Replace stripped-player spectator with a minimal dedicated prefab

Mid-match joiners now spawn a dedicated empty Spectator prefab (NetworkObject
+ SpectatorSetup only) instead of a fully stripped Player prefab. The FreeCam
rig is a standalone scene object in Main, so the spectator needs no avatar body,
renderer, collider, or CharacterController -- eliminating the leftover-body
artifact and the fragile per-peer strip path entirely.

- SpectatorSetup.cs (new): owner binds GameModeManager.BindSpectator (FreeCam-only)
- Spectator.prefab (new): empty avatar (Transform + NetworkObject + SpectatorSetup),
  registered in DefaultNetworkPrefabs, wired on MatchManager in Main
- GameModeManager: add BindSpectator/BuildSpectatorModes; drop the spectator
  branch from BindLocalPlayer; ReleaseToNoPlayer frees the cursor on teardown
- MatchManager: independent entropy-seeded RNG for fair hunter pick (was sharing
  the global engine RNG and always landing on the same client); spawn the
  spectator prefab for mid-match joiners; cursor-safe return-to-Main teardown
- FreeCamController: guard IgnorePlayerCollision against a disabled capsule

Also bundled (unrelated user asset/UI edits): PaintHudPanel layout tuning,
font atlas (arialroundedmtprocyr_bold SDF), forestpack_foliage material.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-28 00:31:49 +02:00
1 parent be6db5b0a9
commit 91ce8ff329
12 files changed
+227 -1284

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+63 -6
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@@ -126,6 +126,35 @@ public class GameModeManager : MonoBehaviour
m.Bind(this);
}
/// <summary>Spectator mode set for a mid-match joiner: free-fly camera only (no player control, no
/// paint). They can fly around and watch, but not play, until the host ends the match (then they
/// respawn as a neutral lobby Player). Falls back to nothing if the scene has no free-cam rig.</summary>
private void BuildSpectatorModes()
{
_modes.Clear();
if (freeCam) _modes.Add(new FreeCamMode());
foreach (var m in _modes)
m.Bind(this);
}
/// <summary>
/// Binds a mid-match spectator. The spectator object is empty (no body/painter to bind), so just clear
/// the player/painter and switch the cycle to free-cam-only. The free-cam rig is a separate persistent
/// scene object that flies off Camera.main, so it needs nothing from the spectator. Called from
/// <see cref="SpectatorSetup"/> on the owning client.
/// </summary>
public void BindSpectator()
{
player = null;
painter = null;
PainterChanged?.Invoke(null);
ActiveMode?.Exit();
_activeIndex = -1;
BuildSpectatorModes();
SwitchTo(0);
}
/// <summary>
/// Binds the scene singletons (this manager, the orbit/first-person cameras, the painter) to the
/// locally-owned networked player after it spawns, then enters Player Control. Called from
@@ -135,19 +164,21 @@ public class GameModeManager : MonoBehaviour
public void BindLocalPlayer(PlayerCharacterController localPlayer)
{
if (!localPlayer) return;
var setup = localPlayer.GetComponent<NetworkPlayerSetup>();
player = localPlayer;
// The painter lives on the player (per-avatar), so bind the local one - UNCONDITIONALLY. On a
// lobby->match respawn the previous avatar is despawned and the role variant spawned in the same
// server frame; the old painter is Destroy-pending (still non-null) when this runs, so a
// `if (!painter)` guard would keep the stale reference and the new avatar's painter would never be
// mode-toggled - it would paint in every mode. Always re-point to the freshly spawned avatar.
// mode-toggled - it would paint in every mode. Always re-point to the fresh avatar.
painter = localPlayer.GetComponentInChildren<MeshPainter>(true);
PainterChanged?.Invoke(painter);
// Point the cameras at the avatar's follow target.
Transform camTarget = localPlayer.transform.Find("CameraTarget");
// Re-point the third-person orbit camera (Cinemachine Follow/LookAt) at the local avatar.
if (cameraInput)
{
var vcam = cameraInput.GetComponent<CinemachineCamera>();
@@ -161,9 +192,10 @@ public class GameModeManager : MonoBehaviour
ActiveMode?.Exit();
_activeIndex = -1;
// Lobby/neutral avatar (base Player prefab) -> full mode set; match avatar (Hunter/Hider
// variant) -> only its role's modes. Baked per prefab, so no replicated-phase timing race.
var setup = localPlayer.GetComponent<NetworkPlayerSetup>();
// Lobby/neutral avatar (base Player prefab) -> full mode set; match avatar (Hunter/Hider variant)
// -> only its role's modes. Scope is baked per prefab variant, so it follows the spawned avatar
// with no replicated-phase timing race. (Mid-match spectators take a separate, empty prefab and
// bind via BindSpectator, not here.)
if (setup && setup.ScopedModes)
BuildModes(setup.Role);
else
@@ -174,6 +206,31 @@ public class GameModeManager : MonoBehaviour
SwitchTo(0);
}
/// <summary>
/// Drops back to a player-less state when the local avatar is gone (disconnect / server shutdown
/// returns the session to the empty Main scene). Tears down the active mode so any FreeCam/First-Person
/// camera takeover is undone (which unlocks the cursor), clears the mode cycle, and - crucially - parks
/// the persistent orbit input in Disabled: it otherwise re-locks the cursor every frame while
/// AlwaysActive, so a one-off unlock would be reverted next frame and the OS cursor would stay captured
/// with no avatar to control. A reconnect's <see cref="BindLocalPlayer"/> restores everything.
/// </summary>
public void ReleaseToNoPlayer()
{
ActiveMode?.Exit();
_activeIndex = -1;
_modes.Clear();
player = null;
painter = null;
PainterChanged?.Invoke(null);
if (cameraInput)
cameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.Disabled;
// Belt-and-braces explicit release (covers the orbit input being absent/disabled).
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
private void Update()
{
if (_modes.Count == 0) return;