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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@@ -39,8 +39,9 @@ using UnityEngine.InputSystem;
/// End / join / teardown:
/// - The host presses Esc -> <see cref="EndMatch"/>: Test Map is swapped back to Lobby and everyone is
/// respawned as the neutral Player. Server-gated, so only the host can end the match.
/// - A client that joins MID-MATCH is spectator-held (no avatar) - NGO still streams the running map to
/// it, but it doesn't play; it spawns into the lobby when the match ends.
/// - A client that joins MID-MATCH spawns as a SPECTATOR: a dedicated EMPTY prefab (no body/collider)
/// bound to free-cam-only, so it flies around the running map and watches but does not play. It
/// respawns as a neutral lobby Player when the match ends.
/// - On shutdown / disconnect (<see cref="ReturnToMainOnly"/>) every gameplay scene is unloaded so only
/// Main is left loaded & active. NGO's Dispose does NOT unload additively-synced scenes, so we do it.
///
@@ -68,6 +69,10 @@ public class MatchManager : MonoBehaviour
[SerializeField] private GameObject hunterPrefab;
[SerializeField] private GameObject hiderPrefab;
[Tooltip("Empty free-cam-only avatar spawned for a client that joins MID-MATCH. No body/collider - the " +
"free-cam rig is a separate scene object. Must be a registered network prefab.")]
[SerializeField] private GameObject spectatorPrefab;
[Header("Spawn")]
[Tooltip("World position lobby avatars are spawned at (raised a touch above the floor so gravity " +
"settles them). Per-client ring fan-out is applied on top (NetworkPlayerSetup.PlaceOnSpawnRing).")]
@@ -86,6 +91,12 @@ public class MatchManager : MonoBehaviour
private bool _sceneReady; // server-only: a gameplay scene (lobby/map) is loaded & active, so it is safe to spawn avatars
private bool _cleanedUp; // guards the shutdown scene-cleanup so a host (server+client stop) doesn't run it twice
// Role pick uses its OWN generator, seeded once from real entropy. UnityEngine.Random is a single
// engine-wide generator whose state at match-start can sit at the same point every fresh play
// session (nothing random consumed before it), which made the "random" hunter land on the same
// client every time. An independent System.Random decouples the pick from that shared global state.
private readonly System.Random _roleRng = new System.Random(System.Guid.NewGuid().GetHashCode());
private void Awake()
{
if (Instance && Instance != this) { Destroy(this); return; }
@@ -211,39 +222,38 @@ public class MatchManager : MonoBehaviour
// Lobby is loaded and active on the server: now it is safe to spawn the already-connected
// peers (the host, plus anyone who connected while the load was in flight).
_sceneReady = true;
foreach (ulong id in new List<ulong>(_net.ConnectedClientsIds)) SpawnPlayerFor(id, lobbySpawnCenter);
foreach (ulong id in new List<ulong>(_net.ConnectedClientsIds)) SpawnFor(id, _playerPrefab, lobbySpawnCenter);
}
// Server-side: a peer finished connecting. If a gameplay scene is already up, spawn it now;
// otherwise LoadLobbyRoutine (lobby) or RespawnAll (mid-transition) covers it (the PlayerObject
// guard in SpawnPlayerFor prevents a double spawn).
// guard in SpawnFor prevents a double spawn).
private void OnClientConnected(ulong clientId)
{
if (_net == null || !_net.IsServer) return;
// During a Lobby<->Test Map swap the active scene briefly falls back to Main (no floor); defer
// and let the respawn loop spawn this joiner once the target scene is loaded.
if (!_sceneReady || Phase == MatchPhase.Transitioning) return;
// Spectator-hold: a client that joins MID-MATCH gets NO avatar - they wait. NGO still streams the
// running map to their client (unavoidable), but they don't play in it. When the host ends the
// match, EndMatchSequence's respawn loop covers every connected client, so they spawn into the
// lobby with everyone else then.
if (Phase == MatchPhase.InMatch) return;
SpawnPlayerFor(clientId, lobbySpawnCenter);
// Mid-match joiner: spawn an empty SPECTATOR avatar (free-cam only) into the running map. They can
// fly around and watch but don't play. When the host ends the match, EndMatchSequence's respawn
// loop covers every connected client, so they turn into a neutral lobby Player with everyone else.
if (Phase == MatchPhase.InMatch) { SpawnFor(clientId, spectatorPrefab, matchSpawnCenter); return; }
SpawnFor(clientId, _playerPrefab, lobbySpawnCenter);
}
// Spawns the neutral Player avatar for a client into the currently active gameplay scene. No-op if
// the client already owns a player object (double-spawn guard) or has since disconnected.
private void SpawnPlayerFor(ulong clientId, Vector3 at)
// Spawns the given prefab as a client's player object into the currently active gameplay scene. No-op
// if the client already owns a player object (double-spawn guard) or has since disconnected.
private void SpawnFor(ulong clientId, GameObject prefab, Vector3 at)
{
if (!_playerPrefab)
if (!prefab)
{
Debug.LogError("[MatchManager] Player prefab missing (was NetworkConfig.PlayerPrefab assigned?) - cannot spawn.", this);
Debug.LogError("[MatchManager] Spawn prefab missing - cannot spawn.", this);
return;
}
if (!_net.ConnectedClients.TryGetValue(clientId, out var client)) return;
if (client.PlayerObject) return;
var go = Instantiate(_playerPrefab, at, Quaternion.identity);
var go = Instantiate(prefab, at, Quaternion.identity);
go.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientId);
}
@@ -263,7 +273,7 @@ public class MatchManager : MonoBehaviour
if (ids.Count == 0) return;
Phase = MatchPhase.Transitioning;
ulong hunterId = ids[Random.Range(0, ids.Count)];
ulong hunterId = ids[_roleRng.Next(ids.Count)];
Debug.Log($"[MatchManager] Starting match. Hunter = client {hunterId}, {ids.Count} player(s).", this);
StartCoroutine(MatchSequence(hunterId));
@@ -376,6 +386,12 @@ public class MatchManager : MonoBehaviour
UnloadLocalIfLoaded(lobbySceneName);
UnloadLocalIfLoaded(matchSceneName);
// The local avatar is gone; drop the mode cycle back to a player-less state so the persistent
// orbit input stops re-locking the cursor (and any FreeCam/First-Person takeover is undone). Without
// this the OS cursor stays captured back in the empty Main scene.
var modes = FindFirstObjectByType<GameModeManager>(FindObjectsInactive.Include);
if (modes) modes.ReleaseToNoPlayer();
}
private void UnloadLocalIfLoaded(string sceneName)