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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using ProjectM.Simulation;
using Unity.Entities;
using Unity.Mathematics;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for the player ghost prefab. Bakes the gameplay components onto the entity and
/// exposes movement tunables for designers. Ghost replication, <c>GhostOwner</c> and
/// AutoCommandTarget are supplied by the GhostAuthoringComponent added on the same prefab
/// GameObject. <c>GetEntity(TransformUsageFlags.Dynamic)</c> ensures a runtime-mutable
/// LocalTransform exists.
/// </summary>
public class PlayerAuthoring : MonoBehaviour
{
[Min(0f)] public float MoveSpeed = 6f;
[Min(0f)] public float TurnRateDegreesPerSec = 720f;
private class PlayerBaker : Baker<PlayerAuthoring>
{
public override void Bake(PlayerAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent<PlayerTag>(entity);
AddComponent(entity, new PlayerMoveStats
{
MoveSpeed = authoring.MoveSpeed,
TurnRateRadiansPerSec = math.radians(authoring.TurnRateDegreesPerSec)
});
AddComponent<PlayerFacing>(entity);
AddComponent<PlayerInput>(entity);
}
}
}
}
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"references": [ "references": [
"ProjectM.Simulation", "ProjectM.Simulation",
"Unity.Entities", "Unity.Entities",
"Unity.Entities.Hybrid",
"Unity.Collections",
"Unity.Mathematics", "Unity.Mathematics",
"Unity.NetCode" "Unity.NetCode"
], ],
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using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring placed once in the gameplay subscene. Bakes a <see cref="PlayerSpawner"/> singleton
/// holding the player ghost prefab entity and a spawn point, which the server's
/// GoInGameServerSystem instantiates on each connect.
/// </summary>
public class PlayerSpawnerAuthoring : MonoBehaviour
{
[Tooltip("The Player ghost prefab to spawn for each connected client.")]
public GameObject PlayerPrefab;
public Vector3 SpawnPoint = Vector3.zero;
private class PlayerSpawnerBaker : Baker<PlayerSpawnerAuthoring>
{
public override void Bake(PlayerSpawnerAuthoring authoring)
{
// The spawner itself needs no transform; it is a data singleton.
var entity = GetEntity(authoring, TransformUsageFlags.None);
AddComponent(entity, new PlayerSpawner
{
PlayerPrefab = GetEntity(authoring.PlayerPrefab, TransformUsageFlags.Dynamic),
SpawnPoint = authoring.SpawnPoint
});
}
}
}
}
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using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Client
{
/// <summary>
/// Client-side connection handshake: for every connection that has been assigned a
/// <see cref="NetworkId"/> but is not yet <see cref="NetworkStreamInGame"/>, mark it in-game and
/// fire a <see cref="GoInGameRequest"/> RPC so the server spawns this client's player ghost.
/// Adding NetworkStreamInGame is what gates snapshot/command flow on. Mirrors the netcode
/// "networked-cube" go-in-game sample.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)]
public partial struct GoInGameClientSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
var builder = new EntityQueryBuilder(Allocator.Temp)
.WithAll<NetworkId>()
.WithNone<NetworkStreamInGame>();
state.RequireForUpdate(state.GetEntityQuery(builder));
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (_, connection) in
SystemAPI.Query<RefRO<NetworkId>>().WithNone<NetworkStreamInGame>().WithEntityAccess())
{
ecb.AddComponent<NetworkStreamInGame>(connection);
var request = ecb.CreateEntity();
ecb.AddComponent<GoInGameRequest>(request);
ecb.AddComponent(request, new SendRpcCommandRequest { TargetConnection = connection });
}
ecb.Playback(state.EntityManager);
}
}
}
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using ProjectM.Simulation;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
namespace ProjectM.Client
{
/// <summary>
/// Client-only twin-stick input gather. Samples the Input System once per frame (WASD /
/// left-stick -&gt; Move, right-stick -&gt; Aim) and writes <see cref="PlayerInput"/> on the
/// locally-owned player ghost (filtered to <see cref="GhostOwnerIsLocal"/>). Runs in
/// <see cref="GhostInputSystemGroup"/> — NOT the prediction loop — so devices are read once per
/// frame, never re-read during rollback. Implemented as a non-Burst <see cref="ISystem"/>
/// because it reads the managed Input System.
/// <para>
/// NOTE: the Input System device types are fully qualified rather than imported via
/// <c>using UnityEngine.InputSystem;</c> on purpose — that namespace also defines a
/// <c>PlayerInput</c> type which would collide with <see cref="ProjectM.Simulation.PlayerInput"/>
/// and make the Entities source generator bind <c>RefRW&lt;PlayerInput&gt;</c> to the managed
/// class (a spurious CS8377 "must be unmanaged").
/// </para>
/// </summary>
[UpdateInGroup(typeof(GhostInputSystemGroup))]
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
public partial struct PlayerInputGatherSystem : ISystem
{
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<PlayerInput>();
}
public void OnUpdate(ref SystemState state)
{
float2 move = float2.zero;
float2 aim = float2.zero;
var keyboard = UnityEngine.InputSystem.Keyboard.current;
if (keyboard != null)
{
if (keyboard.wKey.isPressed) move.y += 1f;
if (keyboard.sKey.isPressed) move.y -= 1f;
if (keyboard.dKey.isPressed) move.x += 1f;
if (keyboard.aKey.isPressed) move.x -= 1f;
}
var gamepad = UnityEngine.InputSystem.Gamepad.current;
if (gamepad != null)
{
float2 leftStick = gamepad.leftStick.ReadValue();
if (math.lengthsq(leftStick) > math.lengthsq(move))
move = leftStick;
aim = gamepad.rightStick.ReadValue();
}
// Right-stick deadzone: a resting stick yields zero Aim so PlayerAimSystem falls back to
// the movement heading (controller-first directional aim).
if (math.lengthsq(aim) < 0.04f)
aim = float2.zero;
foreach (var input in SystemAPI.Query<RefRW<PlayerInput>>().WithAll<GhostOwnerIsLocal>())
{
input.ValueRW.Move = move;
input.ValueRW.Aim = aim;
}
}
}
}
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"Unity.Mathematics", "Unity.Mathematics",
"Unity.Burst", "Unity.Burst",
"Unity.NetCode", "Unity.NetCode",
"Unity.Entities.Graphics" "Unity.Entities.Graphics",
"Unity.InputSystem"
], ],
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using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Server
{
/// <summary>
/// Server-authoritative player spawn. On each received <see cref="GoInGameRequest"/>: mark the
/// source connection in-game, instantiate the player ghost from the baked
/// <see cref="PlayerSpawner"/>, stamp <see cref="GhostOwner"/> with the connection's
/// <see cref="NetworkId"/>, place it at the spawn point, and link it to the connection's
/// LinkedEntityGroup so it auto-despawns on disconnect. Mirrors the netcode "networked-cube"
/// ModifiedGoInGameServer sample. All structural changes are batched through an
/// <see cref="EntityCommandBuffer"/>.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct GoInGameServerSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<PlayerSpawner>();
var builder = new EntityQueryBuilder(Allocator.Temp)
.WithAll<GoInGameRequest, ReceiveRpcCommandRequest>();
state.RequireForUpdate(state.GetEntityQuery(builder));
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var spawner = SystemAPI.GetSingleton<PlayerSpawner>();
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (receive, requestEntity) in
SystemAPI.Query<RefRO<ReceiveRpcCommandRequest>>().WithAll<GoInGameRequest>().WithEntityAccess())
{
var connection = receive.ValueRO.SourceConnection;
ecb.AddComponent<NetworkStreamInGame>(connection);
var networkId = SystemAPI.GetComponent<NetworkId>(connection);
var player = ecb.Instantiate(spawner.PlayerPrefab);
ecb.SetComponent(player, LocalTransform.FromPosition(spawner.SpawnPoint));
ecb.SetComponent(player, new GhostOwner { NetworkId = networkId.Value });
// Auto-despawn the player when its owning connection is removed.
ecb.AppendToBuffer(connection, new LinkedEntityGroup { Value = player });
ecb.DestroyEntity(requestEntity);
}
ecb.Playback(state.EntityManager);
}
}
}
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userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,11 @@
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Client -&gt; server one-off request to enter gameplay. On receipt the server adds
/// NetworkStreamInGame to the connection (enabling snapshot/command flow) and spawns the
/// client's player ghost. Lives in Simulation so both worlds see the type for RPC source-gen.
