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chassis: {fileID: 0}
cruiseForce: 450
throttleDeadzone: 0.08
+ yawAssistTorque: 220
pivotAnchorStrength: 1500
pivotAngularResistance: 400
leanTorque: 500
@@ -5506,6 +5763,7 @@ MonoBehaviour:
chassis: {fileID: 0}
cruiseForce: 450
throttleDeadzone: 0.08
+ yawAssistTorque: 220
pivotAnchorStrength: 1500
pivotAngularResistance: 400
leanTorque: 500
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diff --git a/Assets/Scripts/Bot/SeatManager.cs b/Assets/Scripts/Bot/SeatManager.cs
index 433ad70..abc1f88 100644
--- a/Assets/Scripts/Bot/SeatManager.cs
+++ b/Assets/Scripts/Bot/SeatManager.cs
@@ -179,6 +179,20 @@ namespace Jankenbots.Prototype
{
ReleaseSeatRpc();
}
+
+ // Controls hint under the seat box — context-aware (on foot vs driving).
+ int ty = y + h + 6, th = 54;
+ GUI.Box(new Rect(x, ty, w, th), "Controls");
+ if (mine.HasValue)
+ {
+ GUI.Label(new Rect(x + 10, ty + 20, w - 20, 18), "W throttle · LShift pivot · A/D lean");
+ GUI.Label(new Rect(x + 10, ty + 34, w - 20, 18), "Q leave · V camera · turn: differ vs teammate");
+ }
+ else
+ {
+ GUI.Label(new Rect(x + 10, ty + 20, w - 20, 18), "WASD move · Mouse look · Scroll zoom");
+ GUI.Label(new Rect(x + 10, ty + 34, w - 20, 18), "E claim tread · V camera · Esc free cursor");
+ }
}
static string SeatLabel(ulong pilot) => pilot == NoPilot ? "free" : $"#{pilot}";
diff --git a/Assets/Scripts/Bot/TreadPart.cs b/Assets/Scripts/Bot/TreadPart.cs
index 50c6e0d..c852ea9 100644
--- a/Assets/Scripts/Bot/TreadPart.cs
+++ b/Assets/Scripts/Bot/TreadPart.cs
@@ -63,6 +63,9 @@ namespace Jankenbots.Prototype
[Range(0f, 0.5f)]
public float throttleDeadzone = 0.08f;
+ [Tooltip("Extra yaw torque (N·m) at full throttle, REINFORCING the natural differential turn so steering reads clearly even with ground friction. Left/Right push opposite ways, so equal throttle cancels to zero → straight line preserved. Set 0 to rely on pure emergent differential. Flip sign in code if it ever fights the turn.")]
+ public float yawAssistTorque = 220f;
+
// ---- (b) LOCK-PIVOT tuning -----------------------------------------------
[Header("(b) Lock-pivot — plant this tread as an anchor")]
[Tooltip("How hard the planted tread resists the chassis sliding at its position.")]
@@ -192,6 +195,13 @@ namespace Jankenbots.Prototype
{
Vector3 drive = transform.forward * (_throttle * cruiseForce);
chassis.AddForceAtPosition(drive, treadPos, ForceMode.Force);
+
+ // Yaw assist: reinforce the differential turn (Left throttles → nose right,
+ // Right throttles → nose left). Cancels to zero when both throttle equally,
+ // so straight-line driving is untouched; the maxAngularVelocity clamp still
+ // caps total spin so this can't reintroduce an uncontrolled tip.
+ float yawSign = side == Side.Left ? 1f : -1f;
+ chassis.AddTorque(chassis.transform.up * (yawSign * _throttle * yawAssistTorque), ForceMode.Force);
}
// ---- (c) PASSIVE LEAN — anti-tip ballast ---------------------------
diff --git a/Assets/Scripts/Camera/CameraDirector.cs b/Assets/Scripts/Camera/CameraDirector.cs
new file mode 100644
index 0000000..770120d
--- /dev/null
+++ b/Assets/Scripts/Camera/CameraDirector.cs
@@ -0,0 +1,196 @@
+using Unity.Cinemachine;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+namespace Jankenbots.Prototype
+{
+ ///
+ /// JANKENBOTS — client-local camera director. Owns four Cinemachine cameras, lets
+ /// the local player cycle between them and orbit/zoom the follow cams; the
+ /// CinemachineBrain on this Camera blends smoothly on every switch.
