Netcode: receiver-side paint reveal gate + fur pipette gating

Hide remote avatars until this client has actually applied a snapshot
reaching the owner-published baseline cutoff, preventing the default
grey/white material from flashing before a player's painting has loaded.

- PlayerPaintSync: owner-authoritative _publishedCutoff NetworkVariable,
  receiver tracks _appliedCutoff; explicit blank publish for never-painted
  avatars so they still reveal.
- NetworkPlayerSetup: cache _paintSync, hide body renderers on spawn, gate
  UpdateVisibility on PaintRevealReady.
- MeshPainter.Pick: fur toggle now follows pickedHeight (own paint-mesh
  only), matching the Occlusion/Height pipette behaviour.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-04 12:08:46 +02:00
1 parent 49704448e9
commit ed09d6a1b0
3 files changed
+47 -6

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@@ -8,8 +8,9 @@ public partial class MeshPainter
[Header("Brush - pipette (eyedropper)")]
[Tooltip("Pipette mode: a click samples the channel values at the hit point on ANY surface " +
"(albedo, metallic, smoothness, emission) and adopts them into the brush (opacities/alphas " +
"left untouched) instead of painting. Height (occlusion) is adopted and its toggle enabled " +
"only when our own paint mesh is picked; any other surface disables the height toggle. On a " +
"left untouched) instead of painting. Height (occlusion) and fur length are adopted and their " +
"toggles enabled only when our own paint mesh is picked; any other surface disables those " +
"toggles and keeps their values. On a " +
"foreign object the data channels are read texel-exact from the material; albedo follows " +
"'Pipette Albedo From Screen'. Held button picks once.")]
public bool pipette = false;
@@ -84,9 +85,10 @@ public partial class MeshPainter
paintMetallicSmoothness = true;
paintOcclusion = pickedHeight;
paintEmission = true;
// Fur toggle always turns on with a pick; the length is only adopted off our own paint mesh
// (pickedHeight), so a foreign-surface pick enables fur but leaves furLength at its current value.
fur = true;
// Fur mirrors height/occlusion: adopted and its toggle enabled only when our OWN paint mesh was
// picked (pickedHeight, where furLength was sampled); any other surface disables the fur toggle
// and keeps furLength.
fur = pickedHeight;
pipette = false;
+11 -1
View File
@@ -108,6 +108,7 @@ public class NetworkPlayerSetup : NetworkBehaviour
private float _renderGateUntil; // Time.time deadline that lifts _renderGate; frame-driven (see UpdateVisibility) so a mid-settle disable/despawn can't strand the body hidden forever
private MeshPainter _painter; // owns the per-avatar material instance carrying _XRayColor
private PlayerPaintSync _paintSync; // receiver-side reveal gate: body hidden until this client applied the painting
private ConcealmentMeter _concealment; // owner-only embedded-percent source (disabled on remotes)
private PlayerCharacterController _controller; // sibling, cached (the freeze re-asserts per frame)
private bool _xrayApplied;
@@ -120,6 +121,7 @@ public class NetworkPlayerSetup : NetworkBehaviour
_active.Add(this); // scoreboard registry (paired with OnNetworkDespawn)
_bodyRenderers = GetComponentsInChildren<SkinnedMeshRenderer>(true);
_painter = GetComponentInChildren<MeshPainter>(true);
_paintSync = GetComponentInChildren<PlayerPaintSync>(true);
_concealment = GetComponentInChildren<ConcealmentMeter>(true);
_isFound.OnValueChanged += OnFoundChanged;
if (_isFound.Value) ApplyFound(); // defensive: an avatar is never normally spawned already-found
@@ -150,6 +152,11 @@ public class NetworkPlayerSetup : NetworkBehaviour
// simulation (input/movement) and the CharacterController's own depenetration.
DisableLocalSimulation();
// Receiver-side reveal gate: hide the body from the very first frame until this client has applied
// the owner's painting baseline (see PlayerPaintSync.PaintRevealReady). Without this a freshly
// spawned remote flashes the default grey/white material before its painting arrives.
SetBodyRenderers(false);
// The concealment meter (per-frame bake + voxelization + overlap) only feeds the LOCAL player;
// a remote's concealment is computed on its own owner's machine, so here it is wasted CPU.
if (_concealment) _concealment.enabled = false;
