Persist player and third-person camera state across sessions

Add player position/rotation/wall-climb persistence and camera
orbit (yaw/pitch/radius) persistence, auto-saved on quit/play-stop
and auto-loaded on start. Also includes the wall-climb fixes
(directional top-out, base detach on push-away).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-25 07:38:32 +02:00
1 parent fa7082817e
commit cda1373979
8 files changed
+340 -16

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+9 -3
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@@ -528,6 +528,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: df129be8fadab79498bd429a59bb98e4, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::ThirdPersonOrbitInput
persistCamera: 1
cameraSaveId:
lookMode: 0
horizontalSensitivity: 0.1
verticalSensitivity: 0.075
@@ -721,7 +723,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 172071430}
serializedVersion: 2
m_LocalRotation: {x: 0.1305262, y: -3.7968678e-12, z: 4.3538282e-13, w: 0.9914449}
m_LocalRotation: {x: 0.1305262, y: 5.7946933e-12, z: -2.6404215e-12, w: 0.9914449}
m_LocalPosition: {x: 0, y: 1.9146858, z: -4.3466663}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
@@ -1256,7 +1258,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 330585543}
serializedVersion: 2
m_LocalRotation: {x: 0.1305262, y: -3.8055076e-12, z: 5.010046e-13, w: 0.9914449}
m_LocalRotation: {x: 0.1305262, y: 5.543152e-12, z: -7.2976987e-13, w: 0.9914449}
m_LocalPosition: {x: 0, y: 1.9146858, z: -4.3466663}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
@@ -1364,7 +1366,7 @@ Transform:
m_GameObject: {fileID: 347639556}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalPosition: {x: -25, y: -4.5, z: -30}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
@@ -3233,6 +3235,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 463b6be548abf464287096e1e92fcd01, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::PlayerCharacterController
persistPlayer: 1
playerSaveId:
moveSpeed: 4
sprintSpeedMultiplier: 1.8
acceleration: 30
@@ -3377,6 +3381,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 463b6be548abf464287096e1e92fcd01, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::PlayerCharacterController
persistPlayer: 1
playerSaveId:
moveSpeed: 4
sprintSpeedMultiplier: 1.8
acceleration: 30
@@ -0,0 +1,158 @@
using System;
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
public partial class PlayerCharacterController
{
// --- Persistence: player position, rotation and wall-climb state ---
//
// Saved on quit / play-stop and restored on the next start, so the player resumes exactly
// where (and how) they left off - including hanging on a wall. This is small structured
// state, so it goes to a human-readable JSON file (like PaintHud.Persistence), not the raw
// byte dump the painter uses for its bulk pixel maps.
[Header("Persistence")]
[Tooltip("Save the player's position, rotation and wall-climb state on quit / play-stop and " +
"restore them on the next start. Off = the player starts at its authored scene transform.")]
public bool persistPlayer = true;
[Tooltip("Save file identifier. Empty = derived from the active scene + object name. Set " +
"explicitly to keep a save stable across object renames.")]
public string playerSaveId = "";
private const int PlayerFileVersion = 1;
private bool _playerSavedOnTeardown; // guards a double save across OnApplicationQuit + OnDestroy
private static string PlayerSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
private string PlayerSavePath()
{
string key = string.IsNullOrEmpty(playerSaveId)
? SanitizePlayerKey(SceneManager.GetActiveScene().name + "_" + gameObject.name)
: SanitizePlayerKey(playerSaveId);
return Path.Combine(PlayerSaveDir, key + ".player");
}
private static string SanitizePlayerKey(string s)
{
foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_');
return s.Replace(' ', '_');
}
[Serializable]
private class PlayerState
{
public int version = PlayerFileVersion;
public Vector3 position;
public Quaternion rotation;
// Wall-climb attachment. The normal/offset/yaw/left-ground flags fully describe the grip;
// ProbeWall re-validates contact on the next frame, so a grip restored away from any wall
// drops cleanly after the grace period rather than freezing the player in mid-air.
