Destroy every GameObject tagged "PreMatch" locally when the match enters
the Seek sub-phase (hooked in ApplyPhaseLocal, runs on every machine; the
objects are plain scene geometry with no NetworkObject, so each client
cleans up its own copies). Block hunters from starting a wall- or
ceiling-climb during the Hide sub-phase via a WallClimbBlockedNow() gate
in UpdateWallClimbState; an in-progress climb is exited cleanly.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Fix the in-place Conversion respawn snapping to the origin (0,0,0),
which surfaced when a hider was tagged mid wall-climb. The owner holds
authority over the NetworkTransform, so the server's Instantiate
position is ignored on the owner. Deliver the tagged world position
through a replicated _spawnOverride the server writes in OnNetworkSpawn,
and have the owner re-assert it before PlayerCharacterController's first
Update snapshots the kill-plane rescue target. This replaces the fragile
SpawnedMidSeek phase check.
Also hide a freshly converted hunter on other clients for a short
settle window (conversionRevealDelay) so nobody sees it pop in or
interpolate from the spawn frame; the shot hider is already despawned,
then the hunter cleanly materializes in its place.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Introduce a second match mode alongside Classic. In Conversion mode
hiders are invisible to each other (and to hunters during Hide), and a
hunter hit converts the hider into a full hunter in place instead of
sending them to the spectator freecam. The mode is replicated to all
clients through the existing phase named-message byte; visibility is
computed locally per client per mode.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Drive the match through three server-authoritative phases (hide, seek,
resolution) with per-phase durations, broadcasting the active phase and
countdown to clients over the existing named-message infrastructure so
MatchManager stays a plain MonoBehaviour and Main keeps zero in-scene
network objects.
During hide, hider meshes are culled on hunter clients only (each client
computes visibility locally from role, phase and found state). During
seek, hunters shoot a single raycast from the first-person camera centre
(left click, cooldown-gated); a validated hit marks the hider found,
which hides its mesh for everyone and binds the owner to spectator
freecam. Seek ends early once every hider is found, then resolution runs
before returning to the lobby.
Force AlwaysAnimate on remote replicas so the animator keeps writing bone
transforms while the body is hidden or off-screen. The Paintman animator
is authored CullUpdateTransforms, so a culled renderer froze the pose on
the rest pose and the skinned collider baked that frozen pose, landing
replicated paint stamps on the wrong body location and leaving the
painting desynced after hiders were shown again.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
StartMatch rolled exactly one random Hunter. Add a serialized hunterCount
field (default 1, [Min(0)], inspector-tunable) and roll N distinct random
Hunters via a partial Fisher-Yates on the client-id list, clamped to the
player count: 0 = all Hiders, >= player count = all Hunters. The match
sequence now carries a HashSet of hunter ids instead of a single id.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Panel shows in Main while disconnected, auto-hides once a connection is
established, and toggles open/closed with Escape in the Lobby or on a Map.
- Escape now pauses gameplay (active mode exits, cursor freed, paint and
movement disabled) instead of ending the match directly; closing restores
the prior mode via SwitchTo.
- Disconnect button is context-aware: leaves the session in the Lobby, acts
as "Back to Lobby" (EndMatch) for the match authority on a Map, and stays a
plain disconnect for non-authority clients on a Map.
- Removed the Escape->EndMatch handler from MatchManager; match end now routes
through RequestEndMatch with the same authority routing.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Host keeps authority as before; a dedicated server (no host player) hands
start/end authority to the first connecting client and reassigns it if that
client leaves. The Start Match trigger now polls a server-side physics overlap
instead of relying on OnTriggerEnter, so it fires for the authority client's
remote avatar (moved by NetworkTransform, no CharacterController.Move on the
server) as well as the host's owned avatar. Esc-to-end routes a named message
from the authority client to the server when that client is not the host.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Persist each owner's paint snapshot on the MatchManager across the
despawn/respawn that happens on a lobby<->map scene switch, then reload
and rebroadcast it onto the freshly spawned avatar so painted meshes
survive the transition. Cleared on disconnect/shutdown to avoid stale
carry across sessions.
