memory: M1 build complete — shove ball + follow camera wired & smoke-verified
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -15,7 +15,8 @@ Durable memory for this project. Read at session start, update before session en
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## Open questions / TODOs
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## Open questions / TODOs
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- [ ] **▶ M1 IN PROGRESS** (see `docs/prototype-plan.md`). Done so far (2026-07-10, all compiling clean + pushed): **packages** (NGO 2.13.0 + `com.unity.services.multiplayer` 2.2.4 — the *unified* SDK that supersedes the deprecated standalone relay/lobby packages; pulls transport 6.5.0 + core/auth), **4 scripts** in `Assets/Scripts/{Net,Bot}/`, **scene** `Assets/Scenes/M1_Arena.unity` (NetworkManager+UnityTransport+NetworkBootstrap, ground/cam/light, set as build scene), **replicated Player capsule prefab** (`Assets/Prefabs/Player.prefab`, registered as `NetworkConfig.PlayerPrefab`).
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- [ ] **▶ M1 BUILD COMPLETE — only the 2-human playtest remains** (see `docs/prototype-plan.md`). Done so far (2026-07-10, all compiling clean + pushed): **packages** (NGO 2.13.0 + `com.unity.services.multiplayer` 2.2.4 — the *unified* SDK that supersedes the deprecated standalone relay/lobby packages; pulls transport 6.5.0 + core/auth), **4 scripts** in `Assets/Scripts/{Net,Bot}/`, **scene** `Assets/Scenes/M1_Arena.unity` (NetworkManager+UnityTransport+NetworkBootstrap, ground/cam/light, set as build scene), **replicated Player capsule prefab** (`Assets/Prefabs/Player.prefab`, registered as `NetworkConfig.PlayerPrefab`).
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- **✅✅✅ SHOVE BALL + FOLLOW CAMERA BUILT & SMOKE-VERIFIED (2026-07-12) — M1 build is DONE.** Wired both into `M1_Arena` via MCP, solo-host smoke test passed (ball spawns + rests on ground + shoves under force; camera moves to bot+offset and frames it). Committed `b21f2d9`. **Shove ball** = in-scene `NetworkObject` sphere `ShoveBall` (1.5m, Rigidbody 10kg, linearDamping/angularDamping 0.5, Interpolate, Continuous) at world `(0,0.75,6)` (6m in front of the bot's +Z spawn facing, resting on the Plane at y=0); `SphereCollider` + `Assets/Physics/ShoveBall.physicsMaterial` (dyn/stat friction 0.4/0.5, bounce 0.3, Average combines); `NetworkRigidbody`+`NetworkTransform` → host-authoritative, exactly mirroring the Bot. **NO custom script** (passive prop; host PhysX + NetworkRigidbody replicate it for free — correct M1-minimal call). **Follow camera** = `Assets/Scripts/Camera/FollowCamera.cs` (plain client-local MonoBehaviour, NOT networked) on `Main Camera`, `target`=Bot chassis, `worldOffset (0,8,-12)`. Deliberately **position-follow-only** (fixed world offset + separately-slerped look-at, ignores the bot's roll/yaw) so the janky bot's spin/tip doesn't nauseate; escalation lever if it feels detached = follow bot YAW only. Auto-finds "Bot" by name if `target` empty. **Control-scheme note confirmed this session:** TreadPart v0.1 is **forward + steer only, NO reverse** (throttle W/↑ is forward-only per its own comment; turning = asymmetric throttle or lock-pivot; lean=anti-tip). **Unity 6 (6000.5.3f1) API gotchas hit:** `PhysicMaterial`→`PhysicsMaterial`, `PhysicMaterialCombine`→`PhysicsMaterialCombine`, Rigidbody `.drag`/`.angularDrag`→`.linearDamping`/`.angularDamping` (old names still readable but set the new ones). `NetworkBootstrap` is in the **global namespace** (no `Jankenbots.Prototype`), `HostGame()` is async `Task<string>`. **▶ ONLY M1 STEP LEFT = the real 2-human friends playtest over Relay** (this session's test was solo host + a scripted impulse as a ball-shove proxy). Then M2 = hammer.
