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>
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using System;
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using System.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public partial class PlayerCharacterController
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{
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// --- Persistence: player position, rotation and wall-climb state ---
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//
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// Saved on quit / play-stop and restored on the next start, so the player resumes exactly
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// where (and how) they left off - including hanging on a wall. This is small structured
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// state, so it goes to a human-readable JSON file (like PaintHud.Persistence), not the raw
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// byte dump the painter uses for its bulk pixel maps.
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[Header("Persistence")]
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[Tooltip("Save the player's position, rotation and wall-climb state on quit / play-stop and " +
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"restore them on the next start. Off = the player starts at its authored scene transform.")]
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public bool persistPlayer = true;
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[Tooltip("Save file identifier. Empty = derived from the active scene + object name. Set " +
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"explicitly to keep a save stable across object renames.")]
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public string playerSaveId = "";
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private const int PlayerFileVersion = 1;
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private bool _playerSavedOnTeardown; // guards a double save across OnApplicationQuit + OnDestroy
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private static string PlayerSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
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private string PlayerSavePath()
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{
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string key = string.IsNullOrEmpty(playerSaveId)
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? SanitizePlayerKey(SceneManager.GetActiveScene().name + "_" + gameObject.name)
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: SanitizePlayerKey(playerSaveId);
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return Path.Combine(PlayerSaveDir, key + ".player");
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}
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private static string SanitizePlayerKey(string s)
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{
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foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_');
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return s.Replace(' ', '_');
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}
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[Serializable]
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private class PlayerState
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{
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public int version = PlayerFileVersion;
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public Vector3 position;
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public Quaternion rotation;
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// Wall-climb attachment. The normal/offset/yaw/left-ground flags fully describe the grip;
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// ProbeWall re-validates contact on the next frame, so a grip restored away from any wall
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// drops cleanly after the grace period rather than freezing the player in mid-air.
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public bool isWallClimbing;
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public Vector3 wallNormal;
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public float wallOffset;
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public float wallYaw;
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public bool climbLeftGround;
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}
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void Start() => RestorePlayerState();
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private void OnApplicationQuit() => SavePlayerOnTeardown();
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private void OnDestroy() => SavePlayerOnTeardown();
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/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
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private void SavePlayerOnTeardown()
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{
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if (_playerSavedOnTeardown) return;
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_playerSavedOnTeardown = true;
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SavePlayerState();
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}
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/// <summary>Writes the current transform and wall-climb state to disk.</summary>
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public void SavePlayerState()
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{
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if (!persistPlayer) return;
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try
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{
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var state = new PlayerState
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{
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position = transform.position,
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rotation = transform.rotation,
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isWallClimbing = _isWallClimbing,
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wallNormal = _wallNormal,
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wallOffset = _wallOffset,
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wallYaw = _wallYaw,
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climbLeftGround = _climbLeftGround,
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};
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Directory.CreateDirectory(PlayerSaveDir);
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File.WriteAllText(PlayerSavePath(), JsonUtility.ToJson(state, true));
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PlayerCharacterController] Saving player state failed: {e.Message}", this);
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}
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}
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/// <summary>Restores the saved transform and wall-climb state, or does nothing if there is no save.</summary>
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private void RestorePlayerState()
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{
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if (!persistPlayer) return;
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var state = LoadPlayerState();
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if (state == null) return;
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// Teleport through the CharacterController: toggling enabled clears its cached internal
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// position so it neither snaps back nor fights the restored transform.
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bool wasEnabled = _controller && _controller.enabled;
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if (_controller) _controller.enabled = false;
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transform.SetPositionAndRotation(state.position, state.rotation);
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if (_controller) _controller.enabled = wasEnabled;
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_isWallClimbing = state.isWallClimbing;
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if (state.wallNormal.sqrMagnitude > 1e-6f)
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_wallNormal = state.wallNormal.normalized;
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_wallOffset = state.wallOffset;
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_wallYaw = state.wallYaw;
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_climbLeftGround = state.climbLeftGround;
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if (_isWallClimbing)
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_verticalVelocity = 0f; // a restored grip starts at rest, not mid-fall
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}
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private PlayerState LoadPlayerState()
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{
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string path = PlayerSavePath();
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if (!File.Exists(path)) return null;
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try
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{
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var state = JsonUtility.FromJson<PlayerState>(File.ReadAllText(path));
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if (state == null || state.version != PlayerFileVersion) return null;
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return state;
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PlayerCharacterController] Loading player state failed: {e.Message}", this);
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return null;
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}
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}
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/// <summary>Deletes the saved player state (next start uses the authored scene transform). Editor convenience.</summary>
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[ContextMenu("Clear Saved Player State")]
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public void ClearSavedPlayerState()
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{
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try
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{
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string path = PlayerSavePath();
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if (File.Exists(path)) File.Delete(path);
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Debug.Log($"[PlayerCharacterController] Cleared saved player state: {path}", this);
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PlayerCharacterController] Clearing saved player state failed: {e.Message}", this);
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}
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}
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}
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