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
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commit 4fa443f630
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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;
}
}