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>
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