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>
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Cinemachine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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@@ -108,6 +109,41 @@ public class GameModeManager : MonoBehaviour
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m.Bind(this);
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}
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/// <summary>
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/// Binds the scene singletons (this manager, the orbit/first-person cameras, the painter) to the
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/// locally-owned networked player after it spawns, then enters Player Control. Called from
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/// <see cref="NetworkPlayerSetup"/> on the owning client. Before this runs the scene has no player,
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/// so the cycle sits in a player-less mode (Paint); this promotes it once the avatar exists.
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/// </summary>
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public void BindLocalPlayer(PlayerCharacterController localPlayer)
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{
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if (!localPlayer) return;
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player = localPlayer;
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// The painter lives on the player (per-avatar), so bind the local one.
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if (!painter) painter = localPlayer.GetComponentInChildren<MeshPainter>(true);
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Transform camTarget = localPlayer.transform.Find("CameraTarget");
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// Re-point the third-person orbit camera (Cinemachine Follow/LookAt) at the local avatar.
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if (cameraInput)
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{
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var vcam = cameraInput.GetComponent<CinemachineCamera>();
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if (vcam) { vcam.Follow = camTarget; vcam.LookAt = camTarget; }
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}
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if (firstPerson)
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firstPerson.SetPlayer(localPlayer);
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// Tear down the pre-spawn (player-less) mode and rebuild with Player Control available.
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ActiveMode?.Exit();
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_activeIndex = -1;
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BuildModes();
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int idx = _modes.FindIndex(m => m is PlayerControlMode);
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SwitchTo(idx >= 0 ? idx : Mathf.Clamp(startModeIndex, 0, _modes.Count - 1));
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}
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private void Update()
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{
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if (_modes.Count == 0) return;
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