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- **✅ CAPSULE REPLICATION VERIFIED (2026-07-11) — M1 netcode thesis proven.** Two clients over Relay (host = original editor via MCP, client = ParrelSync clone), both capsules spawned + drove independently + replicated **bidirectionally, smooth**. The `input→ServerRpc→host-physics→NetworkTransform` loop works over real Relay. **ParrelSync 1.5.2** installed for local 2-client testing (clone at `../jankenbots_clone_0`, symlinks Assets+ProjectSettings; open it via `ClonesManager.OpenProject` or the ParrelSync menu; its MCP loses the port fight so only the original is MCP-controllable).
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- **✅ CAPSULE REPLICATION VERIFIED (2026-07-11) — M1 netcode thesis proven.** Two clients over Relay (host = original editor via MCP, client = ParrelSync clone), both capsules spawned + drove independently + replicated **bidirectionally, smooth**. The `input→ServerRpc→host-physics→NetworkTransform` loop works over real Relay. **ParrelSync 1.5.2** installed for local 2-client testing (clone at `../jankenbots_clone_0`, symlinks Assets+ProjectSettings; open it via `ClonesManager.OpenProject` or the ParrelSync menu; its MCP loses the port fight so only the original is MCP-controllable).
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- **✅✅ TWO-TREAD BOT DRIVES — M1 CORE THESIS VALIDATED (2026-07-11).** Two clients over Relay, each piloting one tread of the shared bot; coordinating both to drive straight **"feels good"** (user's words). First attempt the bot was too hot + top-heavy and launched off on a nudge → tuned to stable: cruiseForce 450, linearDamping 1.5, angularDamping 6, maxAngularVelocity 3, **centerOfMass (0,-0.6,0)** (serialized override, implicitCom=false → persists). These are baked into the scene Bot. **Gotchas found:** (1) the step-2 `PlayerPrefab` capsule still auto-spawns per client and PlayerDriver ALSO reads WASD → despawn capsules (or clear PlayerPrefab) for a clean bot test — in the real game players are seats, not free capsules; (2) each re-host mints a NEW Relay join code (old ones die) — stale codes were the cause of a failed join; (3) recompiling scripts mid-session forces the ParrelSync clone to recompile → don't Join during compile. Remaining M1: shove ball + follow camera (step 5-6), then the REAL verdict = a live 2-human friends playtest (the auto-drive was a solo proxy).
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- **✅✅ TWO-TREAD BOT DRIVES — M1 CORE THESIS VALIDATED (2026-07-11).** Two clients over Relay, each piloting one tread of the shared bot; coordinating both to drive straight **"feels good"** (user's words). First attempt the bot was too hot + top-heavy and launched off on a nudge → tuned to stable: cruiseForce 450, linearDamping 1.5, angularDamping 6, maxAngularVelocity 3, **centerOfMass (0,-0.6,0)** (serialized override, implicitCom=false → persists). These are baked into the scene Bot. **Gotchas found:** (1) the step-2 `PlayerPrefab` capsule still auto-spawns per client and PlayerDriver ALSO reads WASD → despawn capsules (or clear PlayerPrefab) for a clean bot test — in the real game players are seats, not free capsules; (2) each re-host mints a NEW Relay join code (old ones die) — stale codes were the cause of a failed join; (3) recompiling scripts mid-session forces the ParrelSync clone to recompile → don't Join during compile. Remaining M1: shove ball + follow camera (step 5-6), then the REAL verdict = a live 2-human friends playtest (the auto-drive was a solo proxy).
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- **✅ SHARED BOT BUILT (2026-07-11), solo-smoke-verified; awaiting 2-pilot drive test.** In-scene `Bot` NetworkObject in M1_Arena: chassis Cube (Rigidbody 60kg + NetworkObject + NetworkTransform + NetworkRigidbody + SeatManager) with two child treads `Tread_L`/`Tread_R` (TreadPart, side Left/Right) at world ±1.2 X. In-scene bot auto-spawns on host; seat claim + gating verified solo. **DESIGN FIX (important):** the two drafts were mis-wired — TreadPart gated on NetworkObject `IsOwner` (needs per-tread ownership → impossible, NGO forbids nested NetworkObjects in a spawned prefab) while SeatManager's `OwnsSeat/PilotOf` API sat unused. Rewrote TreadPart to **seat-based gating**: both treads share the chassis NetworkObject; a client drives the tread whose seat it holds (`PilotOf(side)==LocalClientId`), host re-validates `OwnsSeat` on the RequireOwnership=false RPC. Also swapped TreadPart to `Keyboard.current` (New-only input). Controls: **W/↑ throttle · Shift pivot · A/D lean**. Moved SeatManager OnGUI below the bootstrap panel (was overlapping).