+ ///
+ /// • AvatarFollow — orbitable 3rd-person cam on YOUR character (on-foot).
+ /// • RobotFollow — orbitable chase cam on the bot (driving).
+ /// • StandView — fixed view from your player stand, looking at the bot.
+ /// • CinematicOrbit— slow auto-orbit of the bot (spectate / flavor).
+ ///
+ /// LOOK / ZOOM (Avatar & Robot only): hold RIGHT MOUSE and drag to orbit
+ /// (yaw/pitch), scroll wheel to zoom in/out (out to so
+ /// you can pull back and see the arena). RMB-drag keeps the cursor free for the
+ /// Claim/Leave buttons until the walk-up interaction exists.
+ ///
+ /// Default mode auto-follows the control state (on foot → Avatar, seated → Robot),
+ /// reading the same seat flag as the control handoff ().
+ /// Press V to cycle manually. Cameras are purely client-local, never networked.
+ ///
+ [RequireComponent(typeof(Camera))]
+ public class CameraDirector : MonoBehaviour
+ {
+ public enum Mode { AvatarFollow, RobotFollow, StandView, CinematicOrbit }
+
+ [Header("Follow distances")]
+ public float avatarDistance = 8f;
+ public float robotDistance = 16f;
+
+ [Header("Look / zoom (Avatar & Robot)")]
+ [Tooltip("Degrees of orbit per pixel of mouse drag (while holding RMB).")]
+ public float lookSensitivity = 0.18f;
+ [Tooltip("Metres of zoom per scroll notch.")]
+ public float zoomSensitivity = 4f;
+ public float minDistance = 3f;
+ [Tooltip("How far you can pull the camera back. Big so you can survey the arena.")]
+ public float maxDistance = 80f;
+ public float minPitch = -8f;
+ public float maxPitch = 78f;
+ public float lookHeight = 1.2f; // aim a bit above the target pivot
+
+ [Header("Cinematic orbit")]
+ public float orbitRadius = 22f;
+ public float orbitHeight = 10f;
+ public float orbitSpeed = 16f; // deg/sec
+
+ Transform _bot, _standOverlook;
+ CinemachineCamera _avatar, _robot, _stand, _orbit;
+ CinemachineCamera[] _all;
+ Mode _mode = Mode.AvatarFollow;
+ bool _userOverride;
+ bool _lastSeated;
+
+ // Orbit state shared by the two follow cams (player-controlled).
+ float _yaw;
+ float _pitch = 18f;
+ float _dist = 8f;
+ float _cineAngle;
+ bool _cursorFree; // Esc toggles the locked cursor free (for GUI / to escape play)
+
+ PlayerAvatar _local;
+
+ void Start()
+ {
+ if (GetComponent() == null) gameObject.AddComponent();
+ var legacy = GetComponent();
+ if (legacy != null) legacy.enabled = false;
+
+ var b = GameObject.Find("Bot"); if (b != null) _bot = b.transform;
+ var s = GameObject.Find("StandPoint_0"); if (s != null) _standOverlook = s.transform;
+
+ var holder = new GameObject("CameraRigs").transform;
+ _avatar = Make(holder, "CM_AvatarFollow");
+ _robot = Make(holder, "CM_RobotFollow");
+ _stand = Make(holder, "CM_StandView");
+ _orbit = Make(holder, "CM_CinematicOrbit");
+ _all = new[] { _avatar, _robot, _stand, _orbit };
+ Apply(_mode);
+ }
+
+ CinemachineCamera Make(Transform parent, string name)
+ {
+ var go = new GameObject(name);
+ go.transform.SetParent(parent, false);
+ var vc = go.AddComponent();
+ vc.Priority = 0;
+ return vc;
+ }
+
+ void Update()
+ {
+ if (_local == null) _local = FindLocal();
+
+ var kb = Keyboard.current;
+ if (kb != null && kb.vKey.wasPressedThisFrame)
+ {
+ _mode = (Mode)(((int)_mode + 1) % _all.Length);
+ _userOverride = true;
+ Apply(_mode);
+ }
+
+ // Seat claim/leave re-asserts the sensible default (clears a manual override).