/// </summary>
public struct GoInGameRequest : IRpcCommand { }
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b633994e24f874e0796d1fa93cc46679
@@ -15,8 +15,11 @@ namespace ProjectM.Simulation
{ {
public override bool Initialize(string defaultWorldName) public override bool Initialize(string defaultWorldName)
{ {
// 0 = do not auto-connect; worlds are still created. Set a port later to auto-connect. // Auto-connect in-editor: the server listens and the in-process client connects (over
AutoConnectPort = 0; // IPC) on the default BinaryWorlds host mode — one process hosts both worlds (M1 listen
// server). M3 replaces this with an explicit Unity Relay host/join flow. Set to 0 to
// disable auto-connect.
AutoConnectPort = 7979;
CreateDefaultClientServerWorlds(); CreateDefaultClientServerWorlds();
return true; return true;
} }
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 78b348213a4864001bf105954525fbda
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -0,0 +1,41 @@
using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Simulation
{
/// <summary>
/// Predicted aim/facing: writes <see cref="PlayerFacing"/> from twin-stick Aim, falling back to
/// the movement direction when Aim is zero (controller-first directional aim). Also turns the
/// ghost transform toward the facing direction for top-down presentation. When there is no input
/// this tick the previous facing is held. Deterministic (pure math); filtered to
/// <see cref="Simulate"/> so it runs only for predicted ghosts.
/// </summary>
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
[BurstCompile]
public partial struct PlayerAimSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
foreach (var (facing, transform, input) in
SystemAPI.Query<RefRW<PlayerFacing>, RefRW<LocalTransform>, RefRO<PlayerInput>>()
.WithAll<Simulate>())
{
float2 aim = input.ValueRO.Aim;
if (math.lengthsq(aim) < 1e-6f)
aim = input.ValueRO.Move; // fall back to movement heading
if (math.lengthsq(aim) < 1e-6f)
continue; // no input this tick: keep last facing
aim = math.normalize(aim);
facing.ValueRW.Direction = aim;
float3 forward = new float3(aim.x, 0f, aim.y);
transform.ValueRW.Rotation = quaternion.LookRotationSafe(forward, math.up());
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3a274d036dc034cbaa70f6a782d8784a
@@ -0,0 +1,18 @@
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Authoritative aim/facing direction, decoupled from movement heading so twin-stick aim is
/// independent of travel direction. Written in predicted sim from PlayerInput.Aim; consumed by
/// presentation now and ability systems (M2). Replicated so interpolated remote players show
/// the correct facing.
/// </summary>
public struct PlayerFacing : IComponentData
{
/// <summary>Normalized planar facing direction (world XZ mapped to float2 x,y).</summary>
[GhostField(Quantization = 1000)] public float2 Direction;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8d0adf0e4def842a89a3017de243aca9
@@ -0,0 +1,30 @@
using Unity.Collections;
using Unity.Mathematics;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Twin-stick player input (server-authoritative, input-only clients). Gathered once per frame
/// on the owning client in <see cref="GhostInputSystemGroup"/> and streamed to the server via
/// AutoCommandTarget. Netcode source-gen produces InputBufferData&lt;PlayerInput&gt; plus the
/// copy/apply systems from this type. The [GhostField]s let remote owners be predicted; the
/// data replays deterministically under rollback.
/// </summary>
public struct PlayerInput : IInputComponentData
{
/// <summary>WASD / left-stick movement, normalized to roughly -1..1 per axis.</summary>
[GhostField(Quantization = 1000)] public float2 Move;
/// <summary>Right-stick / cursor aim direction (normalized). Zero =&gt; face movement direction.</summary>
[GhostField(Quantization = 1000)] public float2 Aim;
public FixedString512Bytes ToFixedString()
{
var s = new FixedString512Bytes();
s.Append(Move.x); s.Append(','); s.Append(Move.y); s.Append(';');
s.Append(Aim.x); s.Append(','); s.Append(Aim.y);
return s;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 72ac3666802bf49f891f49a0d03201e5
@@ -0,0 +1,17 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Per-player movement tunables, baked from authoring. Identical on client (re-prediction) and
/// server so movement is deterministic. Not replicated.
/// </summary>
public struct PlayerMoveStats : IComponentData
{
/// <summary>Planar movement speed in units/second.</summary>
public float MoveSpeed;
/// <summary>Max turn rate (radians/second) when rotating toward the facing direction.</summary>
public float TurnRateRadiansPerSec;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cf5fc79d6c67d4ef39ba4e7e9457dd85
@@ -0,0 +1,39 @@
using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Simulation
{
/// <summary>
/// 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 <see cref="Simulate"/> so only predicted ghosts move.
/// Deterministic by construction: uses <c>SystemAPI.Time.DeltaTime</c> (the fixed tick step)
/// only — no wall-clock, no <c>System.Random</c>. Move is clamped to unit length so diagonal
/// keyboard movement is not faster than cardinal.
/// </summary>
[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<RefRW<LocalTransform>, RefRO<PlayerInput>, RefRO<PlayerMoveStats>>()
.WithAll<Simulate>())
{
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;
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 35cd3eacccc2f4172b557b2807a6df22
@@ -0,0 +1,10 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Zero-size marker identifying a player-character ghost. Lets movement/aim/ability systems
/// query players without coupling to other gameplay components. Added by PlayerBaker.
/// </summary>
public struct PlayerTag : IComponentData { }
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1f967358256a44853bfc5be66e13bf3b
@@ -3,6 +3,7 @@
"rootNamespace": "ProjectM.Simulation", "rootNamespace": "ProjectM.Simulation",
"references": [ "references": [
"Unity.Entities", "Unity.Entities",
"Unity.Transforms",
"Unity.Collections", "Unity.Collections",
"Unity.Mathematics", "Unity.Mathematics",
"Unity.Burst", "Unity.Burst",
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 37f2ed4a443ac4a18aba505897f9e6fa
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,15 @@
using Unity.Entities;
using Unity.Mathematics;
namespace ProjectM.Simulation
{
/// <summary>
/// Singleton baked into the gameplay subscene, holding the baked player ghost prefab entity so
/// the server spawn system can instantiate it on connect. Mirrors the netcode CubeSpawner sample.
/// </summary>
public struct PlayerSpawner : IComponentData
{
public Entity PlayerPrefab;
public float3 SpawnPoint;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8d1945139846b49a7943b7149188aa45
+48 -1
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@@ -119,7 +119,54 @@ NavMeshSettings:
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m_PrefabAsset: {fileID: 0}
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@@ -0,0 +1,89 @@
using NUnit.Framework;
using ProjectM.Simulation;
using Unity.Core;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
namespace ProjectM.Tests
{
/// <summary>
/// Plain-Entities determinism test for <see cref="PlayerMoveSystem"/> (the M1 predicted move
/// system). Boots a bare ECS world, registers the system in the SimulationSystemGroup, creates a
/// synthetic player (PlayerInput + PlayerMoveStats + LocalTransform + enabled Simulate), injects
/// a fixed delta-time, ticks N times, and asserts the position advanced by exactly
/// MoveSpeed * dt * N. Version-independent and netcode-free, mirroring HeartbeatSystemTests.
/// </summary>
public class PlayerMoveSystemTests
{
[Test]
public void PlayerMove_Advances_By_MoveSpeed_Times_Dt_Each_Tick()
{
using var world = new World("PlayerMoveTestWorld");
var simulationGroup = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
var moveSystem = world.GetOrCreateSystem<PlayerMoveSystem>();
simulationGroup.AddSystemToUpdateList(moveSystem);
simulationGroup.SortSystems();
var em = world.EntityManager;
var entity = em.CreateEntity(
typeof(PlayerInput), typeof(PlayerMoveStats), 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 PlayerMoveStats { MoveSpeed = moveSpeed, TurnRateRadiansPerSec = 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<LocalTransform>(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<SimulationSystemGroup>();
group.AddSystemToUpdateList(world.GetOrCreateSystem<PlayerMoveSystem>());
group.SortSystems();
var em = world.EntityManager;
var e = em.CreateEntity(
typeof(PlayerInput), typeof(PlayerMoveStats), typeof(LocalTransform), typeof(Simulate));
em.SetComponentData(e, LocalTransform.FromPosition(float3.zero));
em.SetComponentData(e, new PlayerMoveStats { MoveSpeed = 3f, TurnRateRadiansPerSec = 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<LocalTransform>(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.");
}
}
}
@@ -0,0 +1,2 @@
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guid: aed328b85e7264aa9aedca0a628c6169
@@ -4,8 +4,10 @@
"references": [ "references": [
"ProjectM.Simulation", "ProjectM.Simulation",
"Unity.Entities", "Unity.Entities",
"Unity.Transforms",
"Unity.Collections", "Unity.Collections",
"Unity.Mathematics", "Unity.Mathematics",
"Unity.NetCode",
"UnityEngine.TestRunner", "UnityEngine.TestRunner",
"UnityEditor.TestRunner" "UnityEditor.TestRunner"
], ],
+20 -10
View File
@@ -2,20 +2,22 @@
Multiplayer game on **Unity DOTS (Entities) + Netcode for Entities** — server-authoritative, input-only clients, client prediction. This file is committed and is the authoritative, cross-machine source of conventions. The `/dots-dev` skill drives feature work; the one-time stack setup lives in `Docs/dots-setup-task.md`. Multiplayer game on **Unity DOTS (Entities) + Netcode for Entities** — server-authoritative, input-only clients, client prediction. This file is committed and is the authoritative, cross-machine source of conventions. The `/dots-dev` skill drives feature work; the one-time stack setup lives in `Docs/dots-setup-task.md`.
