Netcode Bootstrap

This commit is contained in:
Luis Gonzalez
2026-05-31 14:27:52 -07:00
parent 99d8d2d2a9
commit 7fa77ce821
1813 changed files with 2921554 additions and 84 deletions
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@@ -10,7 +10,11 @@ permalink: gamevault/06-roadmap/backlog
Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when committed.
- [ ] Decide whether to upgrade Unity 6.4 → 6.6 for newer Entities (6.6.x). Stack is forward-compatible; `NetCodeTestWorld` stays internal regardless — see [[DR-001_Netcode_Test_Harness]].
- [ ] Define the core gameplay loop and the first predicted player ghost.
- [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]]).
- [ ] **Re-validate the M1 play-tick on a stable Unity 6.x** — live runtime blocked on the 6.6 alpha ([[DR-002_Unity66_Alpha_Netcode_Transport]]); optionally reproduce with the `networked-cube` sample to file a bug.
- [ ] Replace template `SampleScene` with a dedicated bootstrap scene + gameplay subscene.
- [ ] Optional template cleanup: remove `com.unity.visualscripting`, `Assets/TutorialInfo/`, `Assets/Readme.asset` (delete each asset **with** its `.meta`).
- [ ] Optional template cleanup: remove `com.unity.visualscripting`, `Assets/TutorialInfo/`, `Assets/Readme.asset` (delete each asset **with** its `.meta`).
- [ ] Decide **relay provider** (default Unity Relay) before M3.
- [ ] Decide home-base **grid 2D vs 3D** before M5.
- [ ] Decide **production replication** (predicted vs server-only) before M6.
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@@ -11,6 +11,11 @@ permalink: gamevault/06-roadmap/milestones
| Milestone | Goal | Status |
|---|---|---|
| **M0 — Foundation** | DOTS + Netcode stack, asmdef split, bootstrap, smoke test green | ✅ Done 2026-05-29 — [[2026-05-29_Project_Setup]] |
| **M1 — _TBD_** | Define the first playable slice (core loop + first predicted ghost) | ⬜ |
| **M1 — Player slice** | Server-spawned owner-predicted player; twin-stick WASD + directional aim | ✅ Done 2026-05-31 — runtime-validated on Unity 6.4.7 (connect→spawn→owner-predicted ghost→replication; EditMode 3/3). The 6.6 failure was environment-specific, see [[DR-002_Unity66_Alpha_Netcode_Transport]] — [[2026-05-30_M1_Player_Slice]] |
| **M2 — Combat** | Directional ability fire + deterministic soft auto-target; server-authoritative damage/health | ⬜ |
| **M3 — Co-op** | 24 players; client-hosted listen-server over Unity Relay | ⬜ |
| **M4 — Home base + physics** | Persistent base subscene streaming + Unity Physics in the predicted loop | ⬜ |
| **M5 — Build/placement** | Server-authoritative grid build placement via RPC | ⬜ |
| **M6 — Automation** | Self-running tick-based production chains (deterministic offline catch-up) | ⬜ |
Promote items from [[Backlog]] here when committed.