Move DefaultNetworkPrefabs.asset out of Assets/Settings back to the Assets root (where NGO expects it), and fix the PlaySceneWindow domain-reload toggle to read and write EnterPlayModeOptions correctly.
Move editor scripts to Assets/Scripts/Editor (PlaySceneWindow, SceneCollection),
move DefaultNetworkPrefabs and the Main Camera custom blends asset into
Assets/Settings, and shelve the unused HeroCutout shader/include under
Assets/Unused. Rename the Chameleon background texture, delete the obsolete
DefaultParentForEditor script and New Lighting Settings asset, add a The Room
SceneCollection asset, and drop the redundant Assets menu entry from the
StraightenKnees tool.
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>
Install Netcode for GameObjects 2.13.0 + Unity Transport 2.6.0 and wire up
the first networking milestone: syncing player position/rotation across clients.
- NetworkBootstrap: Host/Client/Server controls (OnGUI + H/C hotkeys) for
local clone testing over loopback 127.0.0.1:7777.
- NetworkPlayerSetup: per-avatar owner gating. The local owner binds the
GameModeManager and cameras to itself; remote avatars disable their
controller/CharacterController and receive transform via NetworkTransform.
- GameModeManager.BindLocalPlayer: central runtime rebind to the locally
spawned player.
- FirstPersonController.SetPlayer: explicit runtime rebind hook.
- Player prefab: NetworkObject + NetworkTransform (owner-authoritative,
position + rotation) + NetworkPlayerSetup; registered as PlayerPrefab.
- Scene: NetworkManager + UnityTransport added; the fixed scene player
instance removed in favor of spawn-on-connect.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>