From 2ee30c01fdb3a249d3414687abdebe5bb8ab6bc8 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Tue, 2 Jun 2026 08:56:26 -0700 Subject: [PATCH] CC Package and Physics --- .vsconfig | 6 + Assets/_Project/Prefabs/Player.prefab | 65 +++ .../Player/PlayerCharacterAuthoring.cs | 56 +++ .../Player/PlayerCharacterAuthoring.cs.meta | 2 + .../Authoring/ProjectM.Authoring.asmdef | 4 +- .../Simulation/Combat/StatRecomputeSystem.cs | 3 +- .../Simulation/Player/CharacterComponents.cs | 48 +++ .../Player/CharacterComponents.cs.meta | 2 + .../Simulation/Player/CharacterControlMath.cs | 24 ++ .../Player/CharacterControlMath.cs.meta | 2 + .../Player/CharacterGhostVariants.cs | 35 ++ .../Player/CharacterGhostVariants.cs.meta | 2 + .../Player/CharacterPhysicsUpdateSystem.cs | 104 +++++ .../CharacterPhysicsUpdateSystem.cs.meta | 2 + .../Simulation/Player/CharacterProcessor.cs | 213 ++++++++++ .../Player/CharacterProcessor.cs.meta | 2 + .../Simulation/Player/PlayerControlSystem.cs | 34 ++ .../Player/PlayerControlSystem.cs.meta | 2 + .../Simulation/Player/PlayerMoveSystem.cs | 41 -- .../Player/PlayerMoveSystem.cs.meta | 2 - .../Simulation/ProjectM.Simulation.asmdef | 3 +- Assets/_Project/Subscenes/Gameplay.unity | 393 ++++++++++++++++++ .../EditMode/CharacterControlMathTests.cs | 58 +++ .../CharacterControlMathTests.cs.meta | 2 + .../Tests/EditMode/PlayerMoveSystemTests.cs | 90 ---- .../EditMode/PlayerMoveSystemTests.cs.meta | 2 - .../EditMode/ProjectM.Tests.EditMode.asmdef | 1 + CLAUDE.md | 21 + Docs/Vault/06_Roadmap/Backlog.md | 12 +- Docs/Vault/06_Roadmap/Milestones.md | 2 +- .../2026-06-01_M5_Physics_In_Prediction.md | 44 ++ .../2026-06-01_M5b_Character_Controller.md | 46 ++ .../DR-006_M5_Physics_In_Prediction.md | 37 ++ ...DR-007_M5b_Character_Controller_Package.md | 45 ++ Packages/manifest.json | 3 +- Packages/packages-lock.json | 12 + .../CustomColorSettings.asset | 17 + 37 files changed, 1295 insertions(+), 142 deletions(-) create mode 100644 .vsconfig create mode 100644 Assets/_Project/Scripts/Authoring/Player/PlayerCharacterAuthoring.cs create mode 100644 Assets/_Project/Scripts/Authoring/Player/PlayerCharacterAuthoring.cs.meta create mode 100644 Assets/_Project/Scripts/Simulation/Player/CharacterComponents.cs create mode 100644 Assets/_Project/Scripts/Simulation/Player/CharacterComponents.cs.meta create mode 100644 Assets/_Project/Scripts/Simulation/Player/CharacterControlMath.cs create mode 100644 Assets/_Project/Scripts/Simulation/Player/CharacterControlMath.cs.meta create mode 100644 Assets/_Project/Scripts/Simulation/Player/CharacterGhostVariants.cs create mode 100644 Assets/_Project/Scripts/Simulation/Player/CharacterGhostVariants.cs.meta create mode 100644 Assets/_Project/Scripts/Simulation/Player/CharacterPhysicsUpdateSystem.cs create mode 100644 Assets/_Project/Scripts/Simulation/Player/CharacterPhysicsUpdateSystem.cs.meta create mode 100644 Assets/_Project/Scripts/Simulation/Player/CharacterProcessor.cs create mode 100644 Assets/_Project/Scripts/Simulation/Player/CharacterProcessor.cs.meta create mode 100644 Assets/_Project/Scripts/Simulation/Player/PlayerControlSystem.cs create mode 100644 Assets/_Project/Scripts/Simulation/Player/PlayerControlSystem.cs.meta delete mode 100644 Assets/_Project/Scripts/Simulation/Player/PlayerMoveSystem.cs delete mode 100644 Assets/_Project/Scripts/Simulation/Player/PlayerMoveSystem.cs.meta create mode 100644 Assets/_Project/Tests/EditMode/CharacterControlMathTests.cs create mode 100644 Assets/_Project/Tests/EditMode/CharacterControlMathTests.cs.meta delete mode 100644 Assets/_Project/Tests/EditMode/PlayerMoveSystemTests.cs delete mode 100644 Assets/_Project/Tests/EditMode/PlayerMoveSystemTests.cs.meta create mode 100644 Docs/Vault/07_Sessions/2026/2026-06-01_M5_Physics_In_Prediction.md create mode 100644 Docs/Vault/07_Sessions/2026/2026-06-01_M5b_Character_Controller.md create mode 100644 Docs/Vault/07_Sessions/_Decisions/DR-006_M5_Physics_In_Prediction.md create mode 100644 Docs/Vault/07_Sessions/_Decisions/DR-007_M5b_Character_Controller_Package.md create mode 100644 ProjectSettings/Packages/com.unity.multiplayer.tools/CustomColorSettings.asset diff --git a/.vsconfig b/.vsconfig new file mode 100644 index 000000000..f019fd0ad --- /dev/null +++ b/.vsconfig @@ -0,0 +1,6 @@ +{ + "version": "1.0", + "components": [ + "Microsoft.VisualStudio.Workload.ManagedGame" + ] +} diff --git a/Assets/_Project/Prefabs/Player.prefab b/Assets/_Project/Prefabs/Player.prefab index 076df37f5..895428825 100644 --- a/Assets/_Project/Prefabs/Player.prefab +++ b/Assets/_Project/Prefabs/Player.prefab @@ -14,6 +14,8 @@ GameObject: - component: {fileID: 8290370249712404227} - component: {fileID: 304484164735584996} - component: {fileID: 1666753161128106451} + - component: {fileID: 3388430386408803303} + - component: {fileID: 2040450355011915060} m_Layer: 0 m_Name: Player m_TagString: Untagged @@ -147,3 +149,66 @@ MonoBehaviour: Importance: 1 MaxSendRate: 0 prefabId: +--- !u!136 &3388430386408803303 +CapsuleCollider: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 2218851646297572645} + m_Material: {fileID: 0} + m_IncludeLayers: + serializedVersion: 2 + m_Bits: 0 + m_ExcludeLayers: + serializedVersion: 2 + m_Bits: 0 + m_LayerOverridePriority: 0 + m_IsTrigger: 0 + m_ProvidesContacts: 0 + m_Enabled: 1 + serializedVersion: 2 + m_Radius: 0.5 + m_Height: 2 + m_Direction: 1 + m_Center: {x: 0, y: 0, z: 0} +--- !u!114 &2040450355011915060 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 2218851646297572645} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: e344ebd143cbf68439540a537e6ba4e9, type: 3} + m_Name: + m_EditorClassIdentifier: ProjectM.Authoring::ProjectM.Authoring.PlayerCharacterAuthoring + GroundedMovementSharpness: 15 + CharacterProperties: + CustomPhysicsBodyTags: + Tag00: 0 + Tag01: 0 + Tag02: 0 + Tag03: 0 + Tag04: 0 + Tag05: 0 + Tag06: 0 + Tag07: 0 + InterpolatePosition: 1 + InterpolateRotation: 0 + EvaluateGrounding: 1 + SnapToGround: 1 + GroundSnappingDistance: 0.5 + EnhancedGroundPrecision: 0 + MaxGroundedSlopeAngle: 60 + DetectMovementCollisions: 1 + DecollideFromOverlaps: 1 + ProjectVelocityOnInitialOverlaps: 0 + MaxContinuousCollisionsIterations: 8 + MaxOverlapDecollisionIterations: 2 + DiscardMovementWhenExceedMaxIterations: 1 + KillVelocityWhenExceedMaxIterations: 1 + DetectObstructionsForParentBodyMovement: 0 + SimulateDynamicBody: 1 + Mass: 1 diff --git a/Assets/_Project/Scripts/Authoring/Player/PlayerCharacterAuthoring.cs b/Assets/_Project/Scripts/Authoring/Player/PlayerCharacterAuthoring.cs new file mode 100644 index 000000000..8faf00b49 --- /dev/null +++ b/Assets/_Project/Scripts/Authoring/Player/PlayerCharacterAuthoring.cs @@ -0,0 +1,56 @@ +using ProjectM.Simulation; +using Unity.CharacterController; +using Unity.Entities; +using UnityEngine; + +namespace ProjectM.Authoring +{ + /// + /// Authoring for the kinematic-character half of the player ghost (M5b: Unity Character Controller). Added + /// to the SAME prefab GameObject as PlayerAuthoring + the GhostAuthoringComponent (multiple bakers + /// per GameObject is supported; both resolve the same Entity). The baker calls + /// , which adds the CC runtime components/buffers + /// (KinematicCharacterProperties, KinematicCharacterBody, StoredKinematicCharacterData, the four CC + /// buffers, kinematic PhysicsVelocity/PhysicsMass, PhysicsGravityFactor, CharacterInterpolation) and bakes + /// the GameObject's CapsuleCollider into a PhysicsCollider. We then add our + /// + . + /// + /// IMPORTANT: BakeCharacter aborts (logs an error, adds nothing) if the GameObject has a Rigidbody and + /// requires uniform (1,1,1) scale — so the M5 Rigidbody MUST be removed from the prefab (the M5 + /// CapsuleCollider stays — it is what gets baked into the character's PhysicsCollider). + /// + /// + [DisallowMultipleComponent] + public class PlayerCharacterAuthoring : MonoBehaviour + { + [Tooltip("Sharpness of ground velocity smoothing (higher = snappier).")] + public float GroundedMovementSharpness = 15f; + + public AuthoringKinematicCharacterProperties CharacterProperties = AuthoringKinematicCharacterProperties.GetDefault(); + + private class PlayerCharacterBaker : Baker + { + public override void Bake(PlayerCharacterAuthoring authoring) + { + // Top-down planar character: no gravity (handled in the processor), stay on the plane. + var props = authoring.CharacterProperties; + props.SnapToGround = false; // no floor entity to snap to; planar + props.EvaluateGrounding = true; // floor/obstacle contact still reads as grounded + props.InterpolatePosition = true; // smooth fixed-step position for presentation + props.InterpolateRotation = false; // rotation owned by PlayerAimSystem + props.SimulateDynamicBody = false; // players don't physically shove each other (keep simple) + + KinematicCharacterUtilities.BakeCharacter(this, authoring.gameObject, props); + + var entity = GetEntity(TransformUsageFlags.Dynamic | TransformUsageFlags.WorldSpace); + + AddComponent(entity, new CharacterComponent + { + GroundedMovementSharpness = authoring.GroundedMovementSharpness, + StepAndSlopeHandling = BasicStepAndSlopeHandlingParameters.GetDefault(), + }); + AddComponent(entity, new CharacterControl()); + } + } + } +} diff --git a/Assets/_Project/Scripts/Authoring/Player/PlayerCharacterAuthoring.cs.meta b/Assets/_Project/Scripts/Authoring/Player/PlayerCharacterAuthoring.cs.meta new file mode 100644 index 000000000..9713e202c --- /dev/null +++ b/Assets/_Project/Scripts/Authoring/Player/PlayerCharacterAuthoring.