## Stack (installed versions — Unity 6.4.7 / `6000.4.7f1`) ## Stack — reverting to Unity 6.4.7 (stable) as of 2026-05-30
| Package | Version | Notes | | Package | Version | Notes |
|---|---|---| |---|---|---|
| `com.unity.entities` | **6.4.0** | Entities/Collections/Graphics now track the **Editor** version (6.x), not the old 1.x line. | | `com.unity.entities` | **6.4.0** | Entities/Collections/Graphics track the **Editor** version (6.x). |
| `com.unity.entities.graphics` | **6.4.0** | Renders entities under URP 17.4. | | `com.unity.entities.graphics` | **6.4.0** | Renders entities under URP 17.4. |
| `com.unity.collections` | 6.4.0 | (transitive) | | `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 versioning. | | `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. | | `com.unity.physics` | **1.4.6** | Unity Physics (DOTS). Independent 1.x line on Unity 6.4. |
| `com.unity.transport` | 2.7.2 | (transitive) | | `com.unity.transport` | 2.7.2 | (transitive) |
| `com.unity.burst` | 1.8.29 | (transitive) | | `com.unity.burst` | 1.8.29 | (transitive) |
| `com.unity.mathematics` | 1.3.3 | (transitive) | | `com.unity.mathematics` | 1.3.3 | (transitive) |
> **Upgrading Unity 6.4 → 6.6:** Entities/Collections/Graphics would renumber to 6.6.x; Netcode/Physics stay independent 1.x (slated to become Core packages later in 2026). The setup here (asmdefs, bootstrap, subscene, smoke test) is forward-compatible — just let packages re-resolve. The `NetCodeTestWorld` access constraint below is **unchanged** by the upgrade. > ⚠️ The values above are the **Unity 6.4.7** set being reverted to — **verify against `packages-lock.json` after the editor downgrade re-resolves**, and reconcile `manifest.json` if the brief 6.6 upgrade left explicit version pins.
> **Version history & status (2026-05-30):** built on **6.4.7** (`6000.4.7f1`; Netcode 1.13.2 / Physics 1.4.6 / Entities 6.4.0). Briefly upgraded to **6.6.0a6**, where Netcode→6.6.0, Physics→6.5.0, Entities→6.5.0 all **renumbered** into the editor line — BUT the alpha's **Netcode/Transport runtime is broken** (all in-editor connections fail with "invalid wrapped network interface"; **confirmed engine bug** via a zero-gameplay repro — see `Docs/Vault` DR-002 and `Docs/UnityBugReport-Netcode-Transport-6.6.0a6.md`). **→ Reverting to Unity 6.4.7 for stable netcode runtime.** If returning to 6.6 later, expect the renumber and re-test the runtime. The M1 player slice should port to 6.4 / Netcode 1.13.2 with no or minimal changes — recompile and `read_console` after the downgrade.
## Namespaces & assembly split ## Namespaces & assembly split
@@ -23,17 +25,25 @@ Root namespace: **`ProjectM`**. Code lives under `Assets/_Project/Scripts/` in f
| Assembly | Namespace | Runs in | References | | Assembly | Namespace | Runs in | References |
|---|---|---|---| |---|---|---|---|
| `ProjectM.Simulation` | `ProjectM.Simulation` | **client + server** worlds | Entities, Collections, Mathematics, Burst, Unity.Physics, Unity.NetCode | | `ProjectM.Simulation` | `ProjectM.Simulation` | **client + server** worlds | Entities, **Unity.Transforms**, Collections, Mathematics, Burst, Unity.Physics, Unity.NetCode |
| `ProjectM.Client` | `ProjectM.Client` | client world only | + Simulation, Unity.Entities.Graphics | | `ProjectM.Client` | `ProjectM.Client` | client world only | + Simulation, Unity.Entities.Graphics, **Unity.InputSystem** |
| `ProjectM.Server` | `ProjectM.Server` | server world only | + Simulation, Unity.NetCode | | `ProjectM.Server` | `ProjectM.Server` | server world only | + Simulation, **Unity.Transforms**, Unity.NetCode |
| `ProjectM.Authoring` | `ProjectM.Authoring` | bake time (+ scene runtime) | Simulation, Entities, Mathematics, Unity.NetCode | | `ProjectM.Authoring` | `ProjectM.Authoring` | bake time (+ scene runtime) | Simulation, Entities, **Unity.Entities.Hybrid**, Collections, Mathematics, Unity.NetCode |
- **Simulation** = components + systems shared by both worlds (most gameplay). **Client/Server** = world-specific. **Authoring** = `…Authoring` MonoBehaviours + `Baker<T>`. - **Simulation** = components + systems shared by both worlds (most gameplay). **Client/Server** = world-specific. **Authoring** = `…Authoring` MonoBehaviours + `Baker<T>`.
- Other folders: `Assets/_Project/Subscenes/` (baked entity subscenes), `Assets/_Project/Prefabs/`, `Assets/_Project/Tests/EditMode/`. - Other folders: `Assets/_Project/Subscenes/` (baked entity subscenes), `Assets/_Project/Prefabs/`, `Assets/_Project/Tests/EditMode/`.
### Build gotchas (learned — M1, 2026-05-30)
- **`Unity.Transforms` must be a DIRECT asmdef reference** for any assembly whose source-gen'd systems use `LocalTransform`/`LocalToWorld`. It is its own assembly; transitive visibility compiles your hand-written code but the Entities generator emits **CS0246** inside the `*.g.cs`.
- **Authoring asmdefs need `Unity.Entities.Hybrid`** (defines `Baker<T>`) **and `Unity.Collections`** (baking source-gen). A nested baker class must **not** be named `Baker` (it shadows `Baker<T>` → CS0308/CS0246) — name it `FooBaker`.
- **Never name an `IComponentData` `PlayerInput`**, and don't `using UnityEngine.InputSystem;` in a file that references such a component: it collides with `UnityEngine.InputSystem.PlayerInput`, and the Entities generator binds `RefRW<…>` to the *managed* class → a misleading **CS8377 "must be a non-nullable value type"**. Fully-qualify Input System types (`UnityEngine.InputSystem.Keyboard.current`) instead.
- `IInputComponentData` requires implementing **`FixedString512Bytes ToFixedString()`**.
- An input-gather system that reads the managed Input System belongs in `GhostInputSystemGroup` as a **non-Burst `ISystem`** (or `SystemBase`), never inside the prediction loop.
## Bootstrap & worlds ## Bootstrap & worlds
- `ProjectM.Simulation.GameBootstrap : ClientServerBootstrap` → overrides `Initialize`, sets `AutoConnectPort = 0` (no auto-connect), calls `CreateDefaultClientServerWorlds()`. Entering Play Mode creates separate `ServerWorld` (`WorldFlags.GameServer`) and `ClientWorld` (`WorldFlags.GameClient`) — verified. - `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.
- `Assets/_Project/Subscenes/Gameplay.unity` is wired into `SampleScene` (GameObject `GameplaySubScene`) as a baking target. Replace `SampleScene` with a dedicated bootstrap scene when building for real. - `Assets/_Project/Subscenes/Gameplay.unity` is wired into `SampleScene` (GameObject `GameplaySubScene`) as a baking target. Replace `SampleScene` with a dedicated bootstrap scene when building for real.
## DOTS / ECS conventions (authoritative summary) ## DOTS / ECS conventions (authoritative summary)
@@ -0,0 +1,101 @@
> 🛑 **DO NOT FILE — WITHDRAWN 2026-05-31.** This was **not** an engine bug. A clean, fresh Unity `6000.6.0a6` project (`../Local Reference`, a full Netcode-for-Entities framework) runs netcode fine on the same alpha. The failure was specific to Project M's environment (in-place 6.4→6.6 upgrade + embedded Entities-1.x `com.rukhanka.animation` package + default driver/AutoConnect path). See `Docs/Vault` DR-002 → "Correction". Kept only as a record of the investigation.
# Unity Bug Report — Netcode for Entities / Unity Transport (6000.6.0a6)
> Copy-paste into the Unity Bug Reporter (Help ▸ Report a Bug) or the Unity Discussions/issue tracker.