public bool isWallClimbing;
public Vector3 wallNormal;
public float wallOffset;
public float wallYaw;
public bool climbLeftGround;
}
void Start() => RestorePlayerState();
private void OnApplicationQuit() => SavePlayerOnTeardown();
private void OnDestroy() => SavePlayerOnTeardown();
/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
private void SavePlayerOnTeardown()
{
if (_playerSavedOnTeardown) return;
_playerSavedOnTeardown = true;
SavePlayerState();
}
/// <summary>Writes the current transform and wall-climb state to disk.</summary>
public void SavePlayerState()
{
if (!persistPlayer) return;
try
{
var state = new PlayerState
{
position = transform.position,
rotation = transform.rotation,
isWallClimbing = _isWallClimbing,
wallNormal = _wallNormal,
wallOffset = _wallOffset,
wallYaw = _wallYaw,
climbLeftGround = _climbLeftGround,
};
Directory.CreateDirectory(PlayerSaveDir);
File.WriteAllText(PlayerSavePath(), JsonUtility.ToJson(state, true));
}
catch (Exception e)
{
Debug.LogWarning($"[PlayerCharacterController] Saving player state failed: {e.Message}", this);
}
}
/// <summary>Restores the saved transform and wall-climb state, or does nothing if there is no save.</summary>
private void RestorePlayerState()
{
if (!persistPlayer) return;
var state = LoadPlayerState();
if (state == null) return;
// Teleport through the CharacterController: toggling enabled clears its cached internal
// position so it neither snaps back nor fights the restored transform.
bool wasEnabled = _controller && _controller.enabled;
if (_controller) _controller.enabled = false;
transform.SetPositionAndRotation(state.position, state.rotation);
if (_controller) _controller.enabled = wasEnabled;
_isWallClimbing = state.isWallClimbing;
if (state.wallNormal.sqrMagnitude > 1e-6f)
_wallNormal = state.wallNormal.normalized;
_wallOffset = state.wallOffset;
_wallYaw = state.wallYaw;
_climbLeftGround = state.climbLeftGround;
if (_isWallClimbing)
_verticalVelocity = 0f; // a restored grip starts at rest, not mid-fall
}
private PlayerState LoadPlayerState()
{
string path = PlayerSavePath();
if (!File.Exists(path)) return null;
try
{
var state = JsonUtility.FromJson<PlayerState>(File.ReadAllText(path));
if (state == null || state.version != PlayerFileVersion) return null;
return state;
}
catch (Exception e)
{
Debug.LogWarning($"[PlayerCharacterController] Loading player state failed: {e.Message}", this);
return null;
}
}
/// <summary>Deletes the saved player state (next start uses the authored scene transform). Editor convenience.</summary>
[ContextMenu("Clear Saved Player State")]
public void ClearSavedPlayerState()
{
try
{
string path = PlayerSavePath();
if (File.Exists(path)) File.Delete(path);
Debug.Log($"[PlayerCharacterController] Cleared saved player state: {path}", this);
}
catch (Exception e)
{
Debug.LogWarning($"[PlayerCharacterController] Clearing saved player state failed: {e.Message}", this);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 527b09f5e99500640b40acffaa58f011
+23 -10
View File
@@ -27,7 +27,7 @@ using UnityEngine.InputSystem;
/// </summary>
[RequireComponent(typeof(CharacterController))]
[DisallowMultipleComponent]
public class PlayerCharacterController : MonoBehaviour
public partial class PlayerCharacterController : MonoBehaviour
{
[Header("Movement")]
[Tooltip("Horizontal movement speed (units/second).")]