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e344ebd143cbf68439540a537e6ba4e9 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Authoring/ProjectM.Authoring.asmdef b/Assets/_Project/Scripts/Authoring/ProjectM.Authoring.asmdef index 128c9008e..da1c3c98a 100644 --- a/Assets/_Project/Scripts/Authoring/ProjectM.Authoring.asmdef +++ b/Assets/_Project/Scripts/Authoring/ProjectM.Authoring.asmdef @@ -7,7 +7,9 @@ "Unity.Entities.Hybrid", "Unity.Collections", "Unity.Mathematics", - "Unity.NetCode" + "Unity.NetCode", + "Unity.Physics", + "Unity.CharacterController" ], "includePlatforms": [], "excludePlatforms": [], diff --git a/Assets/_Project/Scripts/Simulation/Combat/StatRecomputeSystem.cs b/Assets/_Project/Scripts/Simulation/Combat/StatRecomputeSystem.cs index dd16a4327..d9541de03 100644 --- a/Assets/_Project/Scripts/Simulation/Combat/StatRecomputeSystem.cs +++ b/Assets/_Project/Scripts/Simulation/Combat/StatRecomputeSystem.cs @@ -10,7 +10,7 @@ namespace ProjectM.Simulation /// AbilityRef / CharacterStatsRef) with its replicated StatModifier buffer into the /// EffectiveAbilityStats / EffectiveCharacterStats components - every predicted tick, on both worlds. /// - /// Runs at the head of the predicted group (UpdateBefore PlayerAimSystem and PlayerMoveSystem; + /// Runs at the head of the predicted group (UpdateBefore PlayerAimSystem; /// AbilityFireSystem runs after PlayerAimSystem, so it sees fresh values too). Recompute is /// unconditional every tick: it is a pure function of (blob base + replicated buffer), both of which /// are restored on rollback, so predicted and server results always agree. A dirty-flag / change @@ -19,7 +19,6 @@ namespace ProjectM.Simulation /// [UpdateInGroup(typeof(PredictedSimulationSystemGroup))] [UpdateBefore(typeof(PlayerAimSystem))] - [UpdateBefore(typeof(PlayerMoveSystem))] [BurstCompile] public partial struct StatRecomputeSystem : ISystem { diff --git a/Assets/_Project/Scripts/Simulation/Player/CharacterComponents.cs b/Assets/_Project/Scripts/Simulation/Player/CharacterComponents.cs new file mode 100644 index 000000000..03621905c --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/CharacterComponents.cs @@ -0,0 +1,48 @@ +using System; +using Unity.CharacterController; +using Unity.Entities; +using Unity.Mathematics; + +namespace ProjectM.Simulation +{ + /// + /// Tunables for the top-down kinematic character (M5b: Unity Character Controller package). Twin-stick / + /// planar: NO jump, NO air control, NO gravity, NO view pitch. The per-tick target speed comes from the + /// data-driven via ; this + /// component only carries the smoothing sharpness + step/slope handling the CC processor needs. Authored + /// on the player prefab by PlayerCharacterAuthoring. Not a ghost — movement replicates through the + /// owner-predicted LocalTransform (re-simulated on the owner, interpolated on remotes). + /// + [Serializable] + public struct CharacterComponent : IComponentData + { + /// How quickly RelativeVelocity is lerped toward the target velocity on the ground. + public float GroundedMovementSharpness; + + /// Step/slope handling params (defaults; planar ground so mostly inert). + public BasicStepAndSlopeHandlingParameters StepAndSlopeHandling; + + public static CharacterComponent GetDefault() + { + return new CharacterComponent + { + GroundedMovementSharpness = 15f, + StepAndSlopeHandling = BasicStepAndSlopeHandlingParameters.GetDefault(), + }; + } + } + + /// + /// Per-tick, NON-replicated control for the CC processor, derived each predicted tick from the replicated + /// by . Derived (not authored, not a ghost): a + /// pure function of replicated input + recomputed stats, so it reproduces identically on server, owning + /// client, and across rollback re-simulation. + /// + [Serializable] + public struct CharacterControl : IComponentData + { + /// World-space desired velocity (already scaled by MoveSpeed, Y == 0). The processor lerps + /// RelativeVelocity toward this each tick. + public float3 MoveVelocity; + } +} diff --git a/Assets/_Project/Scripts/Simulation/Player/CharacterComponents.cs.meta b/Assets/_Project/Scripts/Simulation/Player/CharacterComponents.cs.meta new file mode 100644 index 000000000..b277522c4 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/CharacterComponents.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 69a9d5a5573f2804d987602849f43554 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/Player/CharacterControlMath.cs b/Assets/_Project/Scripts/Simulation/Player/CharacterControlMath.cs new file mode 100644 index 000000000..47540f941 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/CharacterControlMath.cs @@ -0,0 +1,24 @@ +using Unity.Mathematics; + +namespace ProjectM.Simulation +{ + /// + /// Pure, Burst-friendly math for top-down character control, factored out for EditMode unit testing + /// (no World/system needed). Maps a twin-stick move axis + speed to a planar world velocity. + /// + public static class CharacterControlMath + { + /// + /// Twin-stick move (x,y) on the XZ plane scaled by . Input longer than unit + /// length is clamped (so diagonals aren't faster than cardinals); shorter is left proportional + /// (analog sticks). Returns a world velocity with Y == 0. + /// + public static float3 DesiredMovement(float2 move, float speed) + { + float lenSq = math.lengthsq(move); + if (lenSq > 1f) + move = math.normalize(move); + return new float3(move.x, 0f, move.y) * speed; + } + } +} diff --git a/Assets/_Project/Scripts/Simulation/Player/CharacterControlMath.cs.meta b/Assets/_Project/Scripts/Simulation/Player/CharacterControlMath.cs.meta new file mode 100644 index 000000000..00891151e --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/CharacterControlMath.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8ada5ffb04316ba48851d44f5b3340f2 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/Player/CharacterGhostVariants.cs b/Assets/_Project/Scripts/Simulation/Player/CharacterGhostVariants.cs new file mode 100644 index 000000000..b2678a865 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/CharacterGhostVariants.cs @@ -0,0 +1,35 @@ +using System.Collections.Generic; +using Unity.CharacterController; +using Unity.Entities; +using Unity.NetCode; + +namespace ProjectM.Simulation +{ + /// + /// Ghost-variant registration for the kinematic character (M5b). is + /// presentation-only fixed-step smoothing that must exist ONLY on predicted clients: on the server it + /// would interfere with LocalToWorld, and on interpolated remote ghosts it would double up with netcode's + /// own snapshot interpolation. BakeCharacter adds it to every prefab version, so we force it + /// predicted-client-only here. + /// + /// We deliberately do NOT override the default variants for LocalTransform or + /// PhysicsVelocity (the CC sample's DontSerializeVariant on LocalTransform is global and would + /// break the non-character ghosts in this project — projectiles, dummies, pickups — which rely on stock + /// LocalTransform replication). The character's position therefore replicates via the normal + /// owner-predicted LocalTransform path, like every other ghost. + /// + /// + public sealed partial class CharacterGhostVariantsSystem : DefaultVariantSystemBase + { + protected override void RegisterDefaultVariants(Dictionary defaultVariants) + { + defaultVariants.Add(typeof(CharacterInterpolation), Rule.ForAll(typeof(CharacterInterpolation_GhostVariant))); + } + } + + [GhostComponentVariation(typeof(CharacterInterpolation))] + [GhostComponent(PrefabType = GhostPrefabType.PredictedClient)] + public struct CharacterInterpolation_GhostVariant + { + } +} diff --git a/Assets/_Project/Scripts/Simulation/Player/CharacterGhostVariants.cs.meta b/Assets/_Project/Scripts/Simulation/Player/CharacterGhostVariants.cs.meta new file mode 100644 index 000000000..fbd5c753f --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/CharacterGhostVariants.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6383b28a0d1f44649b514ece99ee4915 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/Player/CharacterPhysicsUpdateSystem.cs b/Assets/_Project/Scripts/Simulation/Player/CharacterPhysicsUpdateSystem.cs new file mode 100644 index 000000000..e5d4f78cd --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/CharacterPhysicsUpdateSystem.cs @@ -0,0 +1,104 @@ +using Unity.Burst; +using Unity.Burst.Intrinsics; +using Unity.CharacterController; +using Unity.Entities; +using Unity.Physics; +using Unity.Transforms; + +namespace ProjectM.Simulation +{ + /// + /// Fixed-step kinematic character update. Runs in + /// (which sits after the physics build); under Netcode-for-Entities the physics groups are relocated into + /// , so the character integrates inside + /// the predicted loop — deterministic, rollback-safe, identical on server + owning client. Builds a + /// per entity and runs the processor's PhysicsUpdate. Filtered + /// to so only predicted ghosts step. + /// + [UpdateInGroup(typeof(KinematicCharacterPhysicsUpdateGroup))] + [BurstCompile] + public partial struct CharacterPhysicsUpdateSystem : ISystem + { + EntityQuery m_CharacterQuery; + CharacterUpdateContext m_Context; + KinematicCharacterUpdateContext m_BaseContext; + + [BurstCompile] + public void OnCreate(ref SystemState state) + { + m_CharacterQuery = KinematicCharacterUtilities.GetBaseCharacterQueryBuilder() + .WithAll() + .Build(ref state); + + m_Context = new CharacterUpdateContext(); + m_Context.OnSystemCreate(ref state); + m_BaseContext = new KinematicCharacterUpdateContext(); + m_BaseContext.OnSystemCreate(ref state); + + state.RequireForUpdate(m_CharacterQuery); + state.RequireForUpdate(); + } + + [BurstCompile] + public void OnUpdate(ref SystemState state) + { + m_Context.OnSystemUpdate(ref state); + m_BaseContext.OnSystemUpdate(ref state, SystemAPI.Time, SystemAPI.GetSingleton()); + + var job = new CharacterPhysicsUpdateJob + { + Context = m_Context, + BaseContext = m_BaseContext, + }; + state.Dependency = job.Schedule(state.Dependency); + } + + [BurstCompile] + [WithAll(typeof(Simulate))] + public partial struct CharacterPhysicsUpdateJob : IJobEntity, IJobEntityChunkBeginEnd + { + public CharacterUpdateContext Context; + public KinematicCharacterUpdateContext BaseContext; + + void Execute( + Entity entity, + RefRW localTransform, + RefRW characterProperties, + RefRW characterBody, + RefRW physicsCollider, + RefRW characterComponent, + RefRW characterControl, + DynamicBuffer characterHitsBuffer, + DynamicBuffer statefulHitsBuffer, + DynamicBuffer deferredImpulsesBuffer, + DynamicBuffer velocityProjectionHits) + { + var processor = new CharacterProcessor + { + CharacterDataAccess = new KinematicCharacterDataAccess( + entity, + localTransform, + characterProperties, + characterBody, + physicsCollider, + characterHitsBuffer, + statefulHitsBuffer, + deferredImpulsesBuffer, + velocityProjectionHits), + CharacterComponent = characterComponent, + CharacterControl = characterControl, + }; + + processor.PhysicsUpdate(ref Context, ref BaseContext); + } + + public bool OnChunkBegin(in ArchetypeChunk chunk, int unfilteredChunkIndex, bool useEnabledMask, in v128 chunkEnabledMask) + { + BaseContext.EnsureCreationOfTmpCollections(); + return true; + } + + public void OnChunkEnd(in ArchetypeChunk chunk, int unfilteredChunkIndex, bool useEnabledMask, in v128 chunkEnabledMask, bool chunkWasExecuted) { } + } + } +} diff --git a/Assets/_Project/Scripts/Simulation/Player/CharacterPhysicsUpdateSystem.cs.meta b/Assets/_Project/Scripts/Simulation/Player/CharacterPhysicsUpdateSystem.cs.meta new file mode 100644 index 000000000..e9f205185 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/CharacterPhysicsUpdateSystem.