MatchManager: new Radar Ping Sound property; MsgRadarPing now goes to
all clients (spawnBlips flag keeps blips hunter-only), sound plays 3D
at each pinged hider. Distance-based stagger (speed of sound + 35 ms
min gap) prevents phase cancellation when multiple hiders ping.
SoundEffect: new spatialize toggle (per asset, applied only to 3D
instances -> Steam Audio HRTF); removed unused fade field.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Classic hit path now captures a statue record like conversion does;
rename the statue infrastructure (CaptureStatue/SpawnStatues/
DespawnStatues/_statueRecords) since it is no longer conversion-only.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
PlayerNameplates clones a GameObject container instead of a single
TMP_Text and drives all TMP_Text children (text + distance font size),
so the label template can be authored with layered texts (e.g. outline
or shadow copies) in the editor.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Applying a snapshot now also raises the replica's sequence horizon: a
snapshot covers all events up to its captured cutoff. Previously the
horizon only advanced with the live stamp stream, so the server replica
of a player who never painted served snapshots with cutoff 0 - late
joiners then waited forever for the published baseline cutoff and the
reveal gate never opened (third client could not see the second).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
MatchManager tracks per-participant outcomes from match start (hunter /
hiding / found / converted / left), freezes hit rows with seek time and
finder name, and decides the winner at seek end (any untouched hider ->
hiders win). Results replicate via a Match_Result named message,
broadcast live on hide start, every hit and mid-match leave (no-op once
the winner is frozen), with late joiners served the current state.
MatchResultScreen renders the scoreboard as a section of the session
panel: winner banner ("Match in progress" while live), summary counts
and pooled rows (name, outcome, time, found by); the section hides when
no result data exists. OnlineSessionBrowserUI auto-opens the Esc
overlay when the Resolution sub-phase begins.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Generalize the body-renderer gate to all avatars so nameplates inherit
the existing visibility matrix (hide phase, found hiders, paint reveal,
conversion settle), and add the one case the body gate cannot cover:
hunters see camouflaged hider bodies during seek, so suppress hider
names for a local hunter viewer while LocalSubPhase == Seek.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- GameSettings: playerName field persisted in Settings.json
- NetworkPlayerSetup: owner-written DisplayName NetworkVariable
(seeded from settings on spawn, sanitized/truncated, live rename push)
- PlayerNameField: binds the session panel name input to settings
- PlayerNameplates: screen-space overlay labels above players with
distance-based font scaling (clamped min/max), pooling, FP self-hide
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sweep over 48 files (Editor/ excluded): remove comments that restate the
code, condense class summaries, fix three stale doc statements
(HsvColorPicker alpha bar, PaintHud layoutPrefab, MasterVolume
FallbackDefault). Inline two single-use wrappers (IsPointerOverUi,
BuildModes), drop an unused using, replace a magic literal with the
existing ParallaxBase constant, and convert ~10 UnityEngine.Object null
checks to the implicit-bool convention. No serialized fields, signatures,
RPC/NetworkVariable names, defaults, or #if blocks touched.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Move brightness out of the half-lambert diffuse term to a final exposure
multiply on the whole shaded body color (diffuse + GI + specular), and add
a saturation grade (0 = neutral, -1 = grayscale, >0 = boosted) on the same
final stage. Saturation rides as a 4th component on CamoKnobs (Vector3 ->
Vector4) so it inherits all three persistence paths: HUD JSON, network
replication (_camo NetworkVariable), and painting-slot metadata. Wires the
renamed Slider_Brightness and new Slider_Saturation. Bumps HudFileVersion
and PaintMetaVersion with load-time remaps so existing paintings keep their
look (old 1=neutral saturation remaps to 0=neutral).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
RunSeekPhase fired the interval ping from an accumulating countdown that discarded each cycle's frame overshoot and drifted seconds late over a match, while the HUD ping countdown is anchored absolutely to _seekStartTime. Fire on absolute interval boundaries (n*interval from _seekStartTime) instead, sharing the HUD's anchor so the on-screen timer hits 0:00 the same moment the sweep fires. A missed boundary is skipped, never bursted.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Manual hider ping on "E": server-authoritative RequestManualPing gated to
Seek + living hider; shared EmitRadarPings path so interval and manual pings
produce identical blips. Ping key read client-side in GameModeManager, role-
gated and excluded in FreeCam (E is fly-up there).
- Radar refreshes an existing blip for the same transform target instead of
duplicating it (lifetime resets to the configured value) via RadarTarget.Refresh.
