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Author SHA1 Message Date
5dd5c760d7 scripts: warn when incoming commits touch Unity scene/asset files 2026-07-14 21:10:32 +01:00
8e4a19b7d8 scripts: add SessionStart git/Forgejo digest check 2026-07-14 21:06:59 +01:00
Monqui
bba60d4527 Test commit. 2026-07-13 19:16:49 -04:00
c25407be15 Bump version 0.1.0 -> 0.2.0 2026-07-12 21:22:35 +01:00
93b8fae66b bot: fix slow/unsteerable driving + controls tooltip
Diagnosis (agent + live values): tuning & tread geometry were fine, debugAutoDrive
off — the real drag was the box chassis sliding on default ~0.6 friction, which ate
forward speed AND resisted yaw (dead steering).
- Bot_LowFriction physics material (0.3, Minimum combine) on the chassis → slides +
  yaws freely.
- TreadPart yaw-assist (220 N·m, sign reinforces natural differential) so a throttle
  difference gives a clear turn; cancels to zero on equal throttle (straight kept).
- SeatManager: context-aware controls tooltip under the seat box (on-foot vs driving),
  with a 'turn: differ vs teammate' hint.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 21:20:05 +01:00
30d0b27813 controls: on-foot always-on mouse-look + camera-relative WASD + E/Q claim
- CameraDirector: AvatarFollow now uses always-on mouse-look (no RMB) with a
  locked/hidden cursor; Esc toggles the cursor free; RobotFollow keeps RMB-look.
- PlayerAvatar: movement is camera-relative (W = camera forward, character turns
  to face where it runs) instead of world/cardinal.
- PlayerAvatar: E claims a tread on foot, Q leaves while seated (locked cursor
  makes the OnGUI buttons unclickable).
- Verified in play: cursor locks in on-foot mode, camera-relative basis correct,
  no runtime errors.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 21:02:22 +01:00
3082644dbd camera: RMB-drag look + scroll zoom on follow cams, big zoom-out range
Avatar/Robot follow cams now orbit from player input: hold right-mouse + drag to
look around (yaw/pitch clamped), scroll to zoom (3..80m so you can pull back and
survey the arena). Per-mode default distance on switch, look angle persists.
Stand/Cinematic unaffected.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 20:50:30 +01:00
e92be317f5 M1: player stand + control handoff + Cinemachine camera system
- Install Cinemachine 3.1.7
- Stand (raised platform behind north wall) with StandPoint_0/_1
- PlayerAvatar: seat-ownership drives the mode — hold a seat => teleport to your
  stand, freeze, refuse input (control transfers/locks to your tread); release =>
  teleport back, resume on-foot. Resolves the WASD overlap off one flag.
- CameraDirector on Main Camera: 4 Cinemachine vcams (AvatarFollow / RobotFollow
  / StandView / CinematicOrbit), Brain blends; V cycles; default auto-follows the
  seat flag (on-foot=Avatar, driving=Robot). Retires the old FollowCamera.
- Verified in play: claim->teleport+freeze+RobotFollow, release->return+AvatarFollow

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 20:44:18 +01:00
15 changed files with 746 additions and 74 deletions

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View file

@ -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}";

View file

@ -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 ---------------------------

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@ -0,0 +1,196 @@
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Jankenbots.Prototype
{
/// <summary>
/// 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 <see cref="maxDistance"/> 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 (<see cref="PlayerAvatar.IsSeatedLocal"/>).
/// Press V to cycle manually. Cameras are purely client-local, never networked.
/// </summary>
[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<CinemachineBrain>() == null) gameObject.AddComponent<CinemachineBrain>();
var legacy = GetComponent<FollowCamera>();
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<CinemachineCamera>();
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<PlayerAvatar>(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;
}
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cd21368c9a8b1064d913c375fb607c0b

View file

@ -1,4 +1,5 @@
using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;
using UnityEngine.InputSystem;
@ -6,25 +7,24 @@ namespace Jankenbots.Prototype
{
/// <summary>
/// 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 <see cref="OwnerAuthNetworkTransform"/> 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? (<see cref="SeatManager"/>).
/// • 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 <see cref="OwnerAuthNetworkTransform"/>).
/// 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).
/// </summary>
[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");
/// <summary>True while the LOCAL owner is seated/driving — read by the camera director.</summary>
public bool IsSeatedLocal => _seated;
void Awake()
{
_cc = GetComponent<CharacterController>();
_anim = GetComponentInChildren<Animator>();
_nt = GetComponent<NetworkTransform>();
_lastPos = transform.position;
}
public override void OnNetworkSpawn()
{
_lastPos = transform.position;
_seats = FindFirstObjectByType<SeatManager>();
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));

View file

@ -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:

View file

@ -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",

View file

@ -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,

View file

@ -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

View file

@ -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