Commit graph

3 commits

Author SHA1 Message Date
beb17eacdf M1: add networked rigged player avatar (run-around character)
- Import Hodaart Low Poly Character Collection 3 (humanoid-rigged, LFS)
- PlayerAvatar.cs: owner-authoritative CharacterController movement, animation
  derived from measured speed on every client (no NetworkAnimator needed)
- OwnerAuthNetworkTransform.cs: owner-authoritative NetworkTransform
- PlayerLocomotion.controller: Idle/Walk/Run 1D blend tree on Speed (reuses
  Hodaart clips)
- PlayerCharacter.prefab (Character 01 + CC + NetworkObject + owner NT +
  PlayerAvatar + Animator w/ humanoid avatar); registered as PlayerPrefab
- Verified in play: spawns, visible, Idle pose (rig animates), owner-auth

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 18:43:39 +01:00
1be4730756 M1: add replicated Player capsule prefab, set as NetworkConfig.PlayerPrefab
Capsule with Rigidbody (mass 2, upright constraints) + NetworkObject +
NetworkTransform + PlayerDriver; auto-spawned per client, host-authoritative
motion via input->ServerRpc->host AddForce->NetworkTransform replication.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 23:28:59 +01:00
351a7f1f82 M1: add NGO + Multiplayer Services packages and prototype scripts (compiling)
Netcode for GameObjects 2.13.0 + Unity Multiplayer Services 2.2.4 (unified
Relay/Lobby SDK; supersedes deprecated standalone relay/lobby). Four M1
scripts, verified against live editor reflection and compiling clean:
- Net/NetworkBootstrap.cs  Relay host/join-by-code harness (IMGUI)
- Net/PlayerDriver.cs       replicated host-auth capsule (input->ServerRpc->host)
- Bot/TreadPart.cs          v0.1 tread feel: snap-to-cruise/lock-pivot/lean
- Bot/SeatManager.cs        left/right tread seat claim + leaver-safety

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 23:24:47 +01:00