+ if (_local != null && _local.IsSeatedLocal != _lastSeated)
+ {
+ _lastSeated = _local.IsSeatedLocal;
+ _userOverride = false;
+ }
+ if (!_userOverride && _local != null)
+ {
+ Mode want = _local.IsSeatedLocal ? Mode.RobotFollow : Mode.AvatarFollow;
+ if (want != _mode) { _mode = want; Apply(_mode); }
+ }
+
+ // Cursor + look. On-foot (AvatarFollow) uses ALWAYS-ON mouse-look with a
+ // locked cursor (no RMB needed); other modes keep the cursor free (RobotFollow
+ // orbits while RMB is held). Esc toggles the cursor free to reach GUI / escape.
+ if (kb != null && kb.escapeKey.wasPressedThisFrame) _cursorFree = !_cursorFree;
+ bool avatarLook = _mode == Mode.AvatarFollow && !_cursorFree;
+ Cursor.lockState = avatarLook ? CursorLockMode.Locked : CursorLockMode.None;
+ Cursor.visible = !avatarLook;
+
+ if (_mode == Mode.AvatarFollow || _mode == Mode.RobotFollow)
+ {
+ var m = Mouse.current;
+ if (m != null)
+ {
+ bool look = _mode == Mode.AvatarFollow ? avatarLook : m.rightButton.isPressed;
+ if (look)
+ {
+ Vector2 d = m.delta.ReadValue();
+ _yaw += d.x * lookSensitivity;
+ _pitch = Mathf.Clamp(_pitch - d.y * lookSensitivity, minPitch, maxPitch);
+ }
+ float scroll = m.scroll.ReadValue().y;
+ if (Mathf.Abs(scroll) > 0.01f)
+ _dist = Mathf.Clamp(_dist - Mathf.Sign(scroll) * zoomSensitivity, minDistance, maxDistance);
+ }
+ }
+ }
+
+ void LateUpdate()
+ {
+ if (_local != null) PoseOrbit(_avatar, _local.transform);
+
+ if (_bot != null)
+ {
+ PoseOrbit(_robot, _bot);
+
+ _cineAngle += orbitSpeed * Time.deltaTime;
+ Vector3 focus = _bot.position + Vector3.up * lookHeight;
+ Vector3 cineOff = Quaternion.Euler(0f, _cineAngle, 0f) * new Vector3(0f, orbitHeight, -orbitRadius);
+ _orbit.transform.position = focus + cineOff;
+ _orbit.transform.rotation = Quaternion.LookRotation(focus - _orbit.transform.position);
+
+ if (_standOverlook != null)
+ {
+ _stand.transform.position = _standOverlook.position + Vector3.up * 1.5f;
+ _stand.transform.rotation = Quaternion.LookRotation(
+ (_bot.position + Vector3.up * lookHeight) - _stand.transform.position);
+ }
+ }
+ }
+
+ // Player-controllable orbit: spherical offset from the target driven by _yaw/_pitch/_dist.
+ void PoseOrbit(CinemachineCamera vc, Transform target)
+ {
+ Vector3 focus = target.position + Vector3.up * lookHeight;
+ Vector3 dir = Quaternion.Euler(_pitch, _yaw, 0f) * Vector3.back;
+ Vector3 pos = focus + dir * _dist;
+ vc.transform.position = pos;
+ vc.transform.rotation = Quaternion.LookRotation(focus - pos);
+ }
+
+ PlayerAvatar FindLocal()
+ {
+ foreach (var a in FindObjectsByType(FindObjectsSortMode.None))
+ if (a.IsOwner) return a;
+ return null;
+ }
+
+ void Apply(Mode m)
+ {
+ for (int i = 0; i < _all.Length; i++)
+ _all[i].Priority = ((int)m == i) ? 20 : 0;
+
+ // Reset zoom to the mode's default distance on switch (keep the look angle).