- Blips fade in/out independently of the disc fade: per-blip MoveTowards factor
multiplied on top of the radar fade, refresh-safe, with separate in/out speeds.
- Resolution countdown waits for conversion statues to load: generalized the
match-start loading barrier (RunReadinessBarrier over _barrierTargets, hold
phase carried in MsgBeginLoad) and run it a second time over statue IDs before
starting the real resolveDuration. Only holds for Conversion with real statues.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add a per-machine "Players Collide" switch on GameModeManager: a
self-healing reconciler routes the local capsule through other avatars'
body colliders via Physics.IgnoreCollision when disabled, re-asserting
every frame while off to survive the late-created runtime MeshCollider,
conversion respawns and teleport resets. Expose Active/ActiveVersion/
BodyCollider on NetworkPlayerSetup for the reconciler.
Give MatchStatue the same Active registry + BodyCollider pattern so the
frozen conversion statues obey the same toggle (they carry their own
paint MeshCollider but are deliberately not NetworkPlayerSetup avatars).
Also drive the statue's steady X-ray reveal in Resolution, matching an
un-found hider.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
In Conversion mode, capture a snapshot (pose index + paint) of each hider
at conversion time and materialize a frozen, painted statue at the found
spot for the resolution phase, independent of the now-hunter avatar.
- MatchStatue.cs (new): server-init pose/paint, network-driven pose then
freeze, reveal-gate (hidden until paint applied), kills inherited sim.
- PlayerPaintSync: _isStatue (sibling auto-detect) suppresses the three
auto-behaviours so MatchStatue drives the paint flow deterministically.
- MatchManager: statuePrefab; capture in ConvertToHunter; spawn on
resolution enter; despawn + record clear on EndMatch/teardown/start.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Server-authoritative skip flag consumed by each phase wait loop
(loading barrier, hide/resolution wait, seek phase), routed via
authority like RequestEndMatch. Exposed as a [ContextMenu] and
public method; single transition per trigger, cleared on teardown.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- PlayerCharacterController: GravityEnabled toggle. When off, hold
vertical velocity at zero and skip steep-slope sliding so a frozen
avatar neither falls nor drifts; true is byte-for-byte the old path.
- GameModeManager: during Loading, additionally disable gravity and
hide the local body (SkinnedMesh + fur shell), re-asserted each frame
to catch the mid-load lobby->match respawn. Restored (body shown,
gravity on) before ActiveMode.Enter() on release to Hide.
- MatchManager: enter Loading *before* SwapScenes so still-bound lobby
avatars are frozen before their floor unloads. Fixes the player
falling into the void during the lobby->map scene swap.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Gate the Lobby-to-world transition on a new MatchSubPhase.Loading before
Hide: movement stays frozen and the Hide countdown does not start until
every connected client has spawned all match avatars and applied their
paintings.
- MatchManager: Loading phase; matchLoadTimeout tunable; Match_BeginLoad
broadcasts the respawned avatar NetworkObjectIds (+ generation tag),
Match_Ready collects per-client ACKs (host self-checks locally); barrier
coroutine in RunMatchPhases before Hide; disconnect/teardown cleanup.
- GameModeManager: freeze local player (movement/paint/tab) during Loading,
restored via ActiveMode.Enter() on transition to Hide (no camera jump).
- NetworkPlayerSetup: treat Loading like Hide in ComputeVisible so a
fast-loading client cannot reveal a hider early.
- MatchHud: "Loading" phase label.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Radar: nur sichtbar bei >=1 Target, in First-Person und in der Seek-Phase
(Overlay-Kamera getoggelt, Blip-Skripte laufen weiter). Singleton fuer
Server-Zugriff. GameModeManager: Kamera + Tab-Moduswechsel erst ab
gebundenem Lobby-Player (Inert-Zustand ohne Player, Orbit-Input geparkt).
MatchManager: Server tickt im Seek alle radarPingInterval (30s) und
broadcastet noch nicht gefundene Hider (NetworkObjectId + radarPingLifetime
3s) nur an Hunter-Clients; jeder Hunter loest lokal auf und spawnt Blips.
Ping-Loop in die Seek-Coroutine gefaltet (EndMatch stoppt ihn mit).
MatchHud: Ping-Countdown lokal aus Seek-Start + Kadenz berechnet, Format
m:ss (0:30..0:01), ausserhalb Seek / bei deaktivierten Pings 0:00.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
X-ray hit flash: drive a dedicated flash mode instead of the normal
reveal - pulse off (steady), intensity boost (xrayFlashBoost, default 3x),
snap-on, then restore authored color/pulse exactly. Fixes the weak/dark
flicker where the 0.35s hit window often caught only the pulse's near-off
plateau.
