
+435 -91

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+16
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@@ -175,6 +175,22 @@ public class FirstPersonController : MonoBehaviour
if (r) r.enabled = !hidden;
}
/// <summary>
/// Explicitly binds this rig to the locally-owned networked player (overriding the scene-wide
/// auto-resolve, which could otherwise latch onto a remote avatar). Called by the GameModeManager
/// when the local player spawns.
/// </summary>
public void SetPlayer(PlayerCharacterController p)
{
if (!p) return;
_player = p;
_poseController = p.GetComponent<PlayerPoseController>();
Transform t = p.transform.Find("CameraTarget");
if (t) cameraTarget = t;
hiddenRenderers = p.GetComponentsInChildren<SkinnedMeshRenderer>(true);
_resolved = true;
}
void ResolveReferences()
{
if (_resolved) return;
+36
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@@ -1,5 +1,6 @@
using System.Collections.Generic;
using UnityEngine;
using Unity.Cinemachine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
@@ -108,6 +109,41 @@ public class GameModeManager : MonoBehaviour
m.Bind(this);
}
/// <summary>
/// Binds the scene singletons (this manager, the orbit/first-person cameras, the painter) to the
/// locally-owned networked player after it spawns, then enters Player Control. Called from
/// <see cref="NetworkPlayerSetup"/> on the owning client. Before this runs the scene has no player,
/// so the cycle sits in a player-less mode (Paint); this promotes it once the avatar exists.
/// </summary>
public void BindLocalPlayer(PlayerCharacterController localPlayer)
{
if (!localPlayer) return;
player = localPlayer;
// The painter lives on the player (per-avatar), so bind the local one.
if (!painter) painter = localPlayer.GetComponentInChildren<MeshPainter>(true);
Transform camTarget = localPlayer.transform.Find("CameraTarget");
// Re-point the third-person orbit camera (Cinemachine Follow/LookAt) at the local avatar.
if (cameraInput)
{
var vcam = cameraInput.GetComponent<CinemachineCamera>();
if (vcam) { vcam.Follow = camTarget; vcam.LookAt = camTarget; }
}
if (firstPerson)
firstPerson.SetPlayer(localPlayer);
// Tear down the pre-spawn (player-less) mode and rebuild with Player Control available.
ActiveMode?.Exit();
_activeIndex = -1;
BuildModes();
int idx = _modes.FindIndex(m => m is PlayerControlMode);
SwitchTo(idx >= 0 ? idx : Mathf.Clamp(startModeIndex, 0, _modes.Count - 1));
}
private void Update()
{
if (_modes.Count == 0) return;
+69
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@@ -0,0 +1,69 @@
using Unity.Netcode;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/// <summary>
/// Dev-only connection harness for local multiplayer testing across the junction-mirror clones:
/// one instance clicks Host, the others click Client (loopback 127.0.0.1 via the configured
/// UnityTransport). Draws a small on-screen panel and exposes hotkeys (H = Host, C = Client,
/// J = Server, K = Shutdown). Purely a testing scaffold — replace with real lobby/menu UI later.
/// Attach to the same GameObject as the NetworkManager.
/// </summary>
[RequireComponent(typeof(NetworkManager))]
[DisallowMultipleComponent]
public class NetworkBootstrap : MonoBehaviour
{
[Tooltip("Draw the on-screen Host/Client panel (top-left).")]
public bool showGui = true;
[Tooltip("Allow the H/C/J/K keyboard shortcuts.")]
public bool enableHotkeys = true;
private NetworkManager _net;
private void Awake() => _net = GetComponent<NetworkManager>();
private void Update()
{
if (!enableHotkeys) return;
#if ENABLE_INPUT_SYSTEM
var kb = Keyboard.current;
if (kb == null || _net == null) return;
if (!_net.IsListening)
{
if (kb.hKey.wasPressedThisFrame) _net.StartHost();
else if (kb.cKey.wasPressedThisFrame) _net.StartClient();
else if (kb.jKey.wasPressedThisFrame) _net.StartServer();
}
else if (kb.kKey.wasPressedThisFrame)
{
_net.Shutdown();
}
#endif
}
private void OnGUI()
{
if (!showGui || _net == null) return;
GUILayout.BeginArea(new Rect(10, 10, 220, 160), GUI.skin.box);
if (!_net.IsListening)
{
GUILayout.Label("Netcode (dev)");
if (GUILayout.Button("Host (H)")) _net.StartHost();
if (GUILayout.Button("Client (C)")) _net.StartClient();
if (GUILayout.Button("Server (J)")) _net.StartServer();
}
else
{
string role = _net.IsHost ? "Host" : _net.IsServer ? "Server" : "Client";
GUILayout.Label($"Role: {role}");
GUILayout.Label($"ClientId: {_net.LocalClientId}");
GUILayout.Label($"Clients: {(_net.IsServer ? _net.ConnectedClients.Count : (_net.IsConnectedClient ? 1 : 0))}");
if (GUILayout.Button("Shutdown (K)")) _net.Shutdown();
}
GUILayout.EndArea();
}
}
+2
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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 519095f0598dfdf4ebe457561f77771c
+32
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@@ -0,0 +1,32 @@
using Unity.Netcode;
using UnityEngine;
/// <summary>
/// Per-avatar network glue on the spawned player. The local owner binds the scene singletons
/// (GameModeManager, cameras) to itself via <see cref="GameModeManager.BindLocalPlayer"/>; remote
/// avatars stop simulating so their transform is driven purely by the NetworkTransform replication.
/// Position-sync milestone: remote avatars still show their mesh/idle pose, just no local control.
/// </summary>
[RequireComponent(typeof(PlayerCharacterController))]
[DisallowMultipleComponent]
public class NetworkPlayerSetup : NetworkBehaviour
{
public override void OnNetworkSpawn()
{
var controller = GetComponent<PlayerCharacterController>();
if (IsOwner)
{
var manager = FindFirstObjectByType<GameModeManager>(FindObjectsInactive.Include);
if (manager)
manager.BindLocalPlayer(controller);
return;
}
// Remote avatar: NetworkTransform owns the transform here, so disable the local
// simulation (input/movement) and the CharacterController's own depenetration.
if (controller) controller.enabled = false;
var cc = GetComponent<CharacterController>();
if (cc) cc.enabled = false;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fce6d601a5d475943bc43d2abd75570d