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 70d14da3eeeaec24896586d71fd22fdc \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/Player/CharacterProcessor.cs b/Assets/_Project/Scripts/Simulation/Player/CharacterProcessor.cs new file mode 100644 index 000000000..08b867f31 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/CharacterProcessor.cs @@ -0,0 +1,213 @@ +using Unity.CharacterController; +using Unity.Entities; +using Unity.Mathematics; +using Unity.Physics; + +namespace ProjectM.Simulation +{ + /// + /// Per-update "global" data the character processor needs (lookups, singletons). Empty for the minimal + /// top-down character — kept so the CC update signature is satisfied and future lookups have a home. + /// + public struct CharacterUpdateContext + { + public void OnSystemCreate(ref SystemState state) { } + public void OnSystemUpdate(ref SystemState state) { } + } + + /// + /// Top-down kinematic character processor (CC 1.4.2 pattern: + /// + a built in the job, driving the static + /// Update_* sequence). Stripped of all FPS features: no jump, + /// no air movement, no gravity, no view. runs the canonical CC update + /// sequence; lerps RelativeVelocity toward the desired planar + /// velocity wrote. Rotation/facing is owned by . + /// + public struct CharacterProcessor : IKinematicCharacterProcessor + { + public KinematicCharacterDataAccess CharacterDataAccess; + public RefRW CharacterComponent; + public RefRW CharacterControl; + + public void PhysicsUpdate(ref CharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext) + { + ref CharacterComponent characterComponent = ref CharacterComponent.ValueRW; + ref KinematicCharacterBody characterBody = ref CharacterDataAccess.CharacterBody.ValueRW; + ref float3 characterPosition = ref CharacterDataAccess.LocalTransform.ValueRW.Position; + + KinematicCharacterUtilities.Update_Initialize( + in this, ref context, ref baseContext, + ref characterBody, + CharacterDataAccess.CharacterHitsBuffer, + CharacterDataAccess.DeferredImpulsesBuffer, + CharacterDataAccess.VelocityProjectionHits, + baseContext.Time.DeltaTime); + + KinematicCharacterUtilities.Update_ParentMovement( + in this, ref context, ref baseContext, + CharacterDataAccess.CharacterEntity, + ref characterBody, + CharacterDataAccess.CharacterProperties.ValueRO, + CharacterDataAccess.PhysicsCollider.ValueRO, + CharacterDataAccess.LocalTransform.ValueRO, + ref characterPosition, + characterBody.WasGroundedBeforeCharacterUpdate); + + KinematicCharacterUtilities.Update_Grounding( + in this, ref context, ref baseContext, + ref characterBody, + CharacterDataAccess.CharacterEntity, + CharacterDataAccess.CharacterProperties.ValueRO, + CharacterDataAccess.PhysicsCollider.ValueRO, + CharacterDataAccess.LocalTransform.ValueRO, + CharacterDataAccess.VelocityProjectionHits, + CharacterDataAccess.CharacterHitsBuffer, + ref characterPosition); + + HandleVelocityControl(ref context, ref baseContext); + + KinematicCharacterUtilities.Update_PreventGroundingFromFutureSlopeChange( + in this, ref context, ref baseContext, + CharacterDataAccess.CharacterEntity, + ref characterBody, + CharacterDataAccess.CharacterProperties.ValueRO, + CharacterDataAccess.PhysicsCollider.ValueRO, + in characterComponent.StepAndSlopeHandling); + + KinematicCharacterUtilities.Update_GroundPushing( + in this, ref context, ref baseContext, + ref characterBody, + CharacterDataAccess.CharacterProperties.ValueRO, + CharacterDataAccess.LocalTransform.ValueRO, + CharacterDataAccess.DeferredImpulsesBuffer, + float3.zero); + + KinematicCharacterUtilities.Update_MovementAndDecollisions( + in this, ref context, ref baseContext, + CharacterDataAccess.CharacterEntity, + ref characterBody, + CharacterDataAccess.CharacterProperties.ValueRO, + CharacterDataAccess.PhysicsCollider.ValueRO, + CharacterDataAccess.LocalTransform.ValueRO, + CharacterDataAccess.VelocityProjectionHits, + CharacterDataAccess.CharacterHitsBuffer, + CharacterDataAccess.DeferredImpulsesBuffer, + ref characterPosition); + + KinematicCharacterUtilities.Update_MovingPlatformDetection(ref baseContext, ref characterBody); + KinematicCharacterUtilities.Update_ParentMomentum(ref baseContext, ref characterBody, + CharacterDataAccess.LocalTransform.ValueRO.Position); + KinematicCharacterUtilities.Update_ProcessStatefulCharacterHits( + CharacterDataAccess.CharacterHitsBuffer, + CharacterDataAccess.StatefulHitsBuffer); + } + + void HandleVelocityControl(ref CharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext) + { + float deltaTime = baseContext.Time.DeltaTime; + ref KinematicCharacterBody characterBody = ref CharacterDataAccess.CharacterBody.ValueRW; + ref CharacterComponent characterComponent = ref CharacterComponent.ValueRW; + CharacterControl characterControl = CharacterControl.ValueRO; + + // Planar twin-stick: smoothly approach the desired world velocity (already speed-scaled, Y==0). + float3 targetVelocity = characterControl.MoveVelocity; + CharacterControlUtilities.StandardGroundMove_Interpolated( + ref characterBody.RelativeVelocity, + targetVelocity, + characterComponent.GroundedMovementSharpness, + deltaTime, + math.up(), + math.up()); + } + + public void VariableUpdate(ref CharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext) { } + + public void UpdateGroundingUp(ref CharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext) + { + ref KinematicCharacterBody characterBody = ref CharacterDataAccess.CharacterBody.ValueRW; + KinematicCharacterUtilities.Default_UpdateGroundingUp( + ref characterBody, + CharacterDataAccess.LocalTransform.ValueRO.Rotation); + } + + public bool CanCollideWithHit(ref CharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext, in BasicHit hit) + { + return PhysicsUtilities.IsCollidable(hit.Material); + } + + public bool IsGroundedOnHit(ref CharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext, in BasicHit hit, int groundingEvaluationType) + { + CharacterComponent characterComponent = CharacterComponent.ValueRO; + return KinematicCharacterUtilities.Default_IsGroundedOnHit( + in this, ref context, ref baseContext, + CharacterDataAccess.CharacterEntity, + CharacterDataAccess.PhysicsCollider.ValueRO, + CharacterDataAccess.CharacterBody.ValueRO, + CharacterDataAccess.CharacterProperties.ValueRO, + in hit, + in characterComponent.StepAndSlopeHandling, + groundingEvaluationType); + } + + public void OnMovementHit( + ref CharacterUpdateContext context, + ref KinematicCharacterUpdateContext baseContext, + ref KinematicCharacterHit hit, + ref float3 remainingMovementDirection, + ref float remainingMovementLength, + float3 originalVelocityDirection, + float hitDistance) + { + ref KinematicCharacterBody characterBody = ref CharacterDataAccess.CharacterBody.ValueRW; + ref float3 characterPosition = ref CharacterDataAccess.LocalTransform.ValueRW.Position; + CharacterComponent characterComponent = CharacterComponent.ValueRO; + + KinematicCharacterUtilities.Default_OnMovementHit( + in this, ref context, ref baseContext, + ref characterBody, + CharacterDataAccess.CharacterEntity, + CharacterDataAccess.CharacterProperties.ValueRO, + CharacterDataAccess.PhysicsCollider.ValueRO, + CharacterDataAccess.LocalTransform.ValueRO, + ref characterPosition, + CharacterDataAccess.VelocityProjectionHits, + ref hit, + ref remainingMovementDirection, + ref remainingMovementLength, + originalVelocityDirection, + hitDistance, + characterComponent.StepAndSlopeHandling.StepHandling, + characterComponent.StepAndSlopeHandling.MaxStepHeight, + characterComponent.StepAndSlopeHandling.CharacterWidthForStepGroundingCheck); + } + + public void OverrideDynamicHitMasses( + ref CharacterUpdateContext context, + ref KinematicCharacterUpdateContext baseContext, + ref PhysicsMass characterMass, + ref PhysicsMass otherMass, + BasicHit hit) + { + } + + public void ProjectVelocityOnHits( + ref CharacterUpdateContext context, + ref KinematicCharacterUpdateContext baseContext, + ref float3 velocity, + ref bool characterIsGrounded, + ref BasicHit characterGroundHit, + in DynamicBuffer velocityProjectionHits, + float3 originalVelocityDirection) + { + CharacterComponent characterComponent = CharacterComponent.ValueRO; + KinematicCharacterUtilities.Default_ProjectVelocityOnHits( + ref velocity, + ref characterIsGrounded, + ref characterGroundHit, + in velocityProjectionHits, + originalVelocityDirection, + characterComponent.StepAndSlopeHandling.ConstrainVelocityToGroundPlane, + in CharacterDataAccess.CharacterBody.ValueRO); + } + } +} diff --git a/Assets/_Project/Scripts/Simulation/Player/CharacterProcessor.cs.meta b/Assets/_Project/Scripts/Simulation/Player/CharacterProcessor.cs.meta new file mode 100644 index 000000000..4d3ecc886 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/CharacterProcessor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d2bcdc39be82b4c4dbc85b799da194f3 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/Player/PlayerControlSystem.cs b/Assets/_Project/Scripts/Simulation/Player/PlayerControlSystem.cs new file mode 100644 index 000000000..785be46c1 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/PlayerControlSystem.cs @@ -0,0 +1,34 @@ +using Unity.Burst; +using Unity.Entities; +using Unity.NetCode; + +namespace ProjectM.Simulation +{ + /// + /// Bridges replicated + data-driven into + /// the CC processor's per-tick . Replaces the M5 PlayerMoveSystem: + /// instead of writing PhysicsVelocity, it writes the desired world velocity that + /// lerps toward inside the fixed-step character update. Runs in + /// after (fresh MoveSpeed) + /// and before the predicted fixed-step group (where the character physics steps). Derived purely from + /// replicated input + recomputed stats → identical on server, owning client, and across rollback. + /// Filtered to for predicted ghosts only. + /// + [UpdateInGroup(typeof(PredictedSimulationSystemGroup))] + [UpdateAfter(typeof(StatRecomputeSystem))] + [BurstCompile] + public partial struct PlayerControlSystem : ISystem + { + [BurstCompile] + public void OnUpdate(ref SystemState state) + { + foreach (var (control, input, stats) in + SystemAPI.Query, RefRO, RefRO>() + .WithAll()) + { + control.ValueRW.MoveVelocity = + CharacterControlMath.DesiredMovement(input.ValueRO.Move, stats.ValueRO.MoveSpeed); + } + } + } +} diff --git a/Assets/_Project/Scripts/Simulation/Player/PlayerControlSystem.cs.meta b/Assets/_Project/Scripts/Simulation/Player/PlayerControlSystem.cs.meta new file mode 100644 index 000000000..8fd9f4774 --- /dev/null +++ b/Assets/_Project/Scripts/Simulation/Player/PlayerControlSystem.