Spawn/respawn freeze: pool GPU RenderTextures across despawn->respawn
(TeardownGpu recycles, CreateRT pops) so a hider->hunter conversion no
longer churns ~70MB of RT alloc/free on every observer; reuse staging
textures to cut per-map GC. Defer the blank base-seed on reveal-gated
remote replicas (DeferInitialSeed) - the real pixels arrive with the
snapshot apply anyway; gate the FurShellRenderer alongside the body so a
deferred replica never shows the pooled RT's stale fur; EnsureBackendSeeded
+ TryCaptureSnapshot guard against capture-before-reseed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Laser.shader + HunterLaserBeam: additive HDR beam, fade in/out over opacity
and thickness, code-driven LineRenderer, tunable emission multiplier.
- FirstPersonMode: TryShoot computes world endpoint, fires beam with lateral
muzzle offset (right) so it isn't dead-center from hunter view.
- NetworkPlayerSetup: shot relay RPCs (owner->server->all) + hit-flash RPC
(server->all), flash OR-branch in ComputeXRay.
- MatchManager: hit reveal broadcasts X-ray flash first, delays hider removal
by hitRevealDelay so the glow is visible before the body vanishes.
- MeshPainter reseed: in-place fast path avoids full GPU backend teardown on
snapshot apply (no ~70MB RT churn), fixes spawn/paint-load hitch.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Count spawned role variants from a client-side avatar registry in
NetworkPlayerSetup (network objects exist on every machine), so the
counts work without server-only match state. MatchHud binds the two
count texts and rewrites them only on change.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Authored HUD count widgets (Hunter/Hider label + count) wired to new
_hunterCount/_hiderCount serialized fields; phase labels switched to English.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace the runtime IMGUI (OnGUI) HUD with a binder that drives the authored
MatchHudCanvas widgets via [SerializeField] references (Canvas / Phase /
Time / Crosshair). Visibility toggles Canvas.enabled instead of the
GameObject, so Update keeps polling while hidden; an Awake guard disables
the component on unwired references. Drop the AddComponent<MatchHud>()
bootstrap in MatchManager - the component now lives on the scene canvas.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Relay host/join/refresh/sign-in could hang forever: none of the UGS
Sessions 2.2.4 calls accept a CancellationToken, so a stuck op left _busy
true and locked the whole browser UI with no recovery.
Wrap every hangable call in a Timed() helper (Task.WhenAny + Task.Delay,
the only option the API allows) driven by a new connectTimeoutSeconds
inspector field (default 25s, 0 = wait forever). On timeout the status is
reported, _busy is cleared and the event-driven UI recovers immediately.
Guard the two ways a late/partial op can corrupt shared state:
- LeaveIfDisplaced: an aborted CreateSessionAsync keeps running and may
materialise a ghost host seconds later; leave it, but only when the user
has no tracked session (_session == null), else it would tear down the
shared NetworkManager and kill a fresh host.
- Partial-start shutdown: only for connection-owning ops (host/join), so a
refresh timeout during hosting can't shut down the user's own host.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Introduce PersistentPlayerId: a stable id that survives an app restart and is
unique per install (built on the UGS install-path-namespaced anonymous
PlayerId, with a local PlayerPrefs GUID fallback for loopback). Clones on the
same machine stay distinct.
Each client reports its id to the server on connect via a new Match_Identity
named message (mirroring Match_ReportHit, so no ConnectionApproval timing
risk); the host records its own directly. The server keeps an ephemeral
clientId -> persistent id map, exposed via PersistentIdOf(clientId) as the
foundation for later reconnect recognition. Map entries are cleared on
disconnect and net stop.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The freshly converted hunter's body was hidden for the settle window via a
WaitForSeconds coroutine. If the object was disabled or the converting owner
disconnected mid-settle, the coroutine was stranded and _renderGate stayed
true forever, leaving the avatar invisible on every remote.
Replace it with a frame-driven Time.time deadline (_renderGateUntil) lifted
in UpdateVisibility, which runs every frame the component is active and can
never get stuck. Remove the coroutine and the now-unused System.Collections
using. Visible behaviour in the normal case is unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Move scripts under Assets/Scripts/ into Components, GameMode, Helper,
Network, Enum, Struct and ScriptableObject folders. Pure file moves
(plus folder .meta files); no code changes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>