Isolate concurrent snapshot transfers by id so a respawning replica's
late-join request and the carry broadcast no longer share one reassembly
buffer (which decoded a mixed deflate blob -> "Corrupted data"), and drop
transfers with an older cutoff so a blank late-join cannot overwrite the
carried image.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Mid-match joiners now spawn a dedicated empty Spectator prefab (NetworkObject
+ SpectatorSetup only) instead of a fully stripped Player prefab. The FreeCam
rig is a standalone scene object in Main, so the spectator needs no avatar body,
renderer, collider, or CharacterController -- eliminating the leftover-body
artifact and the fragile per-peer strip path entirely.
- SpectatorSetup.cs (new): owner binds GameModeManager.BindSpectator (FreeCam-only)
- Spectator.prefab (new): empty avatar (Transform + NetworkObject + SpectatorSetup),
registered in DefaultNetworkPrefabs, wired on MatchManager in Main
- GameModeManager: add BindSpectator/BuildSpectatorModes; drop the spectator
branch from BindLocalPlayer; ReleaseToNoPlayer frees the cursor on teardown
- MatchManager: independent entropy-seeded RNG for fair hunter pick (was sharing
the global engine RNG and always landing on the same client); spawn the
spectator prefab for mid-match joiners; cursor-safe return-to-Main teardown
- FreeCamController: guard IgnorePlayerCollision against a disabled capsule
Also bundled (unrelated user asset/UI edits): PaintHudPanel layout tuning,
font atlas (arialroundedmtprocyr_bold SDF), forestpack_foliage material.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Host presses Esc to end a running match: swap Test Map back to Lobby and
respawn everyone as the neutral Player (server-gated, host-only).
- A client joining mid-match is spectator-held (no avatar) and spawns into
the lobby when the match ends.
- On shutdown/disconnect, unload every gameplay scene so only Main is left
loaded & active (NGO's Dispose does not unload additively-synced scenes).
- Generalize RespawnAll to a prefab selector + position so match-start
(role variants) and match-end (neutral Player) share one path.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace the connection-approval role selection with a server-authoritative
match flow built on NGO additive scene management:
- Scenes: Main is the persistent foundation (NetworkManager, GameModeManager,
cameras, HUD); Lobby and Test Map load/unload additively. Add Lobby + Test Map
to the build settings; remove the obsolete SampleScene.
- MatchManager (plain MonoBehaviour singleton): loads Lobby on server start,
StartMatchTrigger lets the host start the match, rolls one random Hunter (rest
Hider), swaps Lobby -> Test Map (strictly serialized per NGO), respawns each
player as its role variant. Forces additive client sync mode so clients keep
Main instead of single-loading it (fixes "Destination scene is not valid").
- Server-driven spawning: null out NetworkConfig.PlayerPrefab at runtime to
disable auto-spawn, then spawn players after the lobby floor exists (fixes
falling through the floor) with double-spawn and transition guards.
- StartMatchTrigger: server-gated OnTriggerEnter, only the host's own player
starts the match.
- NetworkBootstrap: drop role selection / connection approval; everyone spawns
as the neutral Player prefab. Host/Client/Server/Shutdown buttons stay.
- NetworkPlayerSetup.ScopedModes flag (baked on Hunter/Hider prefabs): lobby
avatar gets the full mode set, match variants get the role-scoped set.
- GameModeManager.BindLocalPlayer reads ScopedModes and rebinds the painter
unconditionally (fixes stale painter binding on respawn -> brush painting in
every mode).
- MeshPainter.PaintingEnabled defaults to false (unbound/pre-spawn/remote never
paints); PaintHud visibility now also gates on a bound painter (fixes the HUD
showing at startup before any avatar exists).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>