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d70cdf70e3ae53440aeb7274bdb27793 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/Player/PlayerMoveSystem.cs b/Assets/_Project/Scripts/Simulation/Player/PlayerMoveSystem.cs deleted file mode 100644 index 9f15019ce..000000000 --- a/Assets/_Project/Scripts/Simulation/Player/PlayerMoveSystem.cs +++ /dev/null @@ -1,41 +0,0 @@ -using Unity.Burst; -using Unity.Entities; -using Unity.Mathematics; -using Unity.NetCode; -using Unity.Transforms; - -namespace ProjectM.Simulation -{ - /// - /// Canonical predicted system: advances each player's planar (XZ) position from twin-stick Move - /// input. Runs inside the prediction loop on the owning client (re-simulated on rollback) and - /// once per tick on the server; filtered to so only predicted ghosts move. - /// Deterministic by construction: uses SystemAPI.Time.DeltaTime (the fixed tick step) - /// only — no wall-clock, no System.Random. Move is clamped to unit length so diagonal - /// keyboard movement is not faster than cardinal. Move speed is the data-driven - /// (authored base + active modifiers), recomputed - /// each tick by which runs before this system. - /// - [UpdateInGroup(typeof(PredictedSimulationSystemGroup))] - [BurstCompile] - public partial struct PlayerMoveSystem : ISystem - { - [BurstCompile] - public void OnUpdate(ref SystemState state) - { - float dt = SystemAPI.Time.DeltaTime; - - foreach (var (transform, input, stats) in - SystemAPI.Query, RefRO, RefRO>() - .WithAll()) - { - float2 move = input.ValueRO.Move; - if (math.lengthsq(move) > 1f) - move = math.normalize(move); - - float3 delta = new float3(move.x, 0f, move.y) * stats.ValueRO.MoveSpeed * dt; - transform.ValueRW.Position += delta; - } - } - } -} diff --git a/Assets/_Project/Scripts/Simulation/Player/PlayerMoveSystem.cs.meta b/Assets/_Project/Scripts/Simulation/Player/PlayerMoveSystem.cs.meta deleted file mode 100644 index a62ec0a74..000000000 --- a/Assets/_Project/Scripts/Simulation/Player/PlayerMoveSystem.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 35cd3eacccc2f4172b557b2807a6df22 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Simulation/ProjectM.Simulation.asmdef b/Assets/_Project/Scripts/Simulation/ProjectM.Simulation.asmdef index 0b350e2e9..6289292d2 100644 --- a/Assets/_Project/Scripts/Simulation/ProjectM.Simulation.asmdef +++ b/Assets/_Project/Scripts/Simulation/ProjectM.Simulation.asmdef @@ -8,7 +8,8 @@ "Unity.Mathematics", "Unity.Burst", "Unity.Physics", - 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Replaces the M5 PlayerMoveSystemTests: the character now moves via collide-and-slide + /// inside the predicted physics loop, so the unit-testable seam is the input→world-velocity mapping that + /// feeds the CC processor. The actual sweep/collision/replication is + /// covered by the Play Mode runtime check (a full PhysicsWorld is not built in a bare EditMode world). + /// Netcode-free and version-independent. + /// + public class CharacterControlMathTests + { + [Test] + public void DesiredMovement_Maps_Cardinal_To_Planar_Velocity() + { + const float speed = 5f; + var v = CharacterControlMath.DesiredMovement(new float2(1f, 0f), speed); + + Assert.AreEqual(speed, v.x, 1e-4f, "Move=(1,0) -> +X scaled by speed."); + Assert.AreEqual(0f, v.y, 1e-4f, "Movement is planar; Y must be zero."); + Assert.AreEqual(0f, v.z, 1e-4f, "Move=(1,0) maps to +X only; Z must be zero."); + } + + [Test] + public void DesiredMovement_Clamps_Diagonal_To_Unit_Speed() + { + const float speed = 6f; + var v = CharacterControlMath.DesiredMovement(new float2(1f, 1f), speed); + + float planarSpeed = math.length(new float2(v.x, v.z)); + Assert.AreEqual(speed, planarSpeed, 1e-3f, "Diagonal input clamped to unit length -> speed == MoveSpeed."); + Assert.AreEqual(0f, v.y, 1e-4f, "Linear Y must stay zero."); + } + + [Test] + public void DesiredMovement_Sub_Unit_Input_Is_Proportional() + { + const float speed = 10f; + var v = CharacterControlMath.DesiredMovement(new float2(0.5f, 0f), speed); + + Assert.AreEqual(0.5f * speed, v.x, 1e-3f, "Sub-unit analog input scales speed proportionally (not renormalised)."); + } + + [Test] + public void DesiredMovement_Is_Deterministic_And_Maps_Z() + { + var a = CharacterControlMath.DesiredMovement(new float2(0f, 1f), 3f); + var b = CharacterControlMath.DesiredMovement(new float2(0f, 1f), 3f); + + Assert.AreEqual(a.z, b.z, 0f, "Deterministic: identical args -> identical result."); + Assert.AreEqual(3f, a.z, 1e-4f, "Move=(0,1) maps to +Z scaled by speed."); + } + } +} diff --git a/Assets/_Project/Tests/EditMode/CharacterControlMathTests.cs.meta b/Assets/_Project/Tests/EditMode/CharacterControlMathTests.cs.meta new file mode 100644 index 000000000..c3b78110d --- /dev/null +++ b/Assets/_Project/Tests/EditMode/CharacterControlMathTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 051c0bdf57f9cca41963e3c2ed60b2bf \ No newline at end of file diff --git a/Assets/_Project/Tests/EditMode/PlayerMoveSystemTests.cs b/Assets/_Project/Tests/EditMode/PlayerMoveSystemTests.cs deleted file mode 100644 index 082c2c130..000000000 --- a/Assets/_Project/Tests/EditMode/PlayerMoveSystemTests.cs +++ /dev/null @@ -1,90 +0,0 @@ -using NUnit.Framework; -using ProjectM.Simulation; -using Unity.Core; -using Unity.Entities; -using Unity.Mathematics; -using Unity.Transforms; - -namespace ProjectM.Tests -{ - /// - /// Plain-Entities determinism test for (the M1 predicted move - /// system). Boots a bare ECS world, registers the system in the SimulationSystemGroup, creates a - /// synthetic player (PlayerInput + EffectiveCharacterStats + LocalTransform + enabled Simulate), - /// injects a fixed delta-time, ticks N times, and asserts the position advanced by exactly - /// MoveSpeed * dt * N. As of M3 move speed is read from EffectiveCharacterStats (the data-driven - /// effective stat) rather than the removed PlayerMoveStats. Version-independent and netcode-free. - /// - public class PlayerMoveSystemTests - { - [Test] - public void PlayerMove_Advances_By_MoveSpeed_Times_Dt_Each_Tick() - { - using var world = new World("PlayerMoveTestWorld"); - var simulationGroup = world.GetOrCreateSystemManaged(); - var moveSystem = world.GetOrCreateSystem(); - simulationGroup.AddSystemToUpdateList(moveSystem); - simulationGroup.SortSystems(); - - var em = world.EntityManager; - var entity = em.CreateEntity( - typeof(PlayerInput), typeof(EffectiveCharacterStats), typeof(LocalTransform), typeof(Simulate)); - - const float moveSpeed = 5f; - const float dt = 0.1f; - const int ticks = 10; - - em.SetComponentData(entity, LocalTransform.FromPosition(float3.zero)); - em.SetComponentData(entity, new EffectiveCharacterStats { MoveSpeed = moveSpeed, TurnRateRadiansPerSec = 0f, MaxHealth = 0f }); - em.SetComponentData(entity, new PlayerInput { Move = new float2(1f, 0f), Aim = float2.zero }); - - for (int i = 0; i < ticks; i++) - { - // Fixed delta so the predicted move is fully deterministic (no wall-clock). - world.SetTime(new TimeData(elapsedTime: dt * (i + 1), deltaTime: dt)); - simulationGroup.Update(); - } - - var position = em.GetComponentData(entity).Position; - - Assert.AreEqual(moveSpeed * dt * ticks, position.x, 1e-3f, - "X should advance by MoveSpeed * dt each tick for Move=(1,0)."); - Assert.AreEqual(0f, position.y, 1e-3f, "Movement is planar; Y should stay 0."); - Assert.AreEqual(0f, position.z, 1e-3f, "Move=(1,0) maps to +X only; Z should stay 0."); - } - - [Test] - public void PlayerMove_Is_Idempotent_Across_Equal_Tick_Batches() - { - // Determinism/idempotence: the same inputs and dt must yield the same result regardless - // of how the ticks are grouped (mirrors the prediction loop re-simulating a tick). - float3 RunTicks(int ticks) - { - using var world = new World("PlayerMoveDetWorld"); - var group = world.GetOrCreateSystemManaged(); - group.AddSystemToUpdateList(world.GetOrCreateSystem()); - group.SortSystems(); - - var em = world.EntityManager; - var e = em.CreateEntity( - typeof(PlayerInput), typeof(EffectiveCharacterStats), typeof(LocalTransform), typeof(Simulate)); - em.SetComponentData(e, LocalTransform.FromPosition(float3.zero)); - em.SetComponentData(e, new EffectiveCharacterStats { MoveSpeed = 3f, TurnRateRadiansPerSec = 0f, MaxHealth = 0f }); - em.SetComponentData(e, new PlayerInput { Move = new float2(0f, 1f), Aim = float2.zero }); - - for (int i = 0; i < ticks; i++) - { - world.SetTime(new TimeData(0.05f * (i + 1), 0.05f)); - group.Update(); - } - - return em.GetComponentData(e).Position; - } - - var a = RunTicks(20); - var b = RunTicks(20); - Assert.AreEqual(a.z, b.z, 1e-4f, "Two identical runs must produce identical positions."); - Assert.AreEqual(3f * 0.05f * 20f, a.z, 1e-3f, "Move=(0,1) maps to +Z by MoveSpeed*dt*N."); - } - } -} diff --git a/Assets/_Project/Tests/EditMode/PlayerMoveSystemTests.cs.meta b/Assets/_Project/Tests/EditMode/PlayerMoveSystemTests.cs.meta deleted file mode 100644 index 4fddb05d6..000000000 --- a/Assets/_Project/Tests/EditMode/PlayerMoveSystemTests.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: aed328b85e7264aa9aedca0a628c6169 \ No newline at end of file diff --git a/Assets/_Project/Tests/EditMode/ProjectM.Tests.EditMode.asmdef b/Assets/_Project/Tests/EditMode/ProjectM.Tests.EditMode.asmdef index 190a47c65..ae90e455c 100644 --- a/Assets/_Project/Tests/EditMode/ProjectM.Tests.EditMode.asmdef +++ b/Assets/_Project/Tests/EditMode/ProjectM.Tests.EditMode.asmdef @@ -8,6 +8,7 @@ "Unity.Transforms", "Unity.Collections", "Unity.Mathematics", + "Unity.Physics", "Unity.NetCode", "UnityEngine.TestRunner", "UnityEditor.TestRunner" diff --git a/CLAUDE.md b/CLAUDE.md index 811eb6adf..0683c8171 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -11,6 +11,7 @@ Multiplayer game on **Unity DOTS (Entities) + Netcode for Entities** — server- | `com.unity.collections` | 6.4.0 | (transitive) | | `com.unity.netcode` | **1.13.2** | Netcode **for Entities** (ECS). NOT `com.unity.netcode.gameobjects`. Independent 1.x line on Unity 6.4. | | `com.unity.physics` | **1.4.6** | Unity Physics (DOTS). Independent 1.x line on Unity 6.4. | +| `com.unity.charactercontroller` | **1.4.2** | Unity Character Controller (DOTS, kinematic collide-and-slide). Player movement foundation (M5b). Declares `entities`/`physics` 1.3.15 but resolves on our 6.4.0/1.4.6 via SemVer floor (no downgrade). | | `com.unity.transport` | 2.7.2 | (transitive) | | `com.unity.burst` | 1.8.29 | (transitive) | | `com.unity.mathematics` | 1.3.3 | (transitive) | @@ -50,6 +51,26 @@ Root namespace: **`ProjectM`**. Code lives under `Assets/_Project/Scripts/` in f - **In-editor input injection needs a focused Game view — unless you change two settings.