Game Scene Split up
This commit is contained in:
@@ -15,7 +15,7 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com
|
||||
- [x] Upgrade Unity 6.4 → 6.6 — done (now `6000.6.0a6`). Entities/Collections/Graphics → 6.5.0; **Netcode → 6.6.0 and Physics → 6.5.0 also renumbered into the editor line** (not independent 1.x as [[DR-001_Netcode_Test_Harness]] assumed). See [[2026-05-30_M1_Player_Slice]].
|
||||
- [x] Define the core gameplay loop and the first predicted player ghost — delivered as M1 ([[2026-05-30_M1_Player_Slice]]).
|
||||
- [x] **Re-validate the M1 play-tick on a stable Unity 6.x** — moot/subsumed 2026-06-04: M1–M6 are all runtime-validated on the stable **6.4.7** line (the 6.6 alpha netcode bug never affected 6.4.7). The original "blocked on 6.6 alpha" framing ([[DR-002_Unity66_Alpha_Netcode_Transport]]) no longer applies.
|
||||
- [ ] Replace template `SampleScene` with a dedicated bootstrap scene + gameplay subscene.
|
||||
- [x] Replace template `SampleScene` with a dedicated bootstrap scene + gameplay subscene — **done 2026-06-04** ([[DR-017_Persistent_Base_Player_Driven_Pacing]]): dedicated **`Game.unity`** (duplicated from SampleScene to preserve the SubScene `_SceneAsset`/`_SceneGUID` Hash128 MCP would drop) is now `EditorBuildSettings` index 0; a minimal **`DevSandbox.unity`** carries the dev overlay. SampleScene retained as a reference (retire later).
|
||||
- [x] Optional template cleanup: remove `com.unity.visualscripting`, `Assets/TutorialInfo/`, `Assets/Readme.asset` — **done 2026-06-03** (pre-M6 cleanup; see the "2026-06-03 Visual & Controls Polish" section below + [[2026-06-03_Pre_M6_Cleanup]]). Duplicate of the now-checked item there.
|
||||
- [x] Decide **relay provider** before M4 — resolved: **Direct IP/LAN now, Unity Relay later** ([[DR-005_M4_Connection_Model_Direct_IP]], [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]]).
|
||||
- [x] Decide home-base **grid 2D vs 3D** before M6 — resolved 2026-06-02: **planar single-level `int2` grid**, CellSize 1.0, 32×32 plot (full 3D/stacked deferred). Locked in `BaseGridMath` — [[DR-008_M5_HomeBase_BaseLayer_Storage]].
|
||||
@@ -28,7 +28,7 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com
|
||||
- [ ] **M3 follow-up — UI/icon/description pipeline** for abilities (managed lookup keyed by `AbilityId`, off the blob). Deferred from M3 ([[2026-05-31_M3_Data_Driven_Abilities]]).
|
||||
- [x] **M3 follow-up — timed / removable modifiers** — done 2026-06-04 ([[DR-016_Stage_G_Combat_Gameplay]]): a SEPARATE server-only `TimedModifier{SourceId,UntilTick}` buffer (keeps the replicated `StatModifier` layout byte-identical → no re-bake) + `TimedModifierExpirySystem` (expiry on `NetworkTick`) + `TimedModifierUtil.RemoveBySourceId` (clear-by-type). +4 EditMode tests.
|
||||
- [ ] **M3 follow-up — multi-prefab abilities** (a per-ability *different* projectile ghost) needs `ProjectileClassificationSystem` generalized beyond the single shared prefab.
|
||||
- [ ] **M3 follow-up — standalone-server debug modifier path** via `IRpcCommand` (current `DebugModifierInjectionSystem` is in-editor single-process only).
|
||||
- [x] **M3 follow-up — standalone-server debug modifier path** via `IRpcCommand` — **done 2026-06-04** ([[DR-017_Persistent_Base_Player_Driven_Pacing]]): the dev-tools `DebugCommandRequest` RPC (unconditional wire type; `#if UNITY_EDITOR` send/receive) drives modifiers/resources/state over a real connection, superseding the in-editor-only static-poke `DebugModifierInjectionSystem`. (Still editor-gated; flip the systems' guard to `DEVELOPMENT_BUILD` to ship in a dev player build.)
|
||||
- [x] **M3 follow-up — rate-limited turning** — done 2026-06-03 (pre-M6 cleanup): `PlayerAimSystem` now rotates `PlayerFacing` toward the aim target at `EffectiveCharacterStats.TurnRateRadiansPerSec` (authored 720°/s) instead of snapping; deterministic in the predicted loop (fixed-step `dt`, replays on rollback). [[2026-06-03_Pre_M6_Cleanup]].
|
||||
- [ ] **M3 polish — pickup visuals** (primitive sphere/default material currently); pickup auto-grant feel (continuous overlap).
|
||||
- [ ] **M5 follow-up — base/expedition subscene split + streaming (Option C)** — **superseded 2026-06-03 by [[DR-013_M6_Aether_Cycle_Region_Split]]** (coordinate-region + per-connection `GhostRelevancy` delivered the split without `SceneSystem` streaming). Kept only as a note for a future larger-world milestone where true async streaming is wanted; do NOT build streaming now. Original framing: the persistent-space split the locked world design ultimately needs (`SceneSystem.LoadSceneAsync`/`UnloadScene`, per-world load on the listen-server, enter-expedition/return-to-base transition). Deferred to its own world-architecture milestone — M6/M7 only need the anchor + grid, now done ([[DR-008_M5_HomeBase_BaseLayer_Storage]]). The physics-in-prediction + base-layer slices of M5 are done ([[DR-006_M5_Physics_In_Prediction]], [[DR-008_M5_HomeBase_BaseLayer_Storage]]).
|
||||
|
||||
Reference in New Issue
Block a user