- 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>
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>
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>
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>