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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@@ -12,7 +12,7 @@ PlayerSettings:
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targetDevice: 2
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useOnDemandResources: 0
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accelerometerFrequency: 60
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companyName: DefaultCompany
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companyName: Tausi Development
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productName: Chameleon
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defaultCursor: {fileID: 0}
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cursorHotspot: {x: 0, y: 0}
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