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>
33 lines
1.2 KiB
C#
33 lines
1.2 KiB
C#
using Unity.Netcode;
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using UnityEngine;
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/// <summary>
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/// Per-avatar network glue on the spawned player. The local owner binds the scene singletons
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/// (GameModeManager, cameras) to itself via <see cref="GameModeManager.BindLocalPlayer"/>; remote
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/// avatars stop simulating so their transform is driven purely by the NetworkTransform replication.
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/// Position-sync milestone: remote avatars still show their mesh/idle pose, just no local control.
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/// </summary>
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[RequireComponent(typeof(PlayerCharacterController))]
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[DisallowMultipleComponent]
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public class NetworkPlayerSetup : NetworkBehaviour
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{
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public override void OnNetworkSpawn()
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{
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var controller = GetComponent<PlayerCharacterController>();
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if (IsOwner)
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{
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var manager = FindFirstObjectByType<GameModeManager>(FindObjectsInactive.Include);
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if (manager)
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manager.BindLocalPlayer(controller);
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return;
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}
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// Remote avatar: NetworkTransform owns the transform here, so disable the local
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// simulation (input/movement) and the CharacterController's own depenetration.
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if (controller) controller.enabled = false;
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var cc = GetComponent<CharacterController>();
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if (cc) cc.enabled = false;
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}
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}
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