** By default the Input System ignores injected/real device input while the Game view is unfocused, so headless (MCP `execute_code`) keypress simulation won't drive `IInputComponentData`. Fix (both now set in this project): `InputSettings.editorInputBehaviorInPlayMode = AllDeviceInputAlwaysGoesToGameView` + `Application.runInBackground = true`. For deterministic, device-independent validation prefer the editor-only **`DebugInputInjectionSystem`** (`ProjectM.Client`, `#if UNITY_EDITOR`): poke its statics from `execute_code` — `DebugInputInjectionSystem.Fire()` / `.SetMove(x,z)` / `.SetAim(x,z)` / `.Stop()` — to drive the local player's `PlayerInput` through the authentic command→prediction pipeline. (Validated: `SetMove` drives + replicates movement. One-shot `Fire` propagation needs a healthy editor — tick-batching under a degraded/corrupt-Burst editor drops one-shot `InputEvent`s while continuous values survive.) - **Prototype presentation glue lives in `ProjectM.Client` as MonoBehaviours.** `PrototypeCameraRig` (on the Main Camera) is a tunable player-following ARPG cam (default mid 3/4 ~45° perspective) that reads the local player ghost's `LocalTransform` each LateUpdate. Bright prototype URP-Lit materials are in `Assets/_Project/Materials/` (player cyan, dummy red, projectile yellow, ground grey). `ProjectM.Client` now references `Unity.Transforms` directly (the rig reads `LocalTransform`). +### Build gotchas (learned — M5 physics-in-prediction, 2026-06-01) + +- **Editing Assets `.cs` with the raw `Write` tool does NOT reliably trigger a Unity recompile** on an unfocused editor — `refresh_unity` did a domain reload *without* recompiling, so tests + `execute_code` ran a **stale assembly** (symptom: behaviour that exists in *neither* the old nor new source). **Always edit Assets `.cs` via MCP `apply_text_edits` / `create_script`** (Unity's own scripting pipeline) — never `Write`. (`Write`/`Edit` are fine for non-asset files: vault, asmdef JSON, etc.) See [[2026-06-01_M5_Physics_In_Prediction]]. +- **Predicted physics is implicit — there is no `PredictedPhysics` toggle.** With the netcode-physics package present (`Unity.NetCode.Physics`, `…Physics.Hybrid`) and predicted ghosts carrying physics components, Netcode relocates `PhysicsSystemGroup` into the **`PredictedFixedStepSimulationSystemGroup`** (a child of `PredictedSimulationSystemGroup`, marked **OrderFirst**). `NetCodePhysicsConfig` only tunes lag-comp / run-mode / history. Put one in the gameplay subscene with `PhysicGroupRunMode = LagCompensationEnabledOrAnyPhysicsEntities` so the group runs whenever physics entities exist. +- **Unity Physics 1.x bakes built-in `UnityEngine` colliders + `Rigidbody`** — the old `PhysicsShapeAuthoring`/`PhysicsBodyAuthoring` (Physics 0.x) are **gone** (`unity_reflect` finds neither). Author a dynamic body with a `CapsuleCollider`/`BoxCollider` + `Rigidbody` (`useGravity=false` → planar/`PhysicsGravityFactor`=0; `isKinematic=false`; `interpolation=Interpolate` → `PhysicsGraphicalSmoothing`). Static colliders = collider, no Rigidbody, baked into the subscene (present identically in server + client worlds, deterministic, no replication). +- **`PhysicsVelocity` auto-replicates** — Netcode ships `PhysicsVelocityDefaultVariant` + a generated serializer, so a predicted-physics ghost needs **no hand-written `[GhostField]`** for velocity (`LocalTransform` is already replicated). Drive the character by writing `PhysicsVelocity.Linear`, not by teleporting `LocalTransform`. +- **`Rigidbody.FreezeRotation` is NOT honored by the DOTS baker** (baked `PhysicsMass.InverseInertia` stays non-zero). Hold a top-down character's facing by zeroing angular velocity each tick + writing rotation directly (`PlayerAimSystem`); set `PhysicsMass.InverseInertia = float3.zero` in a baker/system if a hard lock is needed. +- **Gravity-off bodies accumulate vertical contact impulses permanently** (a capsule rides up a box edge and floats away — looks like tunnelling, isn't). Pin players to the movement plane *after* the physics step: a system in `PredictedSimulationSystemGroup` `[UpdateAfter(PredictedFixedStepSimulationSystemGroup)]` clamping Y to `PlayerSpawner.SpawnPoint.y` + zeroing `Linear.y` (`PlayerPlanarConstraintSystem`). +- **The predicted physics group is OrderFirst**, so a system in `PredictedSimulationSystemGroup` with `[UpdateBefore(PredictedFixedStepSimulationSystemGroup)]` is **ignored** (OrderFirst/OrderLast wins) → 1-tick velocity offset (consistent across server/client/rollback — prediction stays in sync). For same-tick application, put the system *inside* `PredictedFixedStepSimulationSystemGroup` `[UpdateBefore(Unity.Physics.Systems.PhysicsSystemGroup)]` (verified to sort before the step) — but expect cosmetic "invalid UpdateBefore" warnings from the relocation. + +### Build gotchas (learned — M5b Unity Character Controller, 2026-06-01) + +- **The player is now a Unity Character Controller kinematic character, NOT a dynamic Rigidbody.** `PlayerMoveSystem` + `PlayerPlanarConstraintSystem` (M5) are **deleted**. Movement: `PlayerControlSystem` maps `PlayerInput.Move` × `EffectiveCharacterStats.MoveSpeed` → `CharacterControl` (via the unit-tested `CharacterControlMath.DesiredMovement`); `CharacterProcessor` (collide-and-slide) consumes it in `CharacterPhysicsUpdateSystem` (`[UpdateInGroup(KinematicCharacterPhysicsUpdateGroup)]`, relocated into the predicted loop). The DR-006 predicted-physics infra (`NetCodePhysicsConfig`, baked static walls) is **kept** — the CC character sweeps against that same PhysicsWorld. +- **A package declaring an older `com.unity.entities`/`com.unity.physics` dependency can still resolve on our renumbered stack** — Unity treats the dep as a SemVer **floor**, so Entities 6.4.0 satisfies a `1.3.15` requirement and is NOT downgraded. Don't trust a version-string mismatch as "incompatible": **probe** (add the package, confirm `packages-lock.json` kept Entities 6.4.0 / Physics 1.4.6 / Netcode 1.13.2 + a clean compile; rollback if not). CC 1.4.2 verified this way. +- **CC 1.4.2 API shape = `IKinematicCharacterProcessor` + `KinematicCharacterDataAccess` + static `KinematicCharacterUtilities.Update_*`.** The legacy `KinematicCharacterAspect` (IAspect, instance `Update_*`) also exists but is NOT what the 1.4.x samples use — verify the installed shape with `unity_reflect`, don't assume. (A sub-agent's package-cache read disagreed with reflect; reflect + first-try clean compile won.) +- **`KinematicCharacterUtilities.BakeCharacter` aborts** (logs an error, adds nothing) **if the GameObject has a `Rigidbody`** and requires uniform (1,1,1) scale. The player prefab keeps its `CapsuleCollider` (baked into `PhysicsCollider`) but the M5 `Rigidbody` was removed. Two bakers on one prefab GameObject (`PlayerAuthoring` + `PlayerCharacterAuthoring`) is fine — both resolve the same entity. +- **`CharacterInterpolation` must be PredictedClient-only.** `BakeCharacter` adds it to all prefab versions; a `DefaultVariantSystemBase` registers `CharacterInterpolation → [GhostComponent(PrefabType = GhostPrefabType.PredictedClient)]` so it's stripped from server + interpolated-client prefabs (else double-interp on remotes). Verified: server ghost has no `CharacterInterpolation`, client ghost does. +- **Do NOT copy the CC sample's global `LocalTransform → DontSerializeVariant`.** It is project-wide and would break the non-character ghosts here (projectiles/dummies/pickups) that rely on stock `LocalTransform` replication. Our CC character replicates position via the normal owner-predicted `LocalTransform` path; only the `CharacterInterpolation` variant is registered. +- **Top-down CC config (planar, no gravity):** `AuthoringKinematicCharacterProperties` with `SnapToGround=false`, `InterpolateRotation=false` (rotation owned by `PlayerAimSystem`), `SimulateDynamicBody=false` (players don't physically push each other); gravity is handled in the processor by feeding `float3.zero` to `Update_GroundPushing` and never adding a gravity term. Result: stays on the spawn plane (y≈1) with no planar-pin system. + ## Bootstrap & worlds - `ProjectM.Simulation.GameBootstrap : ClientServerBootstrap` → overrides `Initialize`, sets `AutoConnectPort = 7979` (in-editor auto-connect over IPC; set in M1 — was 0), calls `CreateDefaultClientServerWorlds()`. Entering Play Mode creates separate `ServerWorld` (`WorldFlags.GameServer`) and `ClientWorld` (`WorldFlags.GameClient`) — verified. diff --git a/Docs/Vault/06_Roadmap/Backlog.md b/Docs/Vault/06_Roadmap/Backlog.md index 4bc1623a9..8ee3c26c9 100644 --- a/Docs/Vault/06_Roadmap/Backlog.md +++ b/Docs/Vault/06_Roadmap/Backlog.md @@ -28,4 +28,14 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com - [ ] **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). - [ ] **M3 follow-up — rate-limited turning** (`PlayerAimSystem` still snaps rotation; `EffectiveCharacterStats.TurnRate` is wired but unused). -- [ ] **M3 polish — pickup visuals** (primitive sphere/default material currently); pickup auto-grant feel (continuous overlap). \ No newline at end of file +- [ ] **M3 polish — pickup visuals** (primitive sphere/default material currently); pickup auto-grant feel (continuous overlap). +- [ ] **M5 — base subscene streaming** (the other half of M5): persistent home-base subscene that streams in/out around players. Physics-in-prediction slice is done ([[DR-006_M5_Physics_In_Prediction]]). +- [ ] ~~**M5 follow-up — same-tick movement**~~ — moot after M5b (the CC character runs in the predicted fixed-step group; M5's `PlayerMoveSystem` is deleted). See [[DR-007_M5b_Character_Controller_Package]]. +- [ ] **M5b follow-up — multi-client CC interpolation validation**: live two-build / thin-client run to confirm remote-peer interpolation smoothness (predicted-only `CharacterInterpolation` variant is in; only single-client validated). Pairs with the deferred M4 real-LAN two-build test. +- [ ] **M5b follow-up — player-vs-player collision**: currently non-physical (`SimulateDynamicBody=false`); enable + handle masses if mutual push is wanted. +- [ ] **M5b follow-up — KinematicCharacterBody velocity ghost variant** (replicate RelativeVelocity/IsGrounded) if owner-prediction reconciliation looks jittery under latency. +- [ ] **M5b follow-up — gravity/verticality**: CC character is gravity-free + planar (no floor collider). Add gravity in the processor + a ground collider + reconsider `SnapToGround` if terrain/verticality is introduced. +- [ ] **M5b follow-up — CC package version**: 1.4.2 declares `entities/physics@1.3.x` (resolves via SemVer floor on our 6.4.0/1.4.6). Move to a CC build explicitly targeting Entities 6.x when published. +- [ ] **M5 follow-up — physics lag compensation** (`NetCodePhysicsConfig.EnableLagCompensation` + `PhysicsWorldHistorySingleton`) if/when