+ if (m == Mode.AvatarFollow) _dist = avatarDistance;
+ else if (m == Mode.RobotFollow) _dist = robotDistance;
+ }
+ }
+}
diff --git a/Assets/Scripts/Camera/CameraDirector.cs.meta b/Assets/Scripts/Camera/CameraDirector.cs.meta
new file mode 100644
index 0000000..1e54c67
--- /dev/null
+++ b/Assets/Scripts/Camera/CameraDirector.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: cd21368c9a8b1064d913c375fb607c0b
\ No newline at end of file
diff --git a/Assets/Scripts/Player/PlayerAvatar.cs b/Assets/Scripts/Player/PlayerAvatar.cs
index 6c9eaaf..97a22fa 100644
--- a/Assets/Scripts/Player/PlayerAvatar.cs
+++ b/Assets/Scripts/Player/PlayerAvatar.cs
@@ -1,4 +1,5 @@
using Unity.Netcode;
+using Unity.Netcode.Components;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -6,25 +7,24 @@ namespace Jankenbots.Prototype
{
///
/// JANKENBOTS — networked run-around PLAYER avatar (the rigged low-poly
- /// character). This is the foundation for the timed junkyard "gather parts"
- /// phase: each player controls one of these, runs around, and (later) hauls
- /// scrap back to build the bot. Driving the finished bot happens from player
- /// stands, so the avatar and the tread controls are separate systems.
+ /// character), PLUS the on-foot ↔ driving control handoff.
///
- /// NETCODE: OWNER-authoritative. Only the owning client reads input and moves
- /// its CharacterController; an on the
- /// same object replicates the resulting motion to everyone. No host round-trip
- /// on your own movement → it feels responsive.
+ /// CONTROL MODEL (the spine): a player is in exactly one mode, derived from a
+ /// single fact — do I currently hold a bot seat? ().
+ /// • ON FOOT (no seat) → WASD drives THIS avatar; free-roaming.
+ /// • DRIVING (holds a seat)→ avatar TELEPORTS to its player stand and FREEZES;
+ /// it refuses all input, so control transfers and
+ /// locks to the claimed tread (TreadPart already only
+ /// listens when you hold its seat). Release the seat →
+ /// teleport back and resume on-foot control.
+ /// This is what resolves the WASD overlap: PlayerAvatar and TreadPart become
+ /// mutually exclusive off one flag — never both live at once.
///
- /// ANIMATION: derived LOCALLY on every client from the avatar's measured
- /// horizontal speed (position delta / dt), fed into the Animator's "Speed"
- /// float, which drives an Idle→Walk→Run 1-D blend tree. Because observers
- /// measure the same replicated motion the owner produces, the animation stays
- /// in sync with zero extra network traffic — no NetworkAnimator needed.
+ /// NETCODE: OWNER-authoritative movement (see ).
+ /// Teleports use NetworkTransform.Teleport so observers don't see a slide.
///
- /// NOTE: reads WASD, same keys as the bot's TreadPart — fine while testing the
- /// avatar in isolation; the real game separates "running" from "driving" via
- /// the (future) player-stand flow, so a player is never doing both at once.
+ /// ANIMATION: derived locally on every client from measured horizontal speed →
+ /// Animator "Speed" → Idle/Walk/Run blend (stays in sync with no extra traffic).
///
[RequireComponent(typeof(CharacterController))]
public class PlayerAvatar : NetworkBehaviour
@@ -45,28 +45,41 @@ namespace Jankenbots.Prototype
[Tooltip("Gravity (m/s^2, negative). Keeps the CharacterController grounded.")]
public float gravity = -20f;
- [Header("Animation")]
- [Tooltip("Speed value the Animator treats as full-run, for normalising the blend.")]
- public float runAnimSpeed = 5f;
-
CharacterController _cc;
Animator _anim;
+ NetworkTransform _nt;
+ SeatManager _seats;
+ Transform _standLeft, _standRight; // where each pilot teleports (found by name)
+
float _vy; // vertical velocity (gravity)
Vector3 _horizVel; // smoothed horizontal velocity (ramped, not instant)
Vector3 _lastPos;
float _animSpeed;
+
+ bool _seated; // am I (owner) currently piloting a tread?
+ Vector3 _returnPos; // where to drop me back when I leave the seat
+ bool _hasReturn;
+
static readonly int SpeedHash = Animator.StringToHash("Speed");
+ /// True while the LOCAL owner is seated/driving — read by the camera director.
