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>