Add lobby/match-start matchmaking flow with additive scene management
Replace the connection-approval role selection with a server-authoritative match flow built on NGO additive scene management: - Scenes: Main is the persistent foundation (NetworkManager, GameModeManager, cameras, HUD); Lobby and Test Map load/unload additively. Add Lobby + Test Map to the build settings; remove the obsolete SampleScene. - MatchManager (plain MonoBehaviour singleton): loads Lobby on server start, StartMatchTrigger lets the host start the match, rolls one random Hunter (rest Hider), swaps Lobby -> Test Map (strictly serialized per NGO), respawns each player as its role variant. Forces additive client sync mode so clients keep Main instead of single-loading it (fixes "Destination scene is not valid"). - Server-driven spawning: null out NetworkConfig.PlayerPrefab at runtime to disable auto-spawn, then spawn players after the lobby floor exists (fixes falling through the floor) with double-spawn and transition guards. - StartMatchTrigger: server-gated OnTriggerEnter, only the host's own player starts the match. - NetworkBootstrap: drop role selection / connection approval; everyone spawns as the neutral Player prefab. Host/Client/Server/Shutdown buttons stay. - NetworkPlayerSetup.ScopedModes flag (baked on Hunter/Hider prefabs): lobby avatar gets the full mode set, match variants get the role-scoped set. - GameModeManager.BindLocalPlayer reads ScopedModes and rebinds the painter unconditionally (fixes stale painter binding on respawn -> brush painting in every mode). - MeshPainter.PaintingEnabled defaults to false (unbound/pre-spawn/remote never paints); PaintHud visibility now also gates on a bound painter (fixes the HUD showing at startup before any avatar exists). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -26,9 +26,18 @@ public class NetworkPlayerSetup : NetworkBehaviour
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"Hunter on the Hunter prefab); GameModeManager reads it on spawn to build this role's mode set.")]
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[SerializeField] private PlayerRole role = PlayerRole.Hider;
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[Tooltip("False = lobby/neutral avatar (the base Player prefab) gets the FULL mode set; true = match " +
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"avatar (Hunter/Hider variant) gets only its role's modes. Baked per prefab variant, so the " +
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"mode set follows the spawned avatar with no replicated-phase timing race.")]
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[SerializeField] private bool scopedModes = false;
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/// <summary>The side this avatar plays (Hunter/Hider), baked into the prefab variant.</summary>
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public PlayerRole Role => role;
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/// <summary>True on the match role variants (scope the mode set to <see cref="Role"/>); false on the
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/// neutral lobby Player prefab (full mode set). Baked per prefab variant.</summary>
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public bool ScopedModes => scopedModes;
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public override void OnNetworkSpawn()
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{
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var controller = GetComponent<PlayerCharacterController>();
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