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- **✅ SHARED BOT BUILT (2026-07-11), solo-smoke-verified; awaiting 2-pilot drive test.** In-scene `Bot` NetworkObject in M1_Arena: chassis Cube (Rigidbody 60kg + NetworkObject + NetworkTransform + NetworkRigidbody + SeatManager) with two child treads `Tread_L`/`Tread_R` (TreadPart, side Left/Right) at world ±1.2 X. In-scene bot auto-spawns on host; seat claim + gating verified solo. **DESIGN FIX (important):** the two drafts were mis-wired — TreadPart gated on NetworkObject `IsOwner` (needs per-tread ownership → impossible, NGO forbids nested NetworkObjects in a spawned prefab) while SeatManager's `OwnsSeat/PilotOf` API sat unused. Rewrote TreadPart to **seat-based gating**: both treads share the chassis NetworkObject; a client drives the tread whose seat it holds (`PilotOf(side)==LocalClientId`), host re-validates `OwnsSeat` on the RequireOwnership=false RPC. Also swapped TreadPart to `Keyboard.current` (New-only input). Controls: **W/↑ throttle · Shift pivot · A/D lean**. Moved SeatManager OnGUI below the bootstrap panel (was overlapping).
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## Session log
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## Session log
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### 2026-07-12 (session 4 — M1 build finished: shove ball + follow camera)
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- **▶ RESUME HERE next session:** the entire M1 build is done (bot drives, shove ball, follow camera — all in `M1_Arena`, all smoke-verified). **The ONE thing left in M1 is the real 2-human friends playtest over Relay** — flip off any `debugAutoDriveFull`, don't rely on scripted proxies, get two actual people each on one tread pushing the ball around. That playtest is the true fun verdict. After it → **M2 = add a hammer** (first weapon). See the "SHOVE BALL + FOLLOW CAMERA" ✅✅✅ block above for every value/gotcha.
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- Fanned out two Sonnet subagents (camera-script author + ball-networking designer) while MCP was down, then wired both into the scene via MCP once the editor came back. Ball needs no script; camera is `FollowCamera.cs`. Confirmed the control scheme is **forward + steer, no reverse**. 2 commits pushed (`87f929b` camera script, `b21f2d9` scene+ball+material). Unity-6 physics API renames noted in the block above.
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### 2026-07-11 (session 3 — M1 bot drives, thesis validated)
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### 2026-07-11 (session 3 — M1 bot drives, thesis validated)
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- **▶ RESUME HERE next session:** M1 core is proven (two-tread bot drives over Relay, feels good). **Remaining M1:** (1) build the **shove ball** (big physics sphere) + a **follow camera** framing the bot — makes coordination purposeful; (2) run the **real 2-human friends playtest** (this session used a host-side `debugAutoDriveFull` auto-drive as a solo proxy — flip it off / don't rely on it with real players); then **M2 = add a hammer**. To bot-test cleanly: despawn the player capsules or clear `NetworkConfig.PlayerPrefab` (they double-drive on WASD), and remember each re-host = a NEW Relay code.
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- **▶ RESUME HERE next session:** M1 core is proven (two-tread bot drives over Relay, feels good). **Remaining M1:** (1) build the **shove ball** (big physics sphere) + a **follow camera** framing the bot — makes coordination purposeful; (2) run the **real 2-human friends playtest** (this session used a host-side `debugAutoDriveFull` auto-drive as a solo proxy — flip it off / don't rely on it with real players); then **M2 = add a hammer**. To bot-test cleanly: despawn the player capsules or clear `NetworkConfig.PlayerPrefab` (they double-drive on WASD), and remember each re-host = a NEW Relay code.
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- Built the whole M1 bot this session via MCP + ParrelSync 2-client testing; tuned physics live after it launched off; validated it drives straight with two pilots. All committed + pushed (see the M1-progress TODO block above for the full state, gotchas, and verified API/tuning values). ParrelSync clone editor can be closed between sessions; reopen via ClonesManager when needed.
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- Built the whole M1 bot this session via MCP + ParrelSync 2-client testing; tuned physics live after it launched off; validated it drives straight with two pilots. All committed + pushed (see the M1-progress TODO block above for the full state, gotchas, and verified API/tuning values). ParrelSync clone editor can be closed between sessions; reopen via ClonesManager when needed.
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