> Captured 2026-05-30 from Project M. Background: [[DR-002_Unity66_Alpha_Netcode_Transport]].
**Title:** [Netcode for Entities] In-editor client↔server connection never establishes — Unity Transport throws `Trying to access an invalid wrapped network interface` every frame (6000.6.0a6)
**Package(s):** Netcode for Entities `com.unity.netcode` 6.6.0 · Unity Transport `com.unity.transport` 6.6.0
**Severity:** Blocker — no Netcode-for-Entities connection can be established in the Editor; networked play is unusable.
**Unity version:** 6000.6.0a6
**Re-resolved package versions on this editor:**
- `com.unity.netcode` 6.6.0
- `com.unity.transport` 6.6.0
- `com.unity.entities` / `com.unity.collections` / `com.unity.entities.graphics` 6.5.0
- `com.unity.physics` 6.5.0
- `com.unity.burst` 1.8.29 · `com.unity.mathematics` 1.4.0
**Environment:** macOS (Apple Silicon), `OSXEditor`, URP 17.6. In-Editor (not batch mode).
---
## Description
Any standard Netcode-for-Entities setup that creates a `ServerWorld` + `ClientWorld` and auto-connects (the default `ClientServerBootstrap` with `AutoConnectPort` set, `RequestedPlayType = ClientAndServer`) **fails to ever establish a connection in the Editor**. The client creates a `NetworkStreamConnection` entity, but the server never accepts it and **no `NetworkId` is ever assigned** to either side.
Every frame, the Console floods with:
```
Exception thrown in a managed function called from unmanaged code:
System.InvalidOperationException: Trying to access an invalid wrapped network interface.
```
When the Jobs Debugger is enabled, this is accompanied by a cascade of dependency-safety exceptions across Unity Transport's internal layered-driver jobs, e.g.:
```
InvalidOperationException: The previously scheduled job NetworkDriver:UpdateJob writes to the
Unity.Collections.NativeList`1[...]. You are trying to schedule a new job
SimpleConnectionLayer:ReceiveJob`1 / SequenceReorderingLayer:ReceiveJob / TopLayer:CompleteReceiveJob /
AnalyticsLayer:AnalyticsJob / BottomLayer:ClearJob / RpcSystem:RpcExecJob ...
To guarantee safety, you must include NetworkDriver:UpdateJob as a dependency of the newly scheduled job.
```
and subsequently:
```
[Netcode] Server Tick Batching has occurred due to the server falling behind its desired SimulationTickRate ...
```
**Disabling the Jobs Debugger** (`JobsUtility.JobDebuggerEnabled = false`) removes the dependency-safety exceptions, but the **`Trying to access an invalid wrapped network interface`** error persists and the connection still never forms — so the invalid network interface is the root cause, independent of the safety checks.
## Steps to reproduce (minimal — no gameplay content required)
1. New project on **6000.6.0a6**; add `com.unity.netcode` (6.6.0; Entities 6.5.0 / Transport 6.6.0 resolve automatically).
2. Add this bootstrap (the only script needed):
```csharp
using Unity.Entities;
using Unity.NetCode;
using UnityEngine.Scripting;
[Preserve]
public class TestBootstrap : ClientServerBootstrap
{
public override bool Initialize(string defaultWorldName)
{
AutoConnectPort = 7979; // in-editor auto-connect (ClientAndServer, IPC)
CreateDefaultClientServerWorlds();
return true;
}
}
```
3. Open any scene — an **empty scene** (camera + light only; no SubScene, no ghosts, no systems) is sufficient.
4. Enter Play Mode.
## Expected
The in-process client connects to the server over IPC; the server assigns a `NetworkId`; a `NetworkStreamConnection` is established on both worlds. No Transport exceptions.
## Actual
No connection forms.
- `ServerWorld`: 0 `NetworkStreamConnection`, 0 `NetworkId`.
- `ClientWorld`: 1 `NetworkStreamConnection`, **0 `NetworkId`**.
- Console floods every frame with `Trying to access an invalid wrapped network interface` (plus Transport job-safety exceptions when the Jobs Debugger is on).
## Frequency
100% reproducible. Occurs with **zero gameplay content** (empty scene + the bootstrap above), confirming it is not project-specific.
## Regression / likely cause
- Netcode for Entities + Unity Transport are transitioning to built-in Core packages (since 6000.5.0a7), which renumbered them into the 6.x editor line.
- The **6000.6.0a5** changelog states Netcode snapshots were reworked to use Unity Transport's *"unreliable sequenced pipeline"* — the same `SequenceReorderingLayer` / layered-driver path that throws here. The regression appears to coincide with that rework.
## Known-good baseline
The same setup works on **Unity 6.4.x** (Netcode for Entities 1.13.2 / Unity Transport 2.7.2).
+8 -1
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@@ -13,11 +13,18 @@ permalink: gamevault/01-vision/pillars
## Pillars ## Pillars
- _TBD — define the 35 experiential pillars of Project M._ 1. **Action-ARPG combat** — twin-stick, controller-first (LoL / Diablo 4 / PoE2 feel); skill expression over stat-checks.
2. **Co-op base power fantasy** — 24 friends build and grow a shared home base (V Rising feel).
3. **Automation as progression** — production runs itself so play time compounds; the loop rewards setup, not grind.
4. **Server-authoritative & deterministic** — input-only clients, client prediction; the simulation is the source of truth.
## Locked decisions ## Locked decisions
- **Tech stack:** Unity DOTS (Entities) + Netcode for Entities — server-authoritative, input-only clients, client prediction. Established [[2026-05-29_Project_Setup]]. - **Tech stack:** Unity DOTS (Entities) + Netcode for Entities — server-authoritative, input-only clients, client prediction. Established [[2026-05-29_Project_Setup]].
- **Control (locked 2026-05-30):** WASD movement, controller-first, **directional / twin-stick aim** with soft auto-target in-arc. [[2026-05-30_M1_Player_Slice]]
- **Multiplayer (locked):** small co-op **24, client-hosted listen-server** (BinaryWorlds + in-proc IPC; not the experimental SingleWorld host mode), PvE.
- **World (locked):** persistent buildable **home base + instanced/procedural expeditions**.
- **Automation (locked):** **progression accelerator** — self-running production chains; data model designed to grow toward full logistics.
## Related ## Related
+5 -1
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@@ -12,7 +12,11 @@ One design doc per gameplay system, linked here. Each should state: purpose, com
## Systems ## Systems
- _None yet._ ### M1 — Player (twin-stick predicted movement) · [[2026-05-30_M1_Player_Slice]]
- **Components** (`ProjectM.Simulation`): `PlayerTag`; `PlayerInput` (IInputComponentData — `float2` Move/Aim, `[GhostField]`, flows via AutoCommandTarget); `PlayerMoveStats` (baked tunables); `PlayerFacing` (`[GhostField]` Direction); `PlayerSpawner` (baked prefab singleton); `GoInGameRequest` (IRpcCommand).
- **Systems:** `PlayerMoveSystem`, `PlayerAimSystem` (`PredictedSimulationSystemGroup`, `.WithAll<Simulate>()`, deterministic — `SystemAPI.Time.DeltaTime` only); `PlayerInputGatherSystem` (client, `GhostInputSystemGroup`); `GoInGameClientSystem` (client) / `GoInGameServerSystem` (server — spawns the owner-predicted ghost, stamps `GhostOwner`, `LinkedEntityGroup` auto-despawn).
- **Netcode shape:** player = **owner-predicted** ghost; client sends input only; server is authoritative. Status: **code-complete + EditMode-verified**; live runtime blocked by [[DR-002_Unity66_Alpha_Netcode_Transport]].
## Conventions ## Conventions
+6 -2
View File
@@ -10,7 +10,11 @@ permalink: gamevault/06-roadmap/backlog
Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when committed. 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]]. - [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]].
- [ ] Define the core gameplay loop and the first predicted player ghost. - [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. - [ ] 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.
+6 -1
View File
@@ -11,6 +11,11 @@ permalink: gamevault/06-roadmap/milestones
| Milestone | Goal | Status | | Milestone | Goal | Status |
|---|---|---| |---|---|---|
| **M0 — Foundation** | DOTS + Netcode stack, asmdef split, bootstrap, smoke test green | ✅ Done 2026-05-29 — [[2026-05-29_Project_Setup]] | | **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. Promote items from [[Backlog]] here when committed.
