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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using Unity.Netcode;
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// Dev-only connection harness for local multiplayer testing across the junction-mirror clones:
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/// one instance clicks Host, the others click Client (loopback 127.0.0.1 via the configured
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/// UnityTransport). Draws a small on-screen panel and exposes hotkeys (H = Host, C = Client,
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/// J = Server, K = Shutdown). Purely a testing scaffold — replace with real lobby/menu UI later.
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/// Attach to the same GameObject as the NetworkManager.
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/// </summary>
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[RequireComponent(typeof(NetworkManager))]
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[DisallowMultipleComponent]
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public class NetworkBootstrap : MonoBehaviour
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{
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[Tooltip("Draw the on-screen Host/Client panel (top-left).")]
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public bool showGui = true;
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[Tooltip("Allow the H/C/J/K keyboard shortcuts.")]
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public bool enableHotkeys = true;
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private NetworkManager _net;
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private void Awake() => _net = GetComponent<NetworkManager>();
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private void Update()
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{
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if (!enableHotkeys) return;
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#if ENABLE_INPUT_SYSTEM
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var kb = Keyboard.current;
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if (kb == null || _net == null) return;
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if (!_net.IsListening)
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{
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if (kb.hKey.wasPressedThisFrame) _net.StartHost();
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else if (kb.cKey.wasPressedThisFrame) _net.StartClient();
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else if (kb.jKey.wasPressedThisFrame) _net.StartServer();
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}
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else if (kb.kKey.wasPressedThisFrame)
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{
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_net.Shutdown();
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}
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#endif
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}
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private void OnGUI()
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{
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if (!showGui || _net == null) return;
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GUILayout.BeginArea(new Rect(10, 10, 220, 160), GUI.skin.box);
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if (!_net.IsListening)
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{
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GUILayout.Label("Netcode (dev)");
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if (GUILayout.Button("Host (H)")) _net.StartHost();
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if (GUILayout.Button("Client (C)")) _net.StartClient();
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if (GUILayout.Button("Server (J)")) _net.StartServer();
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}
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else
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{
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string role = _net.IsHost ? "Host" : _net.IsServer ? "Server" : "Client";
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GUILayout.Label($"Role: {role}");
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GUILayout.Label($"ClientId: {_net.LocalClientId}");
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GUILayout.Label($"Clients: {(_net.IsServer ? _net.ConnectedClients.Count : (_net.IsConnectedClient ? 1 : 0))}");
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if (GUILayout.Button("Shutdown (K)")) _net.Shutdown();
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}
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GUILayout.EndArea();
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}
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}
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