@@ -428,7 +428,10 @@ public class PlayerCharacterController : MonoBehaviour
if (found && !onCeiling && _climbLeftGround
&& Vector3.Angle(_wallNormal, Vector3.up) < wallMinAngle)
{
TopOutDetach(); // climbed face flattened into walkable: hop over the lip instead of dropping onto the steep section below
// Hop over the lip only when actually moving up onto the flattened face (a real
// top-out); if we reached it going down, just step off cleanly with no hop.
if (v > 0f) TopOutDetach();
else ExitWallClimb();
return;
}
@@ -530,17 +533,27 @@ public class PlayerCharacterController : MonoBehaviour
_controller.Move(velocity * dt);
// Reaching walkable ground detaches and drops back to normal grounded movement. Gated
// on having left the ground first, so grabbing a wall at its base (still grounded)
// doesn't instantly detach. We test for walkable ground under the feet rather than
// trusting isGrounded: the standoff correction can lift the capsule just off the
// surface, so at a slope's top isGrounded stays false and the old check never fired.
// Reaching walkable ground detaches back to normal grounded movement. The top-out hop
// (carry over the lip) fires ONLY when topping out upward over an edge (v > 0). Arriving
// at the floor by descending, OR pressing down/away (S, v < 0) at the wall's base while
// grounded, just lets go cleanly with no hop -- the latter is the only detach path that
// doesn't require having left the ground first, so a wall grabbed at its base can be
// released by pressing away. We test walkable ground under the feet rather than trusting
// isGrounded: the standoff correction can lift the capsule just off the surface, so at a
// slope's top isGrounded stays false and the old check never fired.
bool onWalkableGround = _controller.isGrounded || WalkableGroundBelow();
if (!onWalkableGround)
_climbLeftGround = true;
else if (_climbLeftGround)
{
TopOutDetach(); // reached walkable ground at the top: hop up onto it instead of sliding back down the face
_climbLeftGround = true;
}
else if (_climbLeftGround && v > 0f)
{
TopOutDetach(); // topped out upward onto walkable ground: hop over the lip (holding W carries on)
return;
}
else if (_climbLeftGround || v < 0f)
{
ExitWallClimb(); // descended to the floor, or pulling down/away at the base: let go, no hop
return;
}
@@ -0,0 +1,143 @@
using System;
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
public partial class ThirdPersonOrbitInput
{
// --- Persistence: third-person camera orbit (rotation + distance) ---
//
// Saved on quit / play-stop and restored on the next start, so the camera resumes at the same
// view. The camera is a CinemachineOrbitalFollow whose world position/rotation are derived each
// frame from the orbit axes (yaw/pitch) and radius relative to the follow target - so saving the
// literal transform would be pointless (Cinemachine overwrites it). The canonical state is the
// orbit yaw/pitch (= rotation) and radius (= distance); combined with the persisted player
// position this reproduces the exact same view. Small structured state -> human-readable JSON
// (like PlayerCharacterController.Persistence), not the painter's raw byte dump.
[Header("Persistence")]
[Tooltip("Save the camera orbit (yaw/pitch rotation and zoom distance) on quit / play-stop and " +
"restore it on the next start. Off = the camera starts at its authored orbit state.")]
public bool persistCamera = true;
[Tooltip("Save file identifier. Empty = derived from the active scene + object name. Set " +
"explicitly to keep a save stable across object renames.")]
