Add Hunter/Hider role selection on connect with role-scoped modes
Roles are chosen in the bootstrap dev panel before Host/Client. NGO
ConnectionApproval is enabled at runtime and maps the role payload to
the matching prefab variant per connection (Hunter/Hider), so each peer
spawns the correct avatar including the host.
- PlayerRole.cs (new): single source of truth enum { Hider, Hunter }.
- NetworkBootstrap.cs: role toggle, ConnectionApproval + role payload,
server ApprovalCheck mapping role -> PrefabIdHash.
- NetworkPlayerSetup.cs: serialized PlayerRole field + Role property.
- GameModeManager.cs: BuildModes(role) - Hunter -> [First Person, Paint],
Hider -> [Third Person, Paint, Free Cam]; binds role from spawned avatar.
- Hunter.prefab: role = Hunter override.
- SampleScene.unity: NetworkBootstrap prefab references wired.
Also includes user inspector scale tuning (Hunter 2.5->2.4, Hider 0.5->0.7).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -6,9 +6,10 @@ using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// Switches the game between high-level modes (Player Control, Paint, Free Cam). The switch
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/// key (Tab) cycles to the next registered mode. Register additional modes in
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/// <see cref="BuildModes"/>. Attach to a single, persistent scene GameObject.
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/// Switches the game between high-level modes. The switch key (Tab) cycles to the next registered
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/// mode. The mode set is scoped to the local avatar's <see cref="PlayerRole"/> when it spawns
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/// (Hunter: First Person + Paint; Hider: Player Control + Paint + Free Cam); a non-networked scene
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/// uses the full set. Attach to a single, persistent scene GameObject.
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/// </summary>
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[DisallowMultipleComponent]
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public class GameModeManager : MonoBehaviour
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@@ -86,30 +87,40 @@ public class GameModeManager : MonoBehaviour
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SwitchTo(Mathf.Clamp(startModeIndex, 0, _modes.Count - 1));
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}
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/// <summary>Registers all available modes. Add new modes here.</summary>
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private void BuildModes()
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/// <summary>Registers the modes for the current context. Without a role (no networked avatar yet,
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/// or a non-networked scene) the full set is built from whichever rigs are present. With a role the
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/// set is scoped to that side and ordered so index 0 is its intended start mode. Add new modes here.</summary>
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private void BuildModes() => BuildModes(null);
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private void BuildModes(PlayerRole? role)
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{
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_modes.Clear();
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// Player Control only joins the Tab cycle when a gravity player is present, so a scene
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// running only the insect walker doesn't trap input in a dead, player-freezing mode.
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if (player)
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_modes.Add(new PlayerControlMode());
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switch (role)
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{
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case PlayerRole.Hunter:
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// Hunter: first person + paint. Index 0 (First Person, if its rig exists) is the start mode.
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if (firstPerson) _modes.Add(new FirstPersonMode());
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_modes.Add(new PaintMode());
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break;
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_modes.Add(new PaintMode());
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case PlayerRole.Hider:
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// Hider: third person (player control) + paint + free cam. Index 0 (Player Control) is the start.
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if (player) _modes.Add(new PlayerControlMode());
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_modes.Add(new PaintMode());
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if (freeCam) _modes.Add(new FreeCamMode());
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break;
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// Free Cam only joins the cycle when a freecam rig is present, so scenes without one are unchanged.
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if (freeCam)
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_modes.Add(new FreeCamMode());
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// First Person only joins the cycle when a first-person rig is present, so scenes without one are unchanged.
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if (firstPerson)
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_modes.Add(new FirstPersonMode());
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// Insect mode only joins the Tab cycle when a surface walker is present, so a scene
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// without one behaves exactly as before (no dead, player-freezing mode in the cycle).
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//if (insect)
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// _modes.Add(new InsectMode());
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default:
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// No role: legacy full set, gated on whichever rigs exist. Player Control only joins when a
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// gravity player is present (player-less pre-spawn stays in Paint, not a dead frozen mode);
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// Free Cam / First Person only when their rigs exist, so non-networked scenes are unchanged.
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if (player) _modes.Add(new PlayerControlMode());
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_modes.Add(new PaintMode());
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if (freeCam) _modes.Add(new FreeCamMode());
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if (firstPerson) _modes.Add(new FirstPersonMode());
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break;
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}
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foreach (var m in _modes)
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m.Bind(this);
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@@ -142,13 +153,16 @@ public class GameModeManager : MonoBehaviour
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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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// Tear down the pre-spawn (player-less) mode and rebuild scoped to this avatar's role.
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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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var setup = localPlayer.GetComponent<NetworkPlayerSetup>();
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PlayerRole role = setup ? setup.Role : PlayerRole.Hider;
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BuildModes(role);
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// Each role list is ordered so index 0 is its start mode (Hunter -> First Person, Hider -> Player Control).
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SwitchTo(0);
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}
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private void Update()
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