physics-based hit detection replaces the swept-segment server check. +- [ ] **M5 follow-up — projectiles as physics bodies** (currently kinematic + swept hit); convert for projectile-vs-world collision. +- [ ] **M5 follow-up — hard rotation lock** (`PhysicsMass.InverseInertia=0`); `Rigidbody.FreezeRotation` is not honored by the DOTS baker, so rotation is held by per-tick angular-zero + aim write. \ No newline at end of file diff --git a/Docs/Vault/06_Roadmap/Milestones.md b/Docs/Vault/06_Roadmap/Milestones.md index fe8d25e1c..199ae21b9 100644 --- a/Docs/Vault/06_Roadmap/Milestones.md +++ b/Docs/Vault/06_Roadmap/Milestones.md @@ -15,7 +15,7 @@ permalink: gamevault/06-roadmap/milestones | **M2 — Combat** | Directional ability fire + deterministic soft auto-target; server-authoritative damage/health | ✅ Done 2026-05-31 — runtime-validated on 6.4.7: input→fire→**predicted projectile**→**swept hit**→server damage→`Health` `[GhostField]` replicated server→client; movement + fire confirmed live; EditMode 22/22. Predicted-projectile + server auto-target + non-Burst classifier — [[DR-003_M2_Combat_Netcode_Architecture]], [[2026-05-31_M2_Combat]]. (Projectile ghost-map errors were later root-caused to a `[ReadOnly]`-write in `ProjectileClassificationSystem` — fixed 2026-06-01, see [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]] — NOT two-editor tick-batching as first thought.) | | **M3 — Data-driven abilities & modifiers** | Ability **and** character stats authored in ScriptableObjects, baked to DOTS **blob assets**; runtime **flat + % modifier** stacks (upgrades/buffs) → effective stats, server-authoritative + prediction-correct. Pattern slice: refactor the current projectile ability + 1–2 sample abilities onto the data model. | ✅ Done 2026-05-31 — runtime-validated on 6.4.7: blob DB baked into both worlds; data-driven base + replicated `StatModifier` ghost buffer → **identical effective stats on server & owner-predicted client** (held under tick-batching); data-only ability swap; real pickup grant; EditMode 38/38. Blob DB + replicated modifier buffer + every-tick effective recompute — [[DR-004_M3_DataDriven_Abilities_Modifiers]], [[2026-05-31_M3_Data_Driven_Abilities]]. | | **M4 — Co-op** | 2–4 players; client-hosted listen-server (Direct IP/LAN now, Unity Relay later) | 🚧 In progress 2026-06-01 — **LAN slice done + runtime-validated**: no-auto-connect `ConnectionConfig` + request-component host/join, editor auto-host + thin clients, deterministic ring spawn; 3 clients (1 real + 2 thin) connect→spawn (distinct slots)→replicate→clean disconnect; `ConnectionUI` for builds; EditMode 45/45. **Unity Relay + real two-build LAN join deferred** — [[DR-005_M4_Connection_Model_Direct_IP]], [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]]. | -| **M5 — Home base + physics** | Persistent base subscene streaming + Unity Physics in the predicted loop | ⬜ | +| **M5 — Home base + physics** | Persistent base subscene streaming + Unity Physics in the predicted loop | 🚧 In progress 2026-06-01 — **physics-in-prediction slice done + runtime-validated** on 6.4.7: player is a velocity-driven dynamic Unity Physics body in the predicted loop (built-in `CapsuleCollider`+`Rigidbody` bake; `PhysicsVelocity` auto-replicated), collides with baked static walls (stops at the surface, no tunnel/climb-over), planar-pinned, **server == client** with no desync; EditMode 51/51. **Base subscene streaming deferred** to a later pass — [[DR-006_M5_Physics_In_Prediction]], [[2026-06-01_M5_Physics_In_Prediction]]. **M5b (same day): player movement re-founded on the Unity Character Controller package** (`com.unity.charactercontroller` 1.4.2) — kinematic collide-and-slide, owner-predicted, data-driven speed; replaces the dynamic-Rigidbody mover (keeps the DR-006 predicted-physics infra). Runtime-validated (collide-and-slide, planar, server==client, CharacterInterpolation predicted-only); EditMode 47/47 — [[DR-007_M5b_Character_Controller_Package]], [[2026-06-01_M5b_Character_Controller]]. | | **M6 — Build/placement** | Server-authoritative grid build placement via RPC | ⬜ | | **M7 — Automation** | Self-running tick-based production chains (deterministic offline catch-up) | ⬜ | diff --git a/Docs/Vault/07_Sessions/2026/2026-06-01_M5_Physics_In_Prediction.md b/Docs/Vault/07_Sessions/2026/2026-06-01_M5_Physics_In_Prediction.md new file mode 100644 index 000000000..4d3233a2e --- /dev/null +++ b/Docs/Vault/07_Sessions/2026/2026-06-01_M5_Physics_In_Prediction.md @@ -0,0 +1,44 @@ +--- +date: 2026-06-01 +type: session +tags: [session, dots, netcode, physics, prediction, m5] +permalink: gamevault/07-sessions/2026/2026-06-01-m5-physics-in-prediction +--- + +# Session 2026-06-01 — M5 physics-in-prediction (velocity-driven character) + +## Goal + +Start **M5 — Home base + physics** ([[Milestones]]). Operator scoped this pass to **physics-in-prediction first**: bring Unity Physics (1.4.6) into Netcode's predicted loop as a deterministic, rollback-safe foundation before base-streaming. Deliverable: the player becomes a dynamic physics body driven by input velocity, colliding with static world geometry + other players, replicating server→client with no desync. Projectiles stay kinematic. Architecture locked in [[DR-006_M5_Physics_In_Prediction]]. + +## Done + +- **Velocity-driven movement.** `PlayerMoveSystem` rewritten from teleporting `LocalTransform.Position` → writing `PhysicsVelocity.Linear = dir * EffectiveCharacterStats.MoveSpeed` (Y zeroed, angular zeroed); Unity Physics integrates + resolves contacts. Kept in `PredictedSimulationSystemGroup` (the predicted physics group is OrderFirst, so velocity applies on the next step — a 1-tick offset that is consistent across server/client/rollback). `Unity.Transforms`/`Unity.Physics.Systems` usings dropped. +- **Player physics body (built-in authoring).** `Player.prefab` got a `CapsuleCollider` (r 0.5, h 2) + `Rigidbody` (`useGravity=false`, dynamic, `FreezeRotation`, `interpolation=Interpolate`) → bakes `PhysicsCollider`/`PhysicsVelocity`/`PhysicsMass`/`PhysicsGravityFactor`(0)/`PhysicsGraphicalSmoothing`. Unity Physics 1.x bakes built-in colliders + `Rigidbody`; the old `PhysicsShape/BodyAuthoring` are gone. +- **Planar pin.** New `PlayerPlanarConstraintSystem` (after the fixed-step physics group) clamps player Y to `PlayerSpawner.SpawnPoint.y` + zeroes vertical velocity — stops gravity-free capsules from riding up box edges and floating away (the actual cause of the first "tunnelling" symptom; see below). +- **Subscene content.** `Gameplay.unity` gained a `NetCodePhysicsConfig` singleton (`PhysicGroupRunMode = LagCompensationEnabledOrAnyPhysicsEntities`, `EnableLagCompensation = false`) and 3 static box-collider obstacles (`Pillar_Center`, `Wall_East`, `Wall_North`, red). Re-baked. +- **Tests.** `ProjectM.Tests.EditMode` asmdef gained `Unity.Physics`; `PlayerMoveSystemTests` rewritten from teleport-position asserts → velocity-mapping asserts (cardinal, diagonal unit-clamp, sub-unit proportional, determinism + angular-zero). + +## Validation + +- **EditMode 51/51 green** (47 prior suites + 4 rewritten PlayerMove tests); M1–M4 suites unaffected. +- **Runtime (single in-editor client, 6.4.7):** player baked with all physics components on **server + client**; CollisionWorld holds 4 collider bodies (player + 3 static), raycast confirms solid walls. Driving +X into `Wall_East` (face x≈5.75) → capsule **stops at x=5.25 = face − radius** on both worlds, **holds under continuous push** (no tunnel, no creep), **Y pinned at 1.00** (no climb-over), and **releases to free movement** on reverse. **Server == client exactly** (prediction in sync). Console clean of all five M2/M4 cascade signatures + Burst "not a known entry point"; only the known unfocused-editor `Server Tick Batching` artifact remains. + +## Diagnosis notes (for future me) + +- **First symptom looked like tunnelling; it was climb-over.** Colliders were solid (raycast hit), but with gravity off the capsule took a vertical contact impulse, rose above the short (y[0,1]) walls, and floated away at constant velocity. Fix = planar pin + taller walls. Not a collision-detection bug. +- **A whole detour was caused by `Write`-tool edits to `.cs` not triggering a Unity recompile** on this unfocused editor — tests/`execute_code` ran a **stale assembly** (velocity showed `MoveSpeed*dt`, angular not zeroed: code that existed in neither old nor new source). Switching to MCP `apply_text_edits` (Unity's own scripting pipeline) fixed it immediately. **Always edit Assets `.cs` via `apply_text_edits`/`create_script`, never the raw `Write` tool.** + +## Decisions +- [[DR-006_M5_Physics_In_Prediction]] — implicit predicted physics (no toggle); built-in collider+Rigidbody authoring; velocity-driven move; `PhysicsVelocity` auto-replication; planar pin; baked static world. Physics-first ordering (1-tick offset); `FreezeRotation` not baked → angular-zero held in code. + +## Open / deferred +- **Base subscene streaming** — the other half of M5 (persistent home base, stream in/out around players). Not started this pass. +- **Lag compensation** — `EnableLagCompensation=false`; revisit if/when physics-based hit detection replaces the swept-segment server check. +- **Same-tick movement** — currently a 1-tick velocity offset (physics group is OrderFirst). Move `PlayerMoveSystem` into the fixed-step group `[UpdateBefore(PhysicsSystemGroup)]` if responsiveness needs it (costs 2 cosmetic warnings). +- **Projectiles as physics bodies** — still kinematic + swept-hit; convert if projectile-vs-world collision is wanted. +- **Rotation lock** — relying on per-tick angular-zero + aim write; set `PhysicsMass.InverseInertia=0` if a hard lock is needed. +- **Player-vs-player collision** is server-authoritative (both dynamic on server); on clients others are interpolated, so peer collisions are approximate and server-corrected — fine for 2–4. + +## Next +Either (a) the **base subscene streaming** half of M5, or (b) layer **Unity Relay** onto M4's `ConnectionConfig` to make co-op remote-playable. Recommend (a) to complete M5. diff --git a/Docs/Vault/07_Sessions/2026/2026-06-01_M5b_Character_Controller.md b/Docs/Vault/07_Sessions/2026/2026-06-01_M5b_Character_Controller.md new file mode 100644 index 000000000..435c69350 --- /dev/null +++ b/Docs/Vault/07_Sessions/2026/2026-06-01_M5b_Character_Controller.md @@ -0,0 +1,46 @@ +--- +date: 2026-06-01 +type: session +tags: [session, dots, netcode, physics, character-controller, prediction, m5] +permalink: gamevault/07-sessions/2026/2026-06-01-m5b-character-controller +--- + +# Session 2026-06-01 — M5b: adopt the Unity Character Controller package + +## Goal + +Operator decision: replace the M5 dynamic-Rigidbody player ([[DR-006_M5_Physics_In_Prediction]]) with Unity's **Character Controller package** (kinematic, collide-and-slide, DOTS, netcode-predicted) as the player's movement foundation. Run via `/dots-dev` with a multi-agent research workflow. Architecture locked in [[DR-007_M5b_Character_Controller_Package]]. + +## Process + +- **Read-only research workflow** (6 parallel Explore agents → synthesis): compatibility (two angles), CC netcode setup, CC core API, codebase impact. Returned a unified plan + a hard compatibility verdict. +- **Compatibility gate (the make-or-break):** research said CC 1.4.2 declares `entities/physics@1.3.15` vs our Entities 6.4.0 (Unity-6 renumber) — *likely incompatible*. Resolved by an **empirical install probe** (operator-gated): added the package, confirmed the lock kept Entities 6.4.0 / Physics 1.4.6 / Netcode 1.13.2 (no downgrade) and compiled clean. The floors were satisfied → **it works**. Probe → pause → operator "go". +- **Port:** a sub-agent fetched the OnlineFPS netcode-character sample verbatim; I reconciled its API against the **installed** 1.4.2 via `unity_reflect` (the canonical path is `IKinematicCharacterProcessor` + `KinematicCharacterDataAccess` + static `KinematicCharacterUtilities.Update_*`; the legacy `KinematicCharacterAspect` also exists but isn't what the samples use). Authored a minimal top-down adaptation. + +## Done + +- **New (`ProjectM.Simulation`):** `CharacterComponent` + `CharacterControl` (CharacterComponents.cs); `CharacterControlMath.DesiredMovement` (unit-test seam); `CharacterProcessor` (the IKinematicCharacterProcessor running the Update_* sequence, gravity-free, velocity-controlled); `CharacterPhysicsUpdateSystem` (`KinematicCharacterPhysicsUpdateGroup`); `PlayerControlSystem` (PlayerInput × MoveSpeed → CharacterControl); `CharacterGhostVariants` (CharacterInterpolation → PredictedClient-only). +- **New (`ProjectM.Authoring`):** `PlayerCharacterAuthoring` — baker calls `KinematicCharacterUtilities.BakeCharacter` (top-down props) + adds CharacterComponent/CharacterControl. +- **Modified:** `ProjectM.Simulation.asmdef` + `ProjectM.Authoring.asmdef` (+`Unity.CharacterController`, Authoring +`Unity.Physics`); `Player.prefab` (removed M5 Rigidbody, kept CapsuleCollider, added PlayerCharacterAuthoring, scale 1); `StatRecomputeSystem` (dropped the now-dangling `[UpdateBefore(PlayerMoveSystem)]`). +- **Deleted:** `PlayerMoveSystem`, `PlayerPlanarConstraintSystem` (CC + no-gravity stays planar — no constraint needed); `PlayerMoveSystemTests` → `CharacterControlMathTests`. +- **Kept:** PlayerInput + input gather + DebugInputInjectionSystem, EffectiveCharacterStats/StatRecompute, GhostOwner/spawn/co-op ring, PlayerAimSystem, combat/health, the `NetCodePhysicsConfig` + baked static walls from DR-006. + +## Validation + +- **EditMode 47/47 green** (4 new CharacterControlMath tests replace the 4 old PhysicsVelocity-mapping tests). +- **Runtime (single in-editor client, 6.4.7):** player bakes the full CC set (`KinematicCharacterBody/Properties`, `PhysicsCollider`, `CharacterControl`, `CharacterComponent`, `CharacterInterpolation`, the 4 CC buffers) on **both** worlds; spawns at the ring slot (2.5,1,0). Driving +X stops the capsule at **x=5.24** (= `Wall_East` face − radius) on **server and client**; diagonal input **slides along** the wall and rounds its finite end (collide-and-slide, no tunnel); **Y holds 1.00 with no planar-pin system**; **server == client**. `CharacterInterpolation` confirmed on the client ghost, **absent on the server** (predicted-only variant works). Console clean of CC/Burst/cascade signatures — only the known unfocused-editor tick-batching artifact. + +## Decisions +- [[DR-007_M5b_Character_Controller_Package]] — CC 1.4.2 resolves on our stack (SemVer floors, no downgrade); kinematic collide-and-slide owner-predicted character via the static-utilities pattern; data-driven velocity from existing PlayerInput/stats; CharacterInterpolation predicted-only; do NOT globally DontSerialize LocalTransform (protects non-character ghosts); supersedes the DR-006 dynamic-Rigidbody mover, keeps the DR-006 predicted-physics infra. + +## Diagnosis notes (for future me) +- **The compatibility "no" was a false alarm** — a package declaring an older `entities@1.3.x` dependency still resolves against the renumbered Entities 6.4.0 (SemVer floor); always **probe** rather than trust the version-string mismatch. Verify the lock didn't downgrade + the package compiles. +- **Trust `unity_reflect` over sub-agent package-cache reads** for the installed API shape: reflect showed both the aspect (legacy) and the static-utilities path; the samples use the latter, which compiled first-try. +- Continued to edit Assets `.cs` exclusively via MCP `create_script`/`apply_text_edits` (see [[2026-06-01_M5_Physics_In_Prediction]] / the Write-tool stale-assembly trap). + +## Open / deferred +- **Multi-client co-op interpolation** — validate remote-peer smoothness with a live two-build / thin-client run (predicted-only `CharacterInterpolation` variant is in place; single-client validated). +- **Player-vs-player non-physical** (`SimulateDynamicBody=false`); **gravity-free/no floor** (planar); **CC declares older deps** (revisit on CC bump); optional **KinematicCharacterBody velocity ghost variant** for tighter reconciliation under latency. + +## Next +Recommend a **real two-build LAN co-op smoke test** (also closes the M4 deferral) to validate remote CC interpolation, then resume the **base subscene streaming** half of M5. diff --git a/Docs/Vault/07_Sessions/_Decisions/DR-006_M5_Physics_In_Prediction.md b/Docs/Vault/07_Sessions/_Decisions/DR-006_M5_Physics_In_Prediction.md new file mode 100644 index 000000000..ede859915 --- /dev/null +++ b/Docs/Vault/07_Sessions/_Decisions/DR-006_M5_Physics_In_Prediction.md @@ -0,0 +1,37 @@ +--- +id: DR-006 +title: M5 physics-in-prediction — velocity-driven character on Unity Physics in the predicted loop; planar pin +status: accepted +date: 2026-06-01 +tags: +- decision +- netcode +- physics +- prediction +- m5 +permalink: gamevault/07-sessions/decisions/dr-006-m5-physics-in-prediction +--- + +# DR-006 — M5 Physics-in-Prediction (velocity-driven character; planar pin) + +## Context + +M5 ([[Milestones]]) = "home base + physics". The operator scoped this first pass to **physics-in-prediction**: stand up Unity Physics (1.4.6) *inside* Netcode's predicted simulation loop before any base-streaming work, because deterministic, rollback-safe physics is the highest-risk netcode surface in the roadmap. Through M4 the player moved by **teleporting `LocalTransform.Position`** (`PlayerMoveSystem`, kinematic) — no collision, no bodies. `Unity.Physics` was already referenced by `ProjectM.Simulation`, and the netcode-physics integration assemblies (`Unity.NetCode.Physics`, `…Physics.Hybrid`) ship with our stack. Validated against Unity package docs + `unity_reflect` against the installed packages (context7 MCP was unavailable this session — fell back to official docs + reflection). Extends [[DR-005_M4_Connection_Model_Direct_IP]]. + +## Decision + +1. **Predicted physics is implicit — no toggle.** With the netcode-physics package present and predicted ghosts carrying physics components, Netcode relocates `PhysicsSystemGroup` into the `PredictedFixedStepSimulationSystemGroup` (a child of `PredictedSimulationSystemGroup`, marked **OrderFirst**). `NetCodePhysicsConfig` has **no `PredictedPhysics` field** — it only tunes lag-comp / run-mode / history. A single `NetCodePhysicsConfig` lives in the `Gameplay` subscene with `PhysicGroupRunMode = LagCompensationEnabledOrAnyPhysicsEntities` (so the predicted physics group runs whenever physics entities exist) and `EnableLagCompensation = false` (our damage is swept-segment + server-side; lag comp deferred). +2. **The player is a velocity-driven dynamic body, authored with built-in components.** Unity Physics **1.x bakes built-in `UnityEngine` colliders + `Rigidbody`** — the old `PhysicsBodyAuthoring`/`PhysicsShapeAuthoring` (Physics 0.x) are gone. `Player.prefab` gets a `CapsuleCollider` (r 0.5, h 2) + a `Rigidbody` (`useGravity=false` → planar, `isKinematic=false`, `FreezeRotation`, `interpolation=Interpolate`). These bake to `PhysicsCollider` / `PhysicsVelocity` / `PhysicsMass` / `PhysicsGravityFactor`(0) / `PhysicsGraphicalSmoothing`. `PlayerMoveSystem` now writes `PhysicsVelocity.Linear = dir * MoveSpeed` (Y zeroed, angular zeroed) instead of teleporting; the solver integrates + resolves contacts. +3. **`PhysicsVelocity` auto-replicates.** Netcode ships `PhysicsVelocityDefaultVariant` + a generated serializer, so no hand-written `[GhostField]` is needed; `LocalTransform` is already replicated on the player ghost. Owner-predicted player (`DefaultGhostMode=OwnerPredicted`) → owner predicts physics, other clients interpolate (Simulate disabled), server is authoritative. +4. **Players are pinned to the movement plane after the step.** `PlayerPlanarConstraintSystem` (`PredictedSimulationSystemGroup`, `[UpdateAfter(PredictedFixedStepSimulationSystemGroup)]`) clamps each predicted player's Y to `PlayerSpawner.SpawnPoint.y` (single source) and zeroes vertical velocity. Required because with gravity off, any vertical contact impulse (a capsule riding a box edge) is **permanent** — without the pin the character climbs over obstacles and floats away. +5. **Static world geometry is baked, not ghosted.** Three static box colliders (`Pillar_Center`, `Wall_East`, `Wall_North`, red `M_Dummy`) added to the `Gameplay` subscene — present identically in server + client worlds (deterministic, no replication). Projectiles stay kinematic this pass. + +## Consequences + +- **Validated end to end on 6.4.7.** EditMode 51/51 (4 new `PlayerMoveSystemTests`: cardinal map, diagonal unit-clamp, sub-unit proportional, determinism+angular-zero). Runtime: player baked with all physics components on **both** worlds; 4 `PhysicsCollider` bodies; driving +X into `Wall_East` (face x≈5.75) stops the capsule at **x=5.25** (= face − radius) on server **and** client, holds there under continuous push (no tunnel, no creep), Y pinned at 1.00 (no climb-over), and releases to free movement on reverse. **Server == client exactly** — prediction in sync, console clean of all five M2/M4 cascade signatures and Burst errors. +- **Ordering: physics runs *before* `PlayerMoveSystem` (1-tick velocity offset).** The fixed-step group is **OrderFirst**, so `[UpdateBefore]` against it is ignored (the attribute was removed to keep the console warning-free). The offset is identical on server + owning client + rollback, so prediction stays consistent and the lag is absorbed by prediction. If same-tick responsiveness is ever needed, move `PlayerMoveSystem` *into* `PredictedFixedStepSimulationSystemGroup` `[UpdateBefore(PhysicsSystemGroup)]` (verified to sort correctly) — at the cost of two cosmetic "invalid UpdateBefore" warnings from the netcode physics relocation. +- **`Rigidbody.FreezeRotation` is NOT honored by the DOTS baker** — baked `PhysicsMass.InverseInertia` stayed non-zero. Rotation is instead held by zeroing angular velocity each tick (`PlayerMoveSystem`) + `PlayerAimSystem` writing the facing directly. If precise rotation lock is needed later, set `PhysicsMass.InverseInertia = 0` in a baker/system. +- **The known unfocused-editor `Server Tick Batching` artifact persists** (1.25–1.75 ticks/frame) — clears when the Game view is focused / in a build (see [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]]). It does not desync the physics in-session. +- **Determinism caveat (deferred):** Unity Physics is same-binary deterministic, which is what client re-simulation needs; cross-platform float determinism is not guaranteed but the server is authoritative and corrects via snapshots + `PhysicsGraphicalSmoothing`. No lag compensation yet (`EnableLagCompensation=false`). + +Mirrors the server-authoritative + client-prediction pillars from [[Pillars]]; unblocks the base-streaming half of M5. diff --git a/Docs/Vault/07_Sessions/_Decisions/DR-007_M5b_Character_Controller_Package.md b/Docs/Vault/07_Sessions/_Decisions/DR-007_M5b_Character_Controller_Package.md new file mode 100644 index 000000000..1f2e81055 --- /dev/null +++ b/Docs/Vault/07_Sessions/_Decisions/DR-007_M5b_Character_Controller_Package.md @@ -0,0 +1,45 @@ +--- +id: DR-007 +title: M5b — adopt Unity Character Controller package for the predicted player (replaces the dynamic-Rigidbody mover) +status: accepted +date: 2026-06-01 +tags: +- decision +- netcode +- physics +- character-controller +- prediction +- m5 +permalink: gamevault/07-sessions/decisions/dr-007-m5b-character-controller-package +--- + +# DR-007 — M5b Unity Character Controller (kinematic, owner-predicted) + +## Context + +The M5 player ([[DR-006_M5_Physics_In_Prediction]]) was a **dynamic Unity Physics Rigidbody** driven by setting `PhysicsVelocity` each tick. It worked, but only with workarounds the kinematic approach avoids by design: a planar-pin system (gravity-off bodies accumulate vertical contact impulses and climb over walls), per-tick angular-zeroing, and `Rigidbody.FreezeRotation` (which the DOTS baker ignores). The operator chose to adopt Unity's **Character Controller package** (`com.unity.charactercontroller`) — a DOTS, collide-and-slide kinematic controller with first-class Netcode-for-Entities prediction — as the player's movement foundation. Researched via a read-only workflow + verified against the installed API with `unity_reflect`. Supersedes the **movement** half of DR-006; the predicted-physics infrastructure DR-006 stood up (predicted physics group, `NetCodePhysicsConfig`, baked static walls) is **kept** and is exactly what the CC character sweeps against. + +## Decision + +1. **CC version: `com.unity.charactercontroller` 1.4.2 — verified to resolve on our stack.** It declares `com.unity.entities@1.3.15` / `com.unity.physics@1.3.15`, but Unity treats these as SemVer **floors**: the resolver kept our **Entities 6.4.0 / Physics 1.4.6 / Netcode 1.13.2 / Collections 6.4.0** with **no downgrade**, and CC 1.4.2 compiled clean against the renumbered Entities 6.x. (Empirical install probe was the gate; the docs' "installation will fail" prediction was wrong.) +2. **Kinematic collide-and-slide, owner-predicted.** The player is a `KinematicCharacterBody` (no Rigidbody). `BakeCharacter` adds the CC component/buffer set + bakes the prefab's `CapsuleCollider` into `PhysicsCollider`. Top-down config: `SnapToGround=false`, gravity handled in the processor (fed `float3.zero`), `InterpolateRotation=false` (rotation stays owned by `PlayerAimSystem`), `SimulateDynamicBody=false`. +3. **CC API pattern (1.4.2): `IKinematicCharacterProcessor` + `KinematicCharacterDataAccess` + static `KinematicCharacterUtilities.Update_*`.** The legacy `KinematicCharacterAspect` (IAspect, instance `Update_*`) still exists but the static-utilities path is what the 1.4.x samples use — confirmed via reflect. The processor runs the canonical Update sequence (Initialize→ParentMovement→Grounding→[velocity control]→PreventGrounding→GroundPushing→MovementAndDecollisions→…) in `CharacterPhysicsUpdateSystem` (`[UpdateInGroup(KinematicCharacterPhysicsUpdateGroup)]`, which netcode relocates into the predicted fixed-step loop). +4. **Data-driven + reuse the existing input.** `PlayerControlSystem` (`PredictedSimulationSystemGroup`, `[UpdateAfter(StatRecomputeSystem)]`) maps the replicated `PlayerInput.Move` × `EffectiveCharacterStats.MoveSpeed` → a non-replicated `CharacterControl.MoveVelocity` (clamp via the unit-tested `CharacterControlMath.DesiredMovement`); the processor lerps `RelativeVelocity` toward it. No second input component; spawn / GhostOwner / co-op ring unchanged. +5. **Ghost variants: only `CharacterInterpolation` → PredictedClient-only.** `BakeCharacter` adds `CharacterInterpolation` to every prefab version; a `DefaultVariantSystemBase` + `[GhostComponentVariation(typeof(CharacterInterpolation))] [GhostComponent(PrefabType = GhostPrefabType.PredictedClient)]` strips it from server + interpolated-client prefabs (presentation-only; double-interp on remotes otherwise). **We deliberately do NOT register the CC sample's global `LocalTransform → DontSerializeVariant`** — that is project-wide and would break our non-character ghosts (projectiles/dummies/pickups) that rely on stock `LocalTransform` replication. The character replicates position via the normal owner-predicted `LocalTransform` path. + +## Consequences + +- **Validated on 6.4.7.** EditMode 47/47 (the 4 M5 PhysicsVelocity-mapping tests replaced by 4 `CharacterControlMath` tests). Runtime (single in-editor client): player bakes the full CC set on **both** worlds; driving into `Wall_East` (face x≈5.75) stops the capsule at **x=5.24** = face − radius on server **and** client; diagonal input **slides along** the wall and rounds its finite end (true collide-and-slide, not tunnelling); **Y holds at 1.00 with no planar-pin system** (kinematic + no gravity stays on plane); **server == client**; `CharacterInterpolation` confirmed present on the client ghost and **absent on the server** (variant works). Console clean of CC/Burst/cascade errors — only the known unfocused-editor tick-batching artifact. +- **Net code simplification.** Deleted `PlayerMoveSystem` + `PlayerPlanarConstraintSystem` (and removed `StatRecomputeSystem`'s `[UpdateBefore(PlayerMoveSystem)]`). The climb-over / rotation-lock / planar-pin workarounds from DR-006 are gone — the kinematic controller handles it natively. +- **Asmdefs:** `ProjectM.Simulation` and `ProjectM.Authoring` now reference `Unity.CharacterController` (Authoring also `Unity.Physics` for `BakeCharacter`). +- **Stack:** new dependency `com.unity.charactercontroller@1.4.2` in `manifest.json` / lock; core DOTS versions unchanged. + +## Open / deferred + +- **Multi-client co-op interpolation not headlessly validated.** Single owner-predicted client is validated; remote interpolation smoothness (and the predicted-only `CharacterInterpolation` variant's effect on a *real* second client) needs a live two-build / thin-client check. The variant is in place per Unity's documented setup; CC 1.4.2 also guards `CharacterInterpolationSystem` to enabled-`Simulate` entities only. +- **Player-vs-player is non-physical** (`SimulateDynamicBody=false`): kinematic characters don't shove each other. Revisit if mutual push is wanted (set true + handle masses in `OverrideDynamicHitMasses`). +- **Gravity-free / no floor collider** — planar top-down; if verticality/terrain is added, give the character gravity in the processor + a ground collider and reconsider `SnapToGround`. +- **CC 1.4.2 declares older package deps** (entities/physics 1.3.15). Re-check on any CC bump; a CC build explicitly targeting Entities 6.x ("1.5+") would be preferable when available. +- **`KinematicCharacterBody` velocity ghost variant** (replicate `RelativeVelocity`/`IsGrounded` for tighter reconciliation) was left at defaults; add if owner-prediction reconciliation looks jittery under latency. + +Mirrors the server-authoritative + client-prediction + small-co-op pillars from [[Pillars]]. Builds on [[DR-006_M5_Physics_In_Prediction]] (kept infra) and [[DR-005_M4_Connection_Model_Direct_IP]] (spawn/co-op). diff --git a/Packages/manifest.json b/Packages/manifest.json index 4607143e2..43aa55e69 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": "2.0.12", + "com.unity.charactercontroller": "1.4.2", "com.unity.cinemachine": "3.1.6", "com.unity.collab-proxy": "2.12.4", "com.unity.entities": "6.5.0", @@ -20,7 +21,7 @@ "com.unity.test-framework": "1.8.0", "com.unity.timeline": "1.8.12", "com.unity.ugui": "2.6.0", - "com.unity.visualeffectgraph": "17.6.0", + "com.unity.visualeffectgraph": "17.4.0", "com.unity.visualscripting": "1.9.11", "com.unity.modules.accessibility": "1.0.0", "com.unity.modules.adaptiveperformance": "1.0.0", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 2a0b3463b..9c89cca87 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -37,6 +37,18 @@ }, "url": "https://packages.unity.com" }, + "com.unity.charactercontroller": { + "version": "1.4.2", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.physics": "1.3.15", + "com.unity.entities": "1.3.15", + "com.unity.modules.physics": "1.0.0", + "com.unity.modules.uielements": "1.0.0" + }, + "url": "https://packages.unity.com" + }, "com.unity.cinemachine": { "version": "3.1.6", "depth": 0, diff --git a/ProjectSettings/Packages/com.unity.multiplayer.tools/CustomColorSettings.asset b/ProjectSettings/Packages/com.unity.multiplayer.tools/CustomColorSettings.asset new file mode 100644 index 000000000..ee860207d --- /dev/null +++ b/ProjectSettings/Packages/com.unity.multiplayer.tools/CustomColorSettings.asset @@ -0,0 +1,17 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &1 +MonoBehaviour: + m_ObjectHideFlags: 53 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 6762c37d3236e2a4382cd018dcdf221e, type: 3} + m_Name: + m_EditorClassIdentifier: Unity.Multiplayer.Tools.Common::Unity.Multiplayer.Tools.Common.Visualization.CustomColorSettings + colors: + m_Keys: + m_Values: []