Roles are chosen in the bootstrap dev panel before Host/Client. NGO
ConnectionApproval is enabled at runtime and maps the role payload to
the matching prefab variant per connection (Hunter/Hider), so each peer
spawns the correct avatar including the host.
- PlayerRole.cs (new): single source of truth enum { Hider, Hunter }.
- NetworkBootstrap.cs: role toggle, ConnectionApproval + role payload,
server ApprovalCheck mapping role -> PrefabIdHash.
- NetworkPlayerSetup.cs: serialized PlayerRole field + Role property.
- GameModeManager.cs: BuildModes(role) - Hunter -> [First Person, Paint],
Hider -> [Third Person, Paint, Free Cam]; binds role from spawned avatar.
- Hunter.prefab: role = Hunter override.
- SampleScene.unity: NetworkBootstrap prefab references wired.
Also includes user inspector scale tuning (Hunter 2.5->2.4, Hider 0.5->0.7).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Point the first-person camera at the dedicated FirstPersonTarget anchor
(eye height) instead of the shared CameraTarget, in both the runtime
SetPlayer rebind and the editor ResolveReferences fallback.
Rebind the paint HUD to the locally spawned avatar's MeshPainter via a
new GameModeManager.PainterChanged event. Since the spawn-on-connect
refactor, no player exists at PaintHud.Start(), so the HUD bound to a
null painter (no brush masks shown, color/settings were no-ops).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replicate brush strokes as self-contained commands instead of texture
pixels: the owner emits each committed stamp (local placement plus brush
state, byte-quantized) and remotes replay it through the same draw path,
reproducing identical maps without streaming megabytes.
- MeshPainter.Net.cs: PaintStampNet serializable stamp, OnStampCommitted
owner-capture event (no-op without listener), ApplyNetworkStamp remote
replay, seedable spray for deterministic speckle.
- MeshPainter.cs: emit stamp after drawing, seed spray only when synced.
- PlayerPaintSync.cs: NetworkBehaviour batching owner stamps reliably
(ServerRpc -> ClientRpc) with echo guard; remote disables local painting.
- Player/Hider/Hunter prefabs: PlayerPaintSync plus NGO GlobalObjectIdHash.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Introduce a FirstPersonController / FirstPersonMode pair (mirroring the
free-cam mode) wired into the GameModeManager Tab cycle. In first person the
mesh is hidden, the eye sits on CameraTarget plus a per-pose
firstPersonCameraTargetYOffset, and the character body yaw is driven to match
the camera via a new single-writer FaceYaw hook on PlayerCharacterController.
Also includes user content edits (poses, prefabs, scene) carried along.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>