@@ -0,0 +1,50 @@
---
date: 2026-05-30
type: session
tags: [session, dots, netcode, m1]
permalink: gamevault/07-sessions/2026/2026-05-30-m1-player-slice
---
# Session 2026-05-30 — M1 Player Slice + foundation direction
## Goal
Kick off real dev via `/dots-dev`: lock the genre/foundation direction for a **V Rising × factory-automation co-op ARPG** (small team), plan the initial phases, and build **M1** — a server-spawned, owner-predicted player ghost that moves via twin-stick WASD + directional aim.
## Done
### Direction locked — see [[Pillars]]
- **Genre:** V Rising mechanics + action-ARPG combat (LoL / Diablo 4 / PoE2) + factory automation; small-team scope.
- **Control:** WASD movement, controller-first, **directional / twin-stick** aim (soft auto-target in-arc).
- **Multiplayer:** small co-op **24, client-hosted listen-server** (BinaryWorlds + in-proc IPC), PvE.
- **World:** persistent buildable **home base + instanced/procedural expeditions**.
- **Automation:** **progression accelerator** — self-running production chains; data model designed to grow toward full logistics.
- 6-phase roadmap M1M6 — see [[Milestones]].
### M1 built — code-complete, EditMode-verified
All four asmdefs compile clean (source-gen OK); EditMode tests **3/3 green**.
- **Simulation:** `PlayerTag`, `PlayerInput` (IInputComponentData, `float2` Move/Aim `[GhostField]`, `ToFixedString`), `PlayerMoveStats`, `PlayerFacing` (`[GhostField]` Direction), `GoInGameRequest` (IRpcCommand), `PlayerSpawner`; `PlayerMoveSystem` + `PlayerAimSystem` (PredictedSimulationSystemGroup, `.WithAll<Simulate>()`, `SystemAPI.Time.DeltaTime` only — deterministic).
- **Client:** `GoInGameClientSystem`; `PlayerInputGatherSystem` (GhostInputSystemGroup, non-Burst ISystem reading the Input System).
- **Server:** `GoInGameServerSystem` (instantiate player + `GhostOwner` from `NetworkId` + `LinkedEntityGroup` auto-despawn).
- **Authoring/asset:** `PlayerAuthoring` / `PlayerSpawnerAuthoring` bakers; `Player.prefab` (GhostAuthoringComponent **OwnerPredicted**, HasOwner, AutoCommandTarget); `PlayerSpawner` wired into `Gameplay.unity`; `GameBootstrap.AutoConnectPort = 7979`.
- **Tests:** `PlayerMoveSystemTests` — deterministic advance + idempotence across tick batches.
- Live Netcode 6.6 API shapes verified via `unity_reflect` before coding (`GhostOwner.NetworkId`, `NetworkId.Value`, `Receive`/`SendRpcCommandRequest`, `GhostOwnerIsLocal`, `IInputComponentData.ToFixedString``FixedString512Bytes`).
### Build gotchas learned — now in repo `CLAUDE.md`
- Source-gen'd systems need **`Unity.Transforms`** as a *direct* asmdef reference (`LocalTransform`); transitive visibility doesn't satisfy the generator.
- Authoring asmdefs need **`Unity.Entities.Hybrid`** (for `Baker<T>`) and **`Unity.Collections`**.
- A component named **`PlayerInput`** collides with `UnityEngine.InputSystem.PlayerInput`; with `using UnityEngine.InputSystem;` the Entities generator binds `RefRW<PlayerInput>` to the *managed* class → misleading **CS8377** "must be unmanaged". Fix: fully-qualify Input System types, don't import the namespace.
- A nested baker class must not be named `Baker` (shadows `Unity.Entities.Baker<T>` → CS0308/CS0246).
## Decisions
- [[DR-002_Unity66_Alpha_Netcode_Transport]] — runtime netcode is blocked on the 6.6 alpha.
- **Host mode = BinaryWorlds + IPC** (stable), not the experimental `HostWorldMode.SingleWorld` (internal unless `NETCODE_EXPERIMENTAL_SINGLE_WORLD_HOST`).
- Correction to [[DR-001_Netcode_Test_Harness]] assumption: on the 6.6 upgrade, **Netcode (→6.6.0) and Physics (→6.5.0) DID renumber** into the editor line — they did **not** stay independent 1.x. `CLAUDE.md` updated.
## Open / deferred
- **BLOCKER — env-specific, NOT an engine bug (corrected 2026-05-31):** the in-editor connection never formed on Project M @ `6000.6.0a6` ("invalid wrapped network interface"). Initially mis-attributed to a Unity engine bug, but a **clean fresh `6000.6.0a6` project (`../Local Reference`, a full Netcode-for-Entities framework) connects fine**. The bare-scene repro still ran inside Project M's contaminated environment (embedded Entities-1.x `rukhanka` + in-place-upgrade `Library`/manifest residue + default driver/AutoConnect), so it isolated gameplay code but not the environment. Bug report withdrawn. See [[DR-002_Unity66_Alpha_Netcode_Transport]] → Correction.
- **RESOLVED 2026-05-31:** M1 runtime **fully validated on Unity 6.4.7 / Netcode 1.13.2** — connect → GoInGame → server-spawn → owner-predicted ghost → client replication all confirmed (`players=1`/`netIds=1`/`inGame=1`/`ownerLocal=1` in both worlds), no transport error. One-time fix: forced asset reimport to rebake the stale entity-subscene after the in-place downgrade. Minor follow-ups: enable `Application.runInBackground`; re-save URP global settings (cosmetic missing-types from the 17.6→17.4 downgrade).
- Deferred decisions (revisit at their phase): **relay provider** (default Unity Relay) before M3; home-base **grid 2D vs 3D** before M5; **production predicted vs server-only** before M6; **character controller** (custom kinematic vs vendor ECS-samples) at M4.
## Next
Re-run the M1 play-tick on a **stable Unity 6.x** (or reproduce with the `networked-cube` sample to file a bug). When green, proceed to **M2 — twin-stick combat / abilities**.
@@ -0,0 +1,68 @@
---
id: DR-002
title: Unity 6.6.0-alpha Netcode/Transport runtime regression blocks in-editor play-tick
status: superseded
date: 2026-05-30
superseded: 2026-05-31 — see Correction below
tags:
- decision
- netcode
- transport
- engine
permalink: gamevault/07-sessions/decisions/dr-002-unity66-alpha-netcode-transport
---
# DR-002 — Unity 6.6.0-alpha Netcode/Transport runtime regression
> ⚠️ **SUPERSEDED 2026-05-31 — this was NOT a universal engine bug. See "## Correction" at the bottom.** A clean, fresh Unity `6000.6.0a6` project (`../Local Reference`) runs Netcode for Entities successfully. The failure was specific to **Project M's environment** (in-place 6.4→6.6 upgrade + embedded `com.rukhanka.animation` Entities-1.x package + default driver/AutoConnect path), not Unity itself. The drafted Unity bug report should **not** be filed.
## Context
The project runs on **Unity `6000.6.0a6`** (6.6.0 **alpha**) with `com.unity.netcode` 6.6.0, `com.unity.transport` 6.6.0, `com.unity.entities`/`collections`/`graphics` 6.5.0, `com.unity.physics` 6.5.0.
Building [[2026-05-30_M1_Player_Slice|M1]], the code compiled clean and EditMode tests passed (3/3), but the in-editor two-world play-tick **never establishes a network connection** (`NetworkId` connection count stays 0; no player ghost spawns). Every frame the console floods with exceptions located **entirely inside Unity packages**:
- `com.unity.transport`: `System.InvalidOperationException: Trying to access an invalid wrapped network interface.` (dominant, ~20×/sample)
- A cascade of Jobs-Debugger dependency-safety violations across Transport's internal layer jobs: `NetworkDriver:UpdateJob`, `SimpleConnectionLayer`, `SequenceReorderingLayer`, `AnalyticsLayer`, `BottomLayer`/`TopLayer`, `RpcSystem:RpcExecJob` ("you must include X as a dependency of the newly scheduled job").
- `com.unity.netcode`: "Server Tick Batching … falling behind its desired `SimulationTickRate`".
No `ProjectM.*` code appears in any stack trace. Reproduced across two clean play sessions. Disabling the Jobs Debugger (`JobsUtility.JobDebuggerEnabled = false`) removed the job-safety exceptions, but the **"invalid wrapped network interface"** persisted and the connection still never formed — so the root failure is Transport network-interface initialization, not the safety checks.
## Decision
Treat this as an **engine-alpha regression**, not an M1 code defect. M1 is **code-complete and statically verified**: clean compile + source-gen, EditMode determinism tests green, both `ServerWorld`/`ClientWorld` boot with correct flags. Runtime validation of the connect → spawn → predicted-move loop is **deferred to a stable Unity 6.x build**.
## Consequences
- Do **not** burn effort debugging Transport internals from game code; the fault is below our layer.
