11 Commits
Author SHA1 Message Date
admin 669b4e1308 Add Majoras Mask, update gitignore 2026-07-07 11:16:43 +02:00
adminandClaude Opus 4.8 f5af0592f9 Project tooling: add Unity Recorder, drop stale PlayMode.meta
Add com.unity.recorder 5.1.6 (manifest + lock, pulls openimageio binding). Remove the now-orphaned Assets/Settings/PlayMode.meta folder asset.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 22:37:07 +02:00
adminandClaude 41d5b87e9e add multiplayer playmode package
Adds com.unity.multiplayer.playmode 2.0.2 (manifest + lock) for local multi-client testing. Serializes the package's generated PlayMode.meta and VirtualProjectsConfig.json.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-06 16:35:42 +02:00
adminandClaude Opus 4.8 d93de6629d Add com.unity.multiplayer.tools 2.2.9 (Network Simulator)
Installs the Multiplayer Tools package to simulate poor network
conditions (delay/jitter/drop) in the editor/dev builds, replacing the
Debug Simulator inspector fields removed in UnityTransport 2.x.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 12:08:51 +02:00
admin 2f38cf0e32 Update packages 2026-07-01 13:07:28 +02:00
admin 7a1adcf6bb Add ProBuilder package
Add com.unity.probuilder 6.0.9 to the manifest and lockfile, with its
default per-project settings.
2026-06-28 21:39:48 +02:00
adminandClaude Opus 4.8 f8b11be290 Add UGS Sessions online hosting with no port-forwarding
Players can now host and join over the internet without port-forwarding
via Unity Gaming Services Relay + Lobby, exposed through the unified
Multiplayer Services SDK (Sessions API).

- OnlineSessionManager: anonymous auth, CreateSessionAsync (public,
  relay-backed), QuerySessionsAsync server browser, JoinSessionByIdAsync,
  and session leave wired into the existing net-stop teardown.
- Per-install auth profile derived from the project path
  (mirror_<sha1(dataPath)>) so junction-mirror clones get distinct UGS
  player ids, avoiding the same-machine 409 LobbyConflict on join.
- Install com.unity.services.multiplayer 2.2.4 (pulls Relay/Lobby/
  Authentication/Core) and attach OnlineSessionManager to the
  NetworkManager in Main.

Loopback dev flow (NetworkBootstrap H/C/J/K) is left untouched; the
online path is additive. MatchManager and gameplay are unchanged since
Sessions starts the host/client through NGO as before.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 10:17:28 +02:00
adminandClaude Opus 4.8 4fa443f630 Add NGO networking with owner-authoritative player position sync
Install Netcode for GameObjects 2.13.0 + Unity Transport 2.6.0 and wire up
the first networking milestone: syncing player position/rotation across clients.

- NetworkBootstrap: Host/Client/Server controls (OnGUI + H/C hotkeys) for
  local clone testing over loopback 127.0.0.1:7777.
- NetworkPlayerSetup: per-avatar owner gating. The local owner binds the
  GameModeManager and cameras to itself; remote avatars disable their
  controller/CharacterController and receive transform via NetworkTransform.
- GameModeManager.BindLocalPlayer: central runtime rebind to the locally
  spawned player.
- FirstPersonController.SetPlayer: explicit runtime rebind hook.
- Player prefab: NetworkObject + NetworkTransform (owner-authoritative,
  position + rotation) + NetworkPlayerSetup; registered as PlayerPrefab.
- Scene: NetworkManager + UnityTransport added; the fixed scene player
  instance removed in favor of spawn-on-connect.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 14:33:18 +02:00
adminandClaude Opus 4.8 69e793c910 Auto-deactivate pipette after pick and remap wall-climb rotation to RMB
Reset the pipette toggle after a successful pick so each pick is a
one-shot action (HUD toggle follows via the Picked sync). Split the
wall-climb pose drag so the lean-out offset stays on LMB while body
rotation moves to RMB, letting both be held independently. Also pulls in
the terrain physics module and the user's scene setup for the terrain
test area.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 21:50:26 +02:00
adminandClaude Opus 4.8 6e8ab4bc6d Add Cinemachine third-person orbit camera and fix paint raycast
- Install Cinemachine 3.1.7 and set up an orbital third-person camera rig
  (CinemachineBrain, OrbitalFollow, RotationComposer, Deoccluder).
- Add ThirdPersonOrbitInput: mouse-driven orbit and wheel zoom with a Tab
  toggle that unlocks the cursor and pauses rotation.
- Fix MeshPainter so the paint ray skips the player's CharacterController
  capsule (and any other collider) and always targets the mesh collider,
  so painting works from every camera angle.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 14:31:45 +02:00
adminandClaude Opus 4.8 fa4474f6d4 Initial commit: Unity mesh painter project
Unity 6000.3 (URP) project with live mesh painting in play mode.

- MeshPainter.cs: paint a SkinnedMesh with the mouse, seamless across
  UV islands via 3D-space painting, GPU and CPU backends (switchable),
  edge-padding/dilation against bilinear seam bleed
- FrameRateLimiter.cs: simple frame rate limiting component
- MeshPaintBrush / MeshPaintDilate shaders for the GPU paint path
- Unity-specific .gitignore and .gitattributes

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 12:03:24 +02:00