Commit graph

32 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
0306045697 M1: enlarge arena to 150x150m + container-wall ring
- Ground scaled to 150x150m; dirt re-tiled to 24x (~6.25m/tile) to hold look
- ArenaWalls: 4 invisible BoxCollider physics walls (4m tall, sealed corners)
- Junkyard_Walls: 96 cargo containers (24/side) ringing the perimeter as the
  visible wall (Junkyard models pack; physics handled by the invisible walls)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 18:32:12 +01:00
e8269c75dd memory: Linux build resolved + published; record restart/false-True gotcha
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 18:20:16 +01:00
9ede7e3924 Add Materials folder meta + settings churn from build
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 18:19:33 +01:00
94e4eeeb97 M1: apply junkyard dirt ground material (URP/Lit, 8x tiling)
Arena_Ground_Dirt.mat = Junk Car Parts/dirt.png (seamless cracked-earth),
Repeat wrap, 8x tiling (~6m/tile) on the 50x50m Ground plane.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 18:19:12 +01:00
dfbea52229 docs: record Git LFS is now active; asset-import workflow
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 18:06:34 +01:00
7ebc175151 Import Asset Store scrap/character packs (LFS-backed)
Packs: Floreswa (characters), Junk Car Parts, Junkyard models, LB3D lowpoly.
159 binaries (png/obj/fbx/jpg) stored via Git LFS; Unity YAML (prefab/mat/
scene/asset) kept as normal text. Perftest run artifacts gitignored.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 18:05:27 +01:00
b56a34de83 Set up Git LFS for binary art/audio/model assets
- git lfs install run repo-wide; LFS objects push to Forgejo (git.rdx4.com)
- .gitattributes routes images/audio/video/models/fonts/native-libs + binary
  .asset exceptions (LightingData, cubemap) through LFS filter
- Unity YAML text assets (.unity/.prefab/.mat/.asset/.anim/.controller) stay
  normal mergeable text, NOT LFS
- Verified: .png->lfs, .prefab->text, clean filter produces LFS pointer

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 18:00:50 +01:00
f7fa79a60b Unity settings churn from Win/OSX build target population
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 17:45:52 +01:00
ad686cb2bc memory: macOS playtest build shipped to release; Linux still owed
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 17:45:24 +01:00
c33c5b8019 memory: record build + Forgejo-release process for playtest builds
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 17:34:41 +01:00
1be5888220 M1: clear PlayerPrefab so clients don't double-drive during bot playtest
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 17:25:22 +01:00
51db2c9121 memory: M1 build complete — shove ball + follow camera wired & smoke-verified
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 17:19:51 +01:00
b21f2d93a6 M1: wire shove ball + follow camera into M1_Arena
- ShoveBall: in-scene NetworkObject sphere (1.5m, 10kg, drag 0.5) at
  (0,0.75,6), host-authoritative via NetworkRigidbody/NetworkTransform,
  ShoveBall.physicsMaterial (friction 0.4/0.5, bounce 0.3). No script.
- FollowCamera on Main Camera, target=Bot, offset (0,8,-12).
- Solo host smoke test passed: ball spawns + rests on ground + shoves;
  camera frames the bot.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 17:19:10 +01:00
87f929b442 M1: add client-local follow camera (position-follow, anti-nausea)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 17:13:28 +01:00
17e24ab25e memory: wrap session 3 — M1 bot drives; resume pointer to ball+camera+playtest 2026-07-11 00:49:34 +01:00
96a2482b93 memory: M1 core thesis validated — two-tread bot drives, feels good 2026-07-11 00:44:03 +01:00
d7bdade618 M1: tune bot physics to stop launch/tip (playtest finding)
First 2-pilot test: bot was too hot (1200N cruise) and top-heavy -> launched
off on any nudge. Tamed in-scene: cruiseForce 1200->450, linearDamping 1.5,
angularDamping 6, maxAngularVelocity capped at 3, and lowered centerOfMass to
(0,-0.6,0) so it's bottom-heavy and resists cartwheeling. Added a host-only
debugAutoDriveFull flag on TreadPart to feel two-tread coordination solo.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-11 00:39:07 +01:00
9f49d45465 M1: build shared 2-tread bot; rewire TreadPart to seat-based gating
- Rewrote TreadPart: seat-based input gating (was mis-wired to NetworkObject
  IsOwner, which needs per-tread ownership that NGO forbids for nested
  NetworkObjects). Both treads now share the chassis NetworkObject; a client
  drives the tread whose SeatManager seat it holds, host re-validates OwnsSeat
  on a RequireOwnership=false RPC. Also swapped to Keyboard.current (New input).
- Moved SeatManager OnGUI below the connectivity panel (was overlapping).
- M1_Arena: in-scene Bot NetworkObject = chassis (Rigidbody 60kg + NetworkObject
  + NetworkTransform + NetworkRigidbody + SeatManager) + Tread_L/Tread_R children
  (TreadPart, world offset +/-1.2 X for differential drive).
- Solo-verified: bot auto-spawns in-scene, seat claim + input gating wired.

Controls: W/Up throttle, Shift pivot, A/D lean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-11 00:13:41 +01:00
f2039a43b0 Add ParrelSync 1.5.2 for local two-client testing
Editor-only clone tool so the capsule/bot replication can be tested with
a second Unity instance (joins the host via Relay code) without a separate
machine or a standalone build. Clone lives at ../jankenbots_clone_0
(sibling of the repo, symlinks Assets + ProjectSettings back to it).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 23:54:41 +01:00
4204df6dd6 memory: UGS gate cleared, host path verified via Play-mode smoke test 2026-07-10 23:51:03 +01:00
04edb15227 memory: record M1 build progress (steps 1-4), UGS gate, MCP/API gotchas 2026-07-10 23:31:18 +01:00
26abf15902 M1: fix PlayerDriver input for New-only Input System (Keyboard.current)
Project ships Active Input Handling = Input System (New) only, so the
drafted legacy Input.GetAxisRaw would throw InvalidOperationException at
runtime. Read WASD/arrows off Keyboard.current instead — no restart, no
action asset needed. (TreadPart needs the same swap when the bot lands.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 23:30:31 +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
805ff1c980 M1: add networked scene M1_Arena (NetworkManager + UnityTransport + Bootstrap)
Empty host-authoritative arena: NetworkManager GameObject carries
NetworkManager, UnityTransport (wired as NetworkConfig.NetworkTransport),
and the NetworkBootstrap Relay host/join harness. Ground plane, camera,
directional light. Set as the build startup scene for two-client testing.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-10 23:27:23 +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
f3ab75312c Wrap session: tidy TODOs, mark Unity project + MCP done, START-HERE pointer to M1 2026-07-10 22:59:19 +01:00
dfd3cf5506 Record working Unity MCP config (server 8067, bridge 8068) + 8080/reserved-port gotcha 2026-07-10 22:57:16 +01:00
b1db1d2a15 Point unity MCP at bridge port 8068 (server on 127.0.0.1:8067, portproxy 8068->8067) 2026-07-10 22:55:56 +01:00
6b5b5a103c Rename JANKENSTEIN->JANKENBOTS; unify repo into Unity project folder + add Unity project (URP/Input System template) 2026-07-10 22:44:44 +01:00
647097cb95 Consolidate onto F:\jankenstein; seed Unity MCP config + runbook, Unity .gitignore/.gitattributes 2026-07-10 22:13:26 +01:00
b5f7ef73ec Initial scaffold: promote JANKENSTEIN idea to project (Unity, NGO+Relay prototype plan) 2026-07-10 21:52:04 +01:00