- Tracked action items: (1) re-run the M1 play-tick on a stable Unity 6.x; (2) optionally reproduce with Unity's own `networked-cube` sample to confirm + file a bug.
- Until resolved, treat in-editor netcode **runtime** on `6000.6.0a6` as unreliable; rely on plain-Entities EditMode tests (see [[DR-001_Netcode_Test_Harness]]) for deterministic logic coverage.
- **Recommendation:** for netcode runtime work, prefer a **stable** Unity 6.x release over the alpha.
## Confirmation — clean-room repro (2026-05-30)
Reproduced with **zero Project M code**: a fresh empty scene (camera + light only — no Gameplay subscene, no ghosts/components/systems) where Unity's canonical bootstrap creates `ServerWorld` + `ClientWorld` and auto-connects. The identical `Trying to access an invalid wrapped network interface` flood appears; `ClientWorld` opens a `NetworkStreamConnection` but the server never accepts and **no `NetworkId` is assigned** on either side. ⇒ the fault is entirely in Unity Transport/Netcode, not our gameplay or bootstrap logic.
## Web corroboration
- Netcode for Entities + Unity Transport are **mid-migration to built-in (Core) packages bundled with the Editor, since Unity `6000.5.0a7`** — which is why they renumbered into the 6.x line on our upgrade. ([status update](https://discussions.unity.com/t/netcode-for-entities-and-unity-transport-status-update/1707400))
- The netcode↔transport pipeline was **actively reworked this alpha cycle**: the `6000.6.0a5` changelog states "Netcode for Entities snapshots now use Unity Transport's unreliable sequenced pipeline instead of a home-baked solution." That unreliable-sequenced / `SequenceReorderingLayer` path is exactly what throws in our logs.
- Transport's `NetworkDriver.Concurrent` multi-job safety behaviour has acknowledged rough edges (Unity Transport maintainer, Jan 2026, Transport 2.6 / Unity 6.3) with no fix. ([thread](https://discussions.unity.com/t/using-the-same-networkdriver-concurrent-in-two-jobs-causes-an-error/1703439))
- **No public report matches the exact `invalid wrapped network interface` connection-blocking failure on `6000.6.0a6`** — consistent with an unreported in-flight alpha regression. Worth **filing a Unity bug** with the minimal bare-scene repro above.
## Resolution (2026-05-30)
**Reverting the project to Unity 6.4.7** (Netcode for Entities 1.13.2 / Transport 2.7.2 — the known-good baseline) to unblock runtime netcode. A file-ready bug report was drafted at `Docs/UnityBugReport-Netcode-Transport-6.6.0a6.md`. Next: re-validate the M1 connect→spawn→predicted-move loop on 6.4 (the M1 code should port with no/minimal changes — recompile + `read_console`). Revisit Unity 6.6 once the Transport regression is fixed in a later alpha/beta.
## Correction (2026-05-31)
The "confirmed engine bug" conclusion above is **withdrawn**. A side-by-side file diff against a fresh project (`Projects/Rain/Games/Unity/Local Reference`) showed:
- **`Local Reference` is a clean Unity `6000.6.0a6` Netcode-for-Entities framework project** (dedicated-server bootstraps, GhostBridge ghost framework, prediction, **its own custom `EntityDriverConstructor`** + explicit connect flow) — and it runs netcode successfully on the same alpha.
- **Project M @ 6.6 differed in three ways the template does not have:** (1) an embedded third-party **`com.rukhanka.animation` 2.9.0** built for **Unity 2022.3 / Entities 1.x** (depends on `entities.graphics 1.4.16`); (2) it was **upgraded in-place 6.4→6.6** (stale `Library/` + leftover/mixed `manifest.json` pins); (3) it used the **default `IPCAndSocketDriverConstructor` + `AutoConnectPort`**, whereas the template uses a custom driver constructor.
**Why my repro misled me:** the "bare scene" repro still ran inside Project M's contaminated environment (rukhanka + dirty `Library` load regardless of scene), so it isolated *gameplay code* but not the *project environment*. The correct control — a clean 6.6 project — works.
**Revised stance:** environment-specific, not an engine bug. **Do not file the Unity bug.** Candidate causes (unranked, not yet isolated): stale upgrade `Library`, the Entities-1.x `rukhanka` package, the default-driver/AutoConnect path, manifest-pin inconsistency. **To run on 6.6:** clean a 6.6 Project M (remove/replace rukhanka, delete `Library/` + reimport, reconcile manifest pins) and re-test. Project M is currently on **6.4.7** (stable baseline) where M1 should run regardless.
**Confirmed 2026-05-31:** M1 runtime **works on Unity 6.4.7** — the full connect → GoInGame → server-spawn → owner-predicted ghost → client replication loop validated (1 player ghost in both worlds, no transport error). This + the working clean 6.6 template settles it: the 6.6 failure was **environment-specific**, not an engine bug. (Note: the in-place 6.6→6.4.7 downgrade left a stale entity-subscene cache that hung the first play-mode entry until a forced reimport rebaked it — the same in-place-version-change dirtiness lesson.)
@@ -0,0 +1,7 @@
# Rukhanka Animation System
* Documentation: [https://docs.rukhanka.com](https://docs.rukhanka.com)
* Youtube channel: [https://www.youtube.com/@rukhankaanimation](https://www.youtube.com/@rukhankaanimation)
* Discord Support Server: [https://discord.gg/AwzFjWdHfq](https://discord.com/invite/utdMamGbR8)
* Support e-mail: [support@rukhanka.com](mailto:support@rukhanka.com)
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@@ -0,0 +1,974 @@
using System;
using System.Runtime.InteropServices.ComTypes;
using Rukhanka.Toolbox;
using Unity.Burst;
using Unity.Mathematics;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Entities;
using UnityEngine;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
namespace Rukhanka.DebugDrawer
{
[BurstCompile]
public struct Drawer: IComponentData
{
[NativeDisableParallelForRestriction]
internal NativeArray<DrawerManagedSingleton.LineData> lineData;
[NativeDisableParallelForRestriction]
internal NativeArray<DrawerManagedSingleton.TriangleData> triData;
[NativeDisableParallelForRestriction]
internal NativeArray<DrawerManagedSingleton.ThickLineData> thickLineData;
[NativeDisableParallelForRestriction]
internal NativeArray<DrawerManagedSingleton.BoneData> boneData;
[NativeDisableUnsafePtrRestriction]
internal UnsafeAtomicCounter32 lineCounter;
[NativeDisableUnsafePtrRestriction]
internal UnsafeAtomicCounter32 triCounter;
[NativeDisableUnsafePtrRestriction]
internal UnsafeAtomicCounter32 thickLineCounter;
[NativeDisableUnsafePtrRestriction]
internal UnsafeAtomicCounter32 boneMeshCounter;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public static Drawer Create(DrawerManagedSingleton ds)
{
var rv = new Drawer()
{
lineCounter = ds.linesBuf.counterAtomic,
lineData = ds.lineData,
triCounter = ds.trianglesBuf.counterAtomic,
triData = ds.triData,
thickLineCounter = ds.thickLinesBuf.counterAtomic,
thickLineData = ds.thickLineData,
boneMeshCounter = ds.bonesBuf.counterAtomic,
boneData = ds.boneData
};
return rv;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
int GetTriangleWriteIndex(int numTrianglesToDraw) => GetWriteIndex(numTrianglesToDraw, triCounter, triData.Length);
int GetLineWriteIndex(int numLinesToDraw) => GetWriteIndex(numLinesToDraw, lineCounter, lineData.Length);
int GetThickLineWriteIndex(int numLinesToDraw) => GetWriteIndex(numLinesToDraw, thickLineCounter, thickLineData.Length);
int GetBoneMeshWriteIndex(int numBonesToDraw) => GetWriteIndex(numBonesToDraw, boneMeshCounter, boneData.Length);
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