@@ -274,7 +281,10 @@ public class NetworkPlayerSetup : NetworkBehaviour
if (IsOwner && !found) return;
// While the conversion render gate is up, the body stays hidden no matter what ComputeVisible says.
bool visible = !_renderGate && ComputeVisible(found);
// The paint gate is an additional hard hide: a remote body never shows before this client has
// applied its painting (owner is always ready; a null sync - offline/single-player - never gates).
bool paintReady = !_paintSync || _paintSync.PaintRevealReady;
bool visible = paintReady && !_renderGate && ComputeVisible(found);
if (_visibilityApplied && visible == _lastVisible) return;
SetBodyRenderers(visible);
}
+29
View File
@@ -83,6 +83,26 @@ public class PlayerPaintSync : NetworkBehaviour
new(new Vector3(0.2f, 1.4f, 1f), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
private bool _heightApplyPending; // remote: apply _height.Value to the material once IsReady / on change
// Receiver-side reveal gate (owner-authoritative): the cutoff sequence of the owner's FIRST published
// baseline - carry-loaded, manually loaded, or (for a never-painted avatar) an explicit blank publish.
// -1 until the owner has established and published its painting. A remote body stays HIDDEN until this
// client has actually APPLIED a snapshot whose cutoff reaches this value (see PaintRevealReady), so a
// peer never flashes the default grey/white material, and a match-start carry never briefly shows the
// pre-load blank maps (the flag can't outrun the chunked snapshot - the applied cutoff must catch up).
private readonly NetworkVariable<int> _publishedCutoff =
new(-1, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
// Highest snapshot cutoff this replica has actually APPLIED (not merely begun receiving). Compared
// against _publishedCutoff to decide the reveal; only ever raised.
private int _appliedCutoff = int.MinValue;
/// <summary>
/// True once THIS client may render the avatar's body: the owner is always ready (it holds its own
/// painting locally); a remote replica is ready only after it has applied a snapshot reaching the
/// owner's published baseline. Read by NetworkPlayerSetup's per-client visibility pass.
/// </summary>
public bool PaintRevealReady => IsOwner || (_publishedCutoff.Value >= 0 && _appliedCutoff >= _publishedCutoff.Value);
// Monotonic message counter on the owner (one per stamp batch / checkpoint / restore); on every peer,
// the highest sequence accounted for (applied to a remote replica / sent by the owner). Used as the
// snapshot's cutoff marker so the join window neither loses nor double-applies events.
@@ -225,6 +245,7 @@ public class PlayerPaintSync : NetworkBehaviour
{
_snapReadyToApply = false;
_painter.ApplyPaintSnapshot(_snapBuffer, _snapBaselineId);
if (_snapCapturedSeq > _appliedCutoff) _appliedCutoff = _snapCapturedSeq; // receiver-side reveal gate
if (logSync) LogSync($"applied snapshot baseline {_snapBaselineId}; replaying buffered events");
FlushBuffered();
_snapBuffer = null;
@@ -262,6 +283,13 @@ public class PlayerPaintSync : NetworkBehaviour
}
}
// Establish + publish the reveal baseline once even when nothing was carried/loaded: a never-painted
// avatar must still hand every peer an explicit (blank) snapshot, otherwise its body stays hidden
// forever behind the receiver-side reveal gate. Carry/manual-load already publish (and set the
// cutoff), so this only fires for the no-carry case.
if (_publishedCutoff.Value < 0 && _pendingCarry == null && _painter && _painter.IsPaintReady)
BroadcastLoadedPaint();
// Delta-only publish: the NetworkVariable dirties only on an actual change.
if (_painter && _emissionIntensity.Value != _painter.emissionIntensity)
_emissionIntensity.Value = _painter.emissionIntensity;
@@ -605,6 +633,7 @@ public class PlayerPaintSync : NetworkBehaviour
int cutoff = ++_seq; // every event up to here is now superseded by the loaded baseline
_seqHorizon = cutoff;
int baselineId = _painter.CurrentCheckpointId; // the load's fresh baseline id
if (_publishedCutoff.Value < 0) _publishedCutoff.Value = cutoff; // first publish = the receiver-side reveal baseline
if (logSync) LogSync($"broadcasting loaded painting to all peers (cutoff {cutoff}, baseline {baselineId}, {data.Length} bytes)");
StartCoroutine(UploadSnapshot(data, cutoff, baselineId, broadcast: true, target: 0));
}