+ public bool IsSeatedLocal => _seated;
+
void Awake()
{
_cc = GetComponent();
_anim = GetComponentInChildren();
+ _nt = GetComponent();
_lastPos = transform.position;
}
public override void OnNetworkSpawn()
{
_lastPos = transform.position;
+ _seats = FindFirstObjectByType();
+ var sl = GameObject.Find("StandPoint_0"); if (sl != null) _standLeft = sl.transform;
+ var sr = GameObject.Find("StandPoint_1"); if (sr != null) _standRight = sr.transform;
+
// Fan owners out a little so multiple players don't stack on the origin.
if (IsOwner)
{
@@ -80,7 +93,29 @@ namespace Jankenbots.Prototype
{
if (!IsSpawned) return;
- if (IsOwner) OwnerMove();
+ if (IsOwner)
+ {
+ // Derive mode from seat ownership and handle the transition.
+ SeatManager.Seat? seat = LocalSeat();
+ bool wantSeated = seat.HasValue;
+ if (wantSeated != _seated)
+ {
+ if (wantSeated) EnterSeated(seat.Value);
+ else ExitSeated();
+ }
+
+ // Claim / leave a tread by KEY. On-foot mouse-look locks the cursor, so
+ // the OnGUI Claim/Leave buttons aren't clickable — E claims, Q leaves.
+ var kb = Keyboard.current;
+ if (_seats != null && kb != null)
+ {
+ if (!_seated && kb.eKey.wasPressedThisFrame) _seats.ClaimSeatRpc();
+ else if (_seated && kb.qKey.wasPressedThisFrame) _seats.ReleaseSeatRpc();
+ }
+
+ // On foot → drive the avatar. Seated → do nothing (control is on the tread).
+ if (!_seated) OwnerMove();
+ }
// Animation on EVERY client, from measured horizontal speed.
Vector3 delta = transform.position - _lastPos;
@@ -91,6 +126,46 @@ namespace Jankenbots.Prototype
if (_anim != null) _anim.SetFloat(SpeedHash, _animSpeed);
}
+ // Which seat (if any) the local player holds — the single source of truth for mode.
+ SeatManager.Seat? LocalSeat()
+ {
+ if (_seats == null || NetworkManager.Singleton == null) return null;
+ ulong me = NetworkManager.Singleton.LocalClientId;
+ if (_seats.PilotOf(SeatManager.Seat.Left) == me) return SeatManager.Seat.Left;
+ if (_seats.PilotOf(SeatManager.Seat.Right) == me) return SeatManager.Seat.Right;
+ return null;
+ }
+
+ void EnterSeated(SeatManager.Seat seat)
+ {
+ _seated = true;
+ _returnPos = transform.position; // remember where I left the arena
+ _hasReturn = true;
+ _horizVel = Vector3.zero; _vy = 0f;
+
+ Transform sp = seat == SeatManager.Seat.Left ? _standLeft : _standRight;
+ if (sp != null) TeleportTo(sp.position, sp.rotation);
+ }
+
+ void ExitSeated()
+ {
+ _seated = false;
+ _horizVel = Vector3.zero; _vy = 0f;
+ if (_hasReturn) TeleportTo(_returnPos + Vector3.up * 0.2f, transform.rotation);
+ }
+
+ // Interpolation-free teleport (CharacterController must be off to move it directly;
+ // NetworkTransform.Teleport keeps observers from seeing a slide across the map).
+ void TeleportTo(Vector3 pos, Quaternion rot)
+ {
+ bool ccWas = _cc.enabled;
+ _cc.enabled = false;
+ transform.SetPositionAndRotation(pos, rot);
+ _cc.enabled = ccWas;
+ _lastPos = pos;
+ if (_nt != null) _nt.Teleport(pos, rot, transform.localScale);
+ }
+
void OwnerMove()
{
var kb = Keyboard.current;
@@ -103,12 +178,23 @@ namespace Jankenbots.Prototype
if (kb.sKey.isPressed || kb.downArrowKey.isPressed) v -= 1f;
}
- Vector3 input = new Vector3(h, 0f, v);
+ // CAMERA-RELATIVE movement: W goes the way the camera (mouse) is looking,
+ // not world +Z. Basis is the active game camera flattened onto the ground.
+ Vector3 camF = Vector3.forward, camR = Vector3.right;
+ var cam = Camera.main;
+ if (cam != null)
+ {
+ camF = Vector3.ProjectOnPlane(cam.transform.forward, Vector3.up);
+ if (camF.sqrMagnitude < 1e-4f) camF = Vector3.ProjectOnPlane(cam.transform.up, Vector3.up); // looking straight down
+ camF.Normalize();
+ camR = Vector3.ProjectOnPlane(cam.transform.right, Vector3.up).normalized;
+ }
+
+ Vector3 input = camR * h + camF * v;
if (input.sqrMagnitude > 1f) input.Normalize();
Vector3 desired = input * moveSpeed;
- // Ramp velocity toward the target instead of snapping — this is what kills
- // the "jerky/jarring" feel and lets the anim blend Idle→Walk→Run smoothly.
