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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@@ -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;