int GetWriteIndex(int numPrimitivesToDraw, UnsafeAtomicCounter32 counter, int maxCount)
{
var writeIndex = counter.Add(numPrimitivesToDraw);
if (writeIndex + numPrimitivesToDraw >= maxCount)
return -1;
return writeIndex;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawThickLine(float3 p0, float3 p1, uint color, float thickness)
{
// Make line as two triangles
var writeIndex = GetThickLineWriteIndex(1);
if (writeIndex < 0)
return;
var tlc = new DrawerManagedSingleton.ThickLineData()
{
p0 = p0,
p1 = p1,
thickness = thickness,
color = color
};
thickLineData[writeIndex] = tlc;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public unsafe void DrawWireFrustum(float4x4 cullingMatrix, uint color)
{
var writeIndex = GetLineWriteIndex(12);
if (writeIndex < 0)
return;
// Frustum corners in NDC
Span<float4> frustumCorners = stackalloc float4[]
{
new float4(-1, -1, -1, 1),
new float4(+1, -1, -1, 1),
new float4(+1, +1, -1, 1),
new float4(-1, +1, -1, 1),
new float4(-1, -1, +1, 1),
new float4(+1, -1, +1, 1),
new float4(+1, +1, +1, 1),
new float4(-1, +1, +1, 1),
};
cullingMatrix = math.inverse(cullingMatrix);
for (int i = 0; i < frustumCorners.Length; ++i)
{
frustumCorners[i] = math.mul(cullingMatrix, frustumCorners[i]);
frustumCorners[i] /= frustumCorners[i].w;
}
var nearPlaneSlice = frustumCorners.Slice(0, 4);
var farPlaneSlice = frustumCorners.Slice(4, 4);
for (var i = 0; i < nearPlaneSlice.Length; ++i)
{
// Near plane line
var nl = new DrawerManagedSingleton.LineData()
{
color = color,
p0 = nearPlaneSlice[i].xyz,
p1 = nearPlaneSlice[(i + 1) % 4].xyz
};
lineData[writeIndex + i] = nl;
// Far plane line
var fl = new DrawerManagedSingleton.LineData()
{
color = color,
p0 = farPlaneSlice[i].xyz,
p1 = farPlaneSlice[(i + 1) % 4].xyz
};
lineData[writeIndex + 4 + i] = fl;
// Near to far plane line
var nfl = new DrawerManagedSingleton.LineData()
{
color = color,
p0 = nearPlaneSlice[i].xyz,
p1 = farPlaneSlice[i].xyz
};
lineData[writeIndex + 8 + i] = nfl;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawRectangle(float2 xySize, uint color, in RigidTransform xform)
{
var writeIndex = GetTriangleWriteIndex(2);
if (writeIndex < 0)
return;
var p0 = new float3(xySize, 0) * 0.5f;
var p1 = new float3(xySize.x, -xySize.y, 0) * 0.5f;
var p2 = new float3(-xySize, 0) * 0.5f;
var p3 = new float3(-xySize.x, xySize.y, 0) * 0.5f;
p0 = math.transform(xform, p0);
p1 = math.transform(xform, p1);
p2 = math.transform(xform, p2);
p3 = math.transform(xform, p3);
var t0 = new DrawerManagedSingleton.TriangleData()
{
p0 = p0,
p1 = p1,
p2 = p2,
color = color
};
var t1 = new DrawerManagedSingleton.TriangleData()
{
p0 = p2,
p1 = p3,
p2 = p0,
color = color
};
triData[writeIndex + 0] = t0;
triData[writeIndex + 1] = t1;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawCuboid(float3 size, uint color, in RigidTransform xform)
{
var halfSize = size * 0.5f;
var f0c = math.transform(xform, new float3(halfSize.x, 0, 0));
var f0s = size.yz;
var r0 = quaternion.RotateY(math.PI * 0.5f);
r0 = math.mul(quaternion.RotateX(math.PI * 0.5f), r0);
r0 = math.mul(xform.rot, r0);
DrawRectangle(f0s, color, new RigidTransform(r0, f0c));
var f1c = math.transform(xform, new float3(-halfSize.x, 0, 0));
var f1s = size.yz;
var r1 = quaternion.RotateY(-math.PI * 0.5f);
r1 = math.mul(quaternion.RotateX(math.PI * 0.5f), r1);
r1 = math.mul(xform.rot, r1);
DrawRectangle(f1s, color, new RigidTransform(r1, f1c));
var f2c = math.transform(xform, new float3(0, halfSize.y, 0));
var f2s = size.xz;
var r2 = quaternion.RotateX(-math.PI * 0.5f);
r2 = math.mul(xform.rot, r2);
DrawRectangle(f2s, color, new RigidTransform(r2, f2c));
var f3c = math.transform(xform, new float3(0, -halfSize.y, 0));
var f3s = size.xz;
var r3 = quaternion.RotateX(math.PI * 0.5f);
r3 = math.mul(xform.rot, r3);
DrawRectangle(f3s, color, new RigidTransform(r3, f3c));
var f4c = math.transform(xform, new float3(0, 0, halfSize.z));
var f4s = size.xy;
DrawRectangle(f4s, color, new RigidTransform(xform.rot, f4c));
var f5c = math.transform(xform, new float3(0, 0, -halfSize.z));
var f5s = size.xy;
var r5 = quaternion.RotateX(math.PI);
r5 = math.mul(xform.rot, r5);
DrawRectangle(f5s, color, new RigidTransform(r5, f5c));
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawWireCuboid(float3 size, uint color, in RigidTransform xform)
{
var writeIndex = GetLineWriteIndex(12);
if (writeIndex < 0)
return;
Span<float3> corners = stackalloc float3[8];
var halfSize = size * 0.5f;
corners[0] = halfSize.xyz;
corners[1] = new float3(halfSize.x, -halfSize.y, halfSize.z);
corners[2] = new float3(-halfSize.x, -halfSize.y, halfSize.z);
corners[3] = new float3(-halfSize.x, halfSize.y, halfSize.z);
corners[4] = new float3(halfSize.x, halfSize.y, -halfSize.z);
corners[5] = new float3(halfSize.x, -halfSize.y, -halfSize.z);
corners[6] = new float3(-halfSize.x, -halfSize.y, -halfSize.z);
corners[7] = new float3(-halfSize.x, halfSize.y, -halfSize.z);
for (var i = 0; i < corners.Length; ++i)
{
corners[i] = math.transform(xform, corners[i]);
}
var l0 = new DrawerManagedSingleton.LineData() { p0 = corners[0], p1 = corners[1], color = color };
lineData[writeIndex + 0] = l0;
var l1 = new DrawerManagedSingleton.LineData() { p0 = corners[1], p1 = corners[2], color = color };
lineData[writeIndex + 1] = l1;
var l2 = new DrawerManagedSingleton.LineData() { p0 = corners[2], p1 = corners[3], color = color };
lineData[writeIndex + 2] = l2;
var l3 = new DrawerManagedSingleton.LineData() { p0 = corners[3], p1 = corners[0], color = color };
lineData[writeIndex + 3] = l3;
var l4 = new DrawerManagedSingleton.LineData() { p0 = corners[4], p1 = corners[5], color = color };
lineData[writeIndex + 4] = l4;
var l5 = new DrawerManagedSingleton.LineData() { p0 = corners[5], p1 = corners[6], color = color };
lineData[writeIndex + 5] = l5;
var l6 = new DrawerManagedSingleton.LineData() { p0 = corners[6], p1 = corners[7], color = color };
lineData[writeIndex + 6] = l6;
var l7 = new DrawerManagedSingleton.LineData() { p0 = corners[7], p1 = corners[4], color = color };
lineData[writeIndex + 7] = l7;
var l8 = new DrawerManagedSingleton.LineData() { p0 = corners[0], p1 = corners[4], color = color };
lineData[writeIndex + 8] = l8;
var l9 = new DrawerManagedSingleton.LineData() { p0 = corners[1], p1 = corners[5], color = color };
lineData[writeIndex + 9] = l9;
var l10 = new DrawerManagedSingleton.LineData() { p0 = corners[2], p1 = corners[6], color = color };
lineData[writeIndex + 10] = l10;
var l11 = new DrawerManagedSingleton.LineData() { p0 = corners[3], p1 = corners[7], color = color };
lineData[writeIndex + 11] = l11;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawWireTriangle(float3 p0, float3 p1, float3 p2, uint color)
{
var writeIndex = GetLineWriteIndex(3);
if (writeIndex < 0)
return;
var l0 = new DrawerManagedSingleton.LineData()
{
p0 = p0,
p1 = p1,
color = color,
};
var l1 = new DrawerManagedSingleton.LineData()
{
p0 = p1,
p1 = p2,
color = color,
};
var l2 = new DrawerManagedSingleton.LineData()
{
p0 = p2,
p1 = p0,
color = color,
};
lineData[writeIndex + 0] = l0;
lineData[writeIndex + 1] = l1;
lineData[writeIndex + 2] = l2;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawWirePyramid(float baseRadius, float apexHeight, int numBaseEdges, uint color, in RigidTransform xform)
{
if (numBaseEdges < 3)
return;
var writeIndex = GetLineWriteIndex(numBaseEdges * 2);
if (writeIndex < 0)
return;
Span<float3> basePoints = stackalloc float3[numBaseEdges];
CreateCircleEdgePointsXY(ref basePoints, baseRadius);
