Wall/ceiling/ground climb probes now skip any player collider (own and remote) instead of only the local hierarchy, so running into another chameleon no longer triggers the climb mechanic. New players are placed on a per-clientId ring at spawn (host stays at origin) to avoid stacking into one collision pile. Also persists the serialized defaults of the recent network fields into the Player prefab (incl. the spawnRingRadius inspector tuning) and a TMP dynamic-atlas reset artifact.
8.4 MiB
8.4 MiB
The file is too large to be shown.
View Raw