public string cameraSaveId = "";
private const int CameraFileVersion = 1;
private bool _cameraSavedOnTeardown; // guards a double save across OnApplicationQuit + OnDestroy
private static string CameraSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
private string CameraSavePath()
{
string key = string.IsNullOrEmpty(cameraSaveId)
? SanitizeCameraKey(SceneManager.GetActiveScene().name + "_" + gameObject.name)
: SanitizeCameraKey(cameraSaveId);
return Path.Combine(CameraSaveDir, key + ".camera");
}
private static string SanitizeCameraKey(string s)
{
foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_');
return s.Replace(' ', '_');
}
[Serializable]
private class CameraState
{
public int version = CameraFileVersion;
public float yaw; // CinemachineOrbitalFollow.HorizontalAxis.Value
public float pitch; // CinemachineOrbitalFollow.VerticalAxis.Value
public float radius; // CinemachineOrbitalFollow.Radius (zoom distance)
}
void Start() => RestoreCameraState();
private void OnApplicationQuit() => SaveCameraOnTeardown();
private void OnDestroy() => SaveCameraOnTeardown();
/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
private void SaveCameraOnTeardown()
{
if (_cameraSavedOnTeardown) return;
_cameraSavedOnTeardown = true;
SaveCameraState();
}
/// <summary>Writes the current orbit yaw/pitch and radius to disk.</summary>
public void SaveCameraState()
{
if (!persistCamera || !_orbit) return;
try
{
var state = new CameraState
{
yaw = _orbit.HorizontalAxis.Value,
pitch = _orbit.VerticalAxis.Value,
radius = _orbit.Radius,
};
Directory.CreateDirectory(CameraSaveDir);
File.WriteAllText(CameraSavePath(), JsonUtility.ToJson(state, true));
}
catch (Exception e)
{
Debug.LogWarning($"[ThirdPersonOrbitInput] Saving camera state failed: {e.Message}", this);
}
}
/// <summary>Restores the saved orbit yaw/pitch and radius, or does nothing if there is no save.</summary>
private void RestoreCameraState()
{
if (!persistCamera || !_orbit) return;
var state = LoadCameraState();
if (state == null) return;
_orbit.HorizontalAxis.Value = state.yaw;
_orbit.VerticalAxis.Value = state.pitch;
// Clamp into the current zoom range (min/max may have changed in the inspector since saving)
// and seed the eased zoom target so the radius doesn't drift back toward the authored value.
float radius = Mathf.Clamp(state.radius, minRadius, maxRadius);
_orbit.Radius = radius;
_targetRadius = radius;
_zoomInit = true;
}
private CameraState LoadCameraState()
{
string path = CameraSavePath();
if (!File.Exists(path)) return null;
try
{
var state = JsonUtility.FromJson<CameraState>(File.ReadAllText(path));
if (state == null || state.version != CameraFileVersion) return null;
return state;
}
catch (Exception e)
{
Debug.LogWarning($"[ThirdPersonOrbitInput] Loading camera state failed: {e.Message}", this);
return null;
}
}
/// <summary>Deletes the saved camera state (next start uses the authored orbit). Editor convenience.</summary>
[ContextMenu("Clear Saved Camera State")]
public void ClearSavedCameraState()
{
try
{
string path = CameraSavePath();
if (File.Exists(path)) File.Delete(path);
Debug.Log($"[ThirdPersonOrbitInput] Cleared saved camera state: {path}", this);
}
catch (Exception e)
{
Debug.LogWarning($"[ThirdPersonOrbitInput] Clearing saved camera state failed: {e.Message}", this);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9680e7022f5587f49864d07bd74e49ee
+1 -1
View File
@@ -12,7 +12,7 @@ using UnityEngine.InputSystem;
/// </summary>
[RequireComponent(typeof(CinemachineOrbitalFollow))]
[DisallowMultipleComponent]
public class ThirdPersonOrbitInput : MonoBehaviour
public partial class ThirdPersonOrbitInput : MonoBehaviour
{
public enum OrbitLookMode
{
@@ -54,7 +54,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Texture: {fileID: 2800000, guid: d1de526d00e4052458506ce20689b585, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
@@ -137,7 +137,7 @@ Material:
- __dirty: 1
m_Colors:
- _BaseColor: {r: 0.98529404, g: 0.98529404, b: 0.98529404, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 0.98529404, g: 0.98529404, b: 0.98529404, a: 1}
- _ColorMultiply: {r: 1, g: 1, b: 1, a: 1}
- _ColorOverride: {r: 1, g: 1, b: 1, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}