+ // Ramp velocity toward the target instead of snapping (smooth start/stop).
float rate = input.sqrMagnitude > 0.001f ? acceleration : deceleration;
_horizVel = Vector3.MoveTowards(_horizVel, desired, rate * Time.deltaTime);
@@ -117,8 +203,6 @@ namespace Jankenbots.Prototype
_cc.Move((_horizVel + new Vector3(0f, _vy, 0f)) * Time.deltaTime);
- // Face the way we're actually moving (uses the smoothed velocity, so turns
- // ease too rather than snapping on a key change).
if (_horizVel.sqrMagnitude > 0.05f)
{
Quaternion target = Quaternion.LookRotation(new Vector3(_horizVel.x, 0f, _horizVel.z));
diff --git a/Assets/Settings/UniversalRenderPipelineGlobalSettings.asset b/Assets/Settings/UniversalRenderPipelineGlobalSettings.asset
index f005b0b..2b0e035 100644
--- a/Assets/Settings/UniversalRenderPipelineGlobalSettings.asset
+++ b/Assets/Settings/UniversalRenderPipelineGlobalSettings.asset
@@ -68,22 +68,7 @@ MonoBehaviour:
- rid: 7808513024541851664
- rid: 7808513024541851665
m_RuntimeSettings:
- m_List:
- - rid: 6852985685364965378
- - rid: 6852985685364965379
- - rid: 6852985685364965380
- - rid: 6852985685364965381
- - rid: 6852985685364965384
- - rid: 6852985685364965392
- - rid: 6852985685364965394
- - rid: 8712630790384254976
- - rid: 7808513024541851653
- - rid: 7808513024541851655
- - rid: 7808513024541851656
- - rid: 7808513024541851657
- - rid: 7808513024541851658
- - rid: 7808513024541851662
- - rid: 7808513024541851664
+ m_List: []
m_AssetVersion: 10
m_ObsoleteDefaultVolumeProfile: {fileID: 0}
m_RenderingLayerNames:
diff --git a/Packages/manifest.json b/Packages/manifest.json
index 8eb26be..d4e8afd 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -2,6 +2,7 @@
"dependencies": {
"com.coplaydev.unity-mcp": "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main",
"com.unity.ai.navigation": "2.0.13",
+ "com.unity.cinemachine": "3.1.7",
"com.unity.collab-proxy": "2.12.4",
"com.unity.ide.rider": "3.0.38",
"com.unity.ide.visualstudio": "2.0.26",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index 5639ded..67e0777 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -36,6 +36,16 @@
},
"url": "https://packages.unity.com"
},
+ "com.unity.cinemachine": {
+ "version": "3.1.7",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.splines": "2.0.0",
+ "com.unity.modules.imgui": "1.0.0"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.collab-proxy": {
"version": "2.12.4",
"depth": 0,
@@ -242,6 +252,13 @@
},
"url": "https://packages.unity.com"
},
+ "com.unity.settings-manager": {
+ "version": "2.1.1",
+ "depth": 2,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
"com.unity.shadergraph": {
"version": "17.5.0",
"depth": 1,
@@ -251,6 +268,17 @@
"com.unity.searcher": "4.9.3"
}
},
+ "com.unity.splines": {
+ "version": "2.9.0",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.mathematics": "1.2.1",
+ "com.unity.modules.imgui": "1.0.0",
+ "com.unity.settings-manager": "1.0.3"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.test-framework": {
"version": "1.7.0",
"depth": 0,
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index ecbbda3..e54c43c 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -148,7 +148,7 @@ PlayerSettings:
loadStoreDebugModeEnabled: 0
visionOSBundleVersion: 1.0
tvOSBundleVersion: 1.0
- bundleVersion: 0.1.0
+ bundleVersion: 0.2.0
preloadedAssets:
- {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
metroInputSource: 0
diff --git a/scripts/session-git-check.sh b/scripts/session-git-check.sh
new file mode 100644
index 0000000..61cbab8
--- /dev/null
+++ b/scripts/session-git-check.sh
@@ -0,0 +1,66 @@
+#!/usr/bin/env bash
+# SessionStart digest: fetch remote, report incoming commits + open Forgejo
+# issues/PRs. Emits a Claude hook JSON blob on stdout (additionalContext) so
+# Claude can surface anything actionable at the top of the session.
+# Always exits 0 and always prints valid JSON — must never block a session.
+
+set -o pipefail
+cd "$(dirname "$0")/.." 2>/dev/null || exit 0
+
+digest=""
+add() { digest+="$1"$'\n'; }
+
+# --- Remote fetch + incoming/outgoing commit comparison ------------------
+if git rev-parse --git-dir >/dev/null 2>&1; then
+ git fetch --all --quiet 2>/dev/null
+ upstream=$(git rev-parse --abbrev-ref --symbolic-full-name '@{u}' 2>/dev/null)
+ if [ -n "$upstream" ]; then
+ incoming=$(git log --oneline "HEAD..$upstream" 2>/dev/null)
+ outgoing=$(git log --oneline "$upstream..HEAD" 2>/dev/null)
+ if [ -n "$incoming" ]; then
+ add "INCOMING commits on $upstream (you are behind — pull to get them):"
+ while IFS= read -r l; do add " $l"; done <<< "$incoming"
+ # Flag incoming edits to Unity scene/prefab/asset files — risky to pull
+ # while the Editor is open (it may overwrite them or hold a stale copy).
+ scenefiles=$(git diff --name-only "HEAD..$upstream" 2>/dev/null | grep -Ei '\.(unity|prefab|asset|mat|controller)$')
+ if [ -n "$scenefiles" ]; then
+ add " *** WARNING: incoming commits change Unity scene/asset files:"
+ while IFS= read -r f; do add " $f"; done <<< "$scenefiles"
+ add " *** CLOSE or save the Unity Editor before pulling to avoid clobbering scene state."
+ fi
+ else
+ add "Up to date with $upstream (no incoming commits)."
+ fi
+ [ -n "$outgoing" ] && add "You have $(wc -l <<< "$outgoing") local commit(s) not yet pushed."
+ fi
+fi
+
+# --- Forgejo open issues + PRs -------------------------------------------
+remote_url=$(git remote get-url origin 2>/dev/null)
+if [[ "$remote_url" =~ ^https?://([^/]+)/([^/]+)/([^/.]+) ]]; then
+ host="${BASH_REMATCH[1]}"; owner="${BASH_REMATCH[2]}"; repo="${BASH_REMATCH[3]}"
+ cred=$(grep -m1 "$host" "$HOME/.git-credentials" 2>/dev/null)
+ tok=$(sed -E 's#https?://([^@]+)@.*#\1#' <<< "$cred")
+ api="https://$host/api/v1/repos/$owner/$repo/issues"
+ parse='import sys,json
+try: d=json.load(sys.stdin)
+except: sys.exit(0)
+for i in d: print(" #%d %s (by %s)"%(i["number"],i["title"],i["user"]["login"]))'
+ if [ -n "$tok" ]; then
+ issues=$(curl -sf --max-time 8 -u "$tok" "$api?state=open&type=issues" 2>/dev/null | python3 -c "$parse" 2>/dev/null)
+ prs=$(curl -sf --max-time 8 -u "$tok" "$api?state=open&type=pulls" 2>/dev/null | python3 -c "$parse" 2>/dev/null)
+ if [ -n "$issues" ]; then add "OPEN ISSUES:"; add "$issues"; else add "No open issues."; fi
+ if [ -n "$prs" ]; then add "OPEN PULL REQUESTS:"; add "$prs"; else add "No open PRs."; fi
+ fi
+fi
+
+# --- Emit hook JSON ------------------------------------------------------
+ctx="[Session start — repo/remote status]
+$digest
+If there are INCOMING commits or any open issues/PRs, briefly tell the user at the start of your first reply. If everything is up to date with no open items, do not mention this."
+
+python3 - "$ctx" <<'PY'
+import json,sys
+print(json.dumps({"hookSpecificOutput":{"hookEventName":"SessionStart","additionalContext":sys.argv[1]},"suppressOutput":True}))
+PY
+exit 0