Commit Graph
10 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 7f2f4e5999 Sync per-pose index and locomotion state across the network
Add PlayerAnimationSync NetworkBehaviour with owner-authoritative
NetworkVariables for pose index and locomotion category (idle/walk/run/fall).
Remote avatars switch their PlayerPoseController into network-controlled mode,
skipping local input, sprint reset, capsule resize and camera framing, and
take pose index plus locomotion externally. Disable pose persistence on
network-driven remotes so foreign avatars can't overwrite the local save.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 14:44:11 +02:00
adminandClaude Opus 4.8 3b26f2e622 Add per-pose fall animation state and clip
Play a dedicated falling animation when the player is airborne and
descending past a scale-aware velocity threshold.

- PlayerCharacterController: new IsFalling state + Fall Animation Speed
  threshold (true only when !grounded && !wallClimbing && descending,
  scaled via CapsuleScale); explicitly false during wall/ceiling climb.
- PlayerPose: per-pose Fall Clip + Fall Clip Speed (mirrors walk/run).
- PlayerPoseController: select the fall clip while falling, fall back to
  the idle clip when a pose has none (no regression).
- Author content: Paintman-Fall.anim assigned to Pose_Idle; UMotion
  project, Player prefab and scene authoring.
- Docs: check off the fall animation in GAME_DESIGN.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 13:49:16 +02:00
adminandClaude Opus 4.8 cfb767f6cb Add first-person camera mode with pose-aware eye offset and yaw facing
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>
2026-06-27 13:03:52 +02:00
adminandClaude Opus 4.8 52f9ace9e0 Replace ceiling Y offset with per-pose CharacterController capsule
Each PlayerPose now carries its own collider center Y, radius and height,
eased and routed to the CharacterController via a SetCapsule single-writer.
This lets crawl poses (Ball/Star) shrink the capsule to fit under furniture.
The ceiling Y offset is removed; poses without authored sizes fall back to
the base capsule, so existing poses keep their collision.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 09:55:10 +02:00
adminandClaude Opus 4.8 0edc59555a Add per-pose camera target Y offset and route ceiling offset to camera
Add cameraTargetYOffset to PlayerPose so each pose can offset the
Cinemachine ThirdPersonCamera follow/look target independently of the
body mesh. PlayerCharacterController gains a cameraTarget reference
(auto-resolved via the "CameraTarget" child, base position captured in
Awake) and a single-writer SetCameraTargetLocalYOffset. PlayerPoseController
eases the per-pose camera offset and composes it with the shared ceiling
offset, so the camera target follows the ceiling lift in lockstep with the
mesh. Wire cameraTarget explicitly in SampleScene.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 22:01:43 +02:00
adminandClaude Opus 4.8 f652cdeca0 Add ceiling rotation drag and refine ground/wall pose offset controls
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 19:34:51 +02:00
adminandClaude Opus 4.8 080b2a1c39 Disable foot IK on pose playables and add ball pose
- PlayerPoseController: add applyFootIK toggle (default off) and apply it
  to each pose playable so straight-knee idles render straight; Mecanim
  foot IK was bending the knees to plant the feet (162° instead of 180°).
- Add Pose_Ball / Paintman-Ball animation and reorder the pose list.
- Move StraightenKneesTool editor utility under Assets/Unused/Editor.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 18:20:56 +02:00
adminandClaude Opus 4.8 5dd35dd0f9 Integrate humanoid walk/run animations and per-clip pose speed sliders
- Import Mixamo humanoid Walking + Running FBX, switch rig type to Humanoid
- Wire walkClip/runClip with per-clip speeds on Pose_Idle (walk 1.4, run 1.5)
- Add per-animation speed sliders (Range 0.1-3, default 1) to PlayerPose SO,
  applied per frame in PlayerPoseController for live tuning
- Reorganize pose assets: replace Pose_TPose with Pose_Hold, prune legacy
  Paintman-Run/-TPose .anim and paintman_UV.FBX
- Ignore UMotion plugin data/editor folders

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 17:04:21 +02:00
adminandClaude Opus 4.8 def10541ab Add crossfade pose transitions and eased ceiling Y-offset
Replace the hard pose snap with a 2-input AnimationMixerPlayable crossfade:
the running pose moves to input 0 (keeping its play time), the new pose to
input 1, weight ramps over poseBlendDuration (smoothstep). Per-frame rest
reset stays, so empty/partial clips still resolve to rest during and after
the blend. Ceiling Y-offset now eases via MoveTowards (ceilingOffsetSpeed)
on enter/exit/pose-change instead of snapping.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 08:47:37 +02:00
adminandClaude Opus 4.8 c41fb398e4 Add pose-switching system with continuous hold and sprint reset
New PlayerPose ScriptableObject (AnimationClip + ceiling Y-offset) and
PlayerPoseController that drives poses via a PlayableGraph, overriding the
Animator controller. Poses are held continuously (idle, moving, on wall/
ceiling) so cycle and sprint changes show immediately. Sprinting in any
state resets to pose 0. Non-keyed bones fall back to a captured rest pose
so empty/partial clips apply fully. Ceiling Y-offset is folded into the
controller's single mesh-offset writer.

PlayerCharacterController gains IsIdle / IsSprinting / IsOnCeiling /
AnimatorOverridden accessors and SetPoseLocalYOffset; SetAnimatorRunning is
guarded while a pose owns the Animator. Removed obsolete Paintman.controller.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 08:21:28 +02:00