DrawWireCircleInternal(basePoints, color, xform, writeIndex);
var apex = math.transform(xform, new float3(0, 0, apexHeight));
for (var i = 0; i < basePoints.Length; ++i)
{
var l = new DrawerManagedSingleton.LineData()
{
p0 = basePoints[i],
p1 = apex,
color = color
};
lineData[writeIndex + numBaseEdges + i] = l;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawPyramid(float baseRadius, float height, int numBaseEdges, uint color, in RigidTransform xform)
{
if (numBaseEdges < 3)
return;
var writeIndex = GetTriangleWriteIndex(numBaseEdges * 2);
if (writeIndex < 0)
return;
Span<float3> basePoints = stackalloc float3[numBaseEdges];
CreateCircleEdgePointsXY(ref basePoints, baseRadius);
DrawCircleInternal(basePoints, color, xform, false, writeIndex);
var apex = math.transform(xform, new float3(0, 0, height));
for (var i = 0; i < basePoints.Length; ++i)
{
var t = new DrawerManagedSingleton.TriangleData()
{
p0 = basePoints[i],
p1 = basePoints[(i + 1) % basePoints.Length],
p2 = apex,
color = color
};
triData[writeIndex + numBaseEdges + i] = t;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawFreeFormOctahedron(float radius, float height, float topBottomProportion, uint color, in RigidTransform xform)
{
var writeIndex = GetTriangleWriteIndex(8);
if (writeIndex < 0)
return;
var heightVec = new float3(0, 0, height);
var fwdVec = heightVec * topBottomProportion;
var backVec = -heightVec * (1 - topBottomProportion);
Span<float3> middlePoints = stackalloc float3[4];
CreateCircleEdgePointsXY(ref middlePoints, radius);
for (int i = 0; i < middlePoints.Length; ++i)
{
middlePoints[i] = math.transform(xform, middlePoints[i]);
}
fwdVec = math.transform(xform, fwdVec);
backVec = math.transform(xform, backVec);
for (var i = 0; i < middlePoints.Length; ++i)
{
var t0 = new DrawerManagedSingleton.TriangleData()
{
p0 = middlePoints[i],
p1 = middlePoints[(i + 1) & 3],
p2 = fwdVec,
color = color
};
triData[writeIndex + i * 2] = t0;
var t1 = new DrawerManagedSingleton.TriangleData()
{
p0 = middlePoints[(i + 1) & 3],
p1 = middlePoints[i],
p2 = backVec,
color = color
};
triData[writeIndex + i * 2 + 1] = t1;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawBoneMesh(float3 pos0, float3 pos1, uint bodyColor, uint outlineColor)
{
var writeIndex = GetBoneMeshWriteIndex(1);
if (writeIndex < 0)
return;
var bd = new DrawerManagedSingleton.BoneData()
{
pos0 = pos0,
pos1 = pos1,
colorLines = outlineColor,
colorTri = bodyColor
};
boneData[writeIndex] = bd;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawSolidArrow(float3 from, float3 to, uint color)
{
var v = to - from;
var vlen = math.length(v);
var vnrm = vlen > 0 ? v / vlen : 0;
var xform = new RigidTransform(MathUtils.FromToRotationForNormalizedVectors(math.forward(), vnrm), from);
DrawSolidCylinder(0.02f * vlen, math.length(v), 12, color, xform);
xform.pos = to;
DrawPyramid(0.04f * vlen, 0.08f * vlen, 12, color, xform);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CreateCircleEdgePointsXY(ref Span<float3> pts, float radius)
{
var angleStep = math.PI * 2 / pts.Length;
for (var i = 0; i < pts.Length; ++i)
{
math.sincos(i * angleStep, out var s, out var c);
pts[i] = new float3(s, c, 0) * radius;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void DrawCircleInternal(Span<float3> pts, uint color, in RigidTransform xform, bool ccw, int writeIndex)
{
var center = xform.pos;
for (var i = 0; i < pts.Length; ++i)
pts[i] = math.transform(xform, pts[i]);
for (var i = 0; i < pts.Length; ++i)
{
var p0 = pts[(i + 1) % pts.Length];
var p1 = pts[i];
var t = new DrawerManagedSingleton.TriangleData()
{
p0 = math.select(p0, p1, ccw),
p1 = math.select(p0, p1, !ccw),
p2 = center,
color = color
};
triData[writeIndex + i] = t;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawCircle(float radius, int numEdges, uint color, in RigidTransform xform)
{
if (numEdges < 3)
return;
var writeIndex = GetTriangleWriteIndex(numEdges);
if (writeIndex < 0)
return;
Span<float3> edgePoints = stackalloc float3[numEdges];
CreateCircleEdgePointsXY(ref edgePoints, radius);
DrawCircleInternal(edgePoints, color, xform, false, writeIndex);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void DrawWireCircleInternal(Span<float3> pts, uint color, in RigidTransform xform, int writeIndex)
{
for (var i = 0; i < pts.Length; ++i)
pts[i] = math.transform(xform, pts[i]);
for (var i = 0; i < pts.Length; ++i)
{
var l = new DrawerManagedSingleton.LineData()
{
p0 = pts[i],
p1 = pts[(i + 1) % pts.Length],
color = color
};
lineData[writeIndex + i] = l;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawWireCircle(float radius, int numEdges, uint color, in RigidTransform xform)
{
if (numEdges < 3)
return;
var writeIndex = GetLineWriteIndex(numEdges);
if (writeIndex < 0)
return;
Span<float3> edgePoints = stackalloc float3[numEdges];
CreateCircleEdgePointsXY(ref edgePoints, radius);
DrawWireCircleInternal(edgePoints, color, xform, writeIndex);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static NativeList<float3> MakeIcosahedronVertices()
{
var rv = new NativeList<float3>(12, Allocator.Temp);
rv.Resize(12, NativeArrayOptions.UninitializedMemory);
var sqrt5 = 2.23606797749f;
var phi = (1.0f + sqrt5) * 0.5f;
var a = 1.0f;
var b = 1 / phi;
rv[0] = new float3(0, b, -a);
rv[1] = new float3(b, a, 0);
rv[2] = new float3(-b, a, 0);
rv[3] = new float3(0, b, a);
rv[4] = new float3(0, -b, a);
rv[5] = new float3(-a, 0, b);
rv[6] = new float3(0, -b, -a);
rv[7] = new float3(a, 0, -b);
rv[8] = new float3(a, 0, b);
rv[9] = new float3(-a, 0, -b);
rv[10] = new float3(b, -a, 0);
rv[11] = new float3(-b, -a, 0);
return rv;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static void ProjectVerticesToUnitSphere(NativeArray<float3> v)
{
for (var i = 0; i < v.Length; ++i)
{
v[i] = math.normalize(v[i]);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void MakeWireIcosahedron(out NativeList<float3> vertices, out NativeList<int2> lines)
{
vertices = MakeIcosahedronVertices();
ProjectVerticesToUnitSphere(vertices.AsArray());
lines = new (30, Allocator.Temp);
lines.Add(new int2(0, 1));
lines.Add(new int2(0, 2));
lines.Add(new int2(0, 6));
lines.Add(new int2(0, 7));
lines.Add(new int2(0, 9));
lines.Add(new int2(1, 2));
lines.Add(new int2(1, 3));
lines.Add(new int2(1, 7));
lines.Add(new int2(1, 8));
lines.Add(new int2(2, 3));
lines.Add(new int2(2, 5));
lines.Add(new int2(2, 9));
lines.Add(new int2(3, 4));
lines.Add(new int2(3, 5));
lines.Add(new int2(3, 8));
lines.Add(new int2(4, 5));
lines.Add(new int2(4, 8));
lines.Add(new int2(4, 10));
lines.Add(new int2(4, 11));
lines.Add(new int2(5, 9));
lines.Add(new int2(5, 11));
lines.Add(new int2(6, 7));
lines.Add(new int2(6, 9));
lines.Add(new int2(6, 10));
lines.Add(new int2(6, 11));
lines.Add(new int2(7, 8));
lines.Add(new int2(7, 10));
lines.Add(new int2(8, 10));
lines.Add(new int2(9, 11));
lines.Add(new int2(10, 11));
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static void MakeSolidIcosahedron(out NativeList<float3> vertices, out NativeList<int3> triangles)
{
vertices = MakeIcosahedronVertices();
ProjectVerticesToUnitSphere(vertices.AsArray());
triangles = new (20, Allocator.Temp);
triangles.Resize(20, NativeArrayOptions.UninitializedMemory);
triangles[0] = new int3(2, 1, 0);
triangles[1] = new int3(1, 2, 3);
triangles[2] = new int3(5, 4, 3);
triangles[3] = new int3(4, 8, 3);
triangles[4] = new int3(7, 6, 0);
triangles[5] = new int3(6, 9, 0);
triangles[6] = new int3(11, 10, 4);
triangles[7] = new int3(10, 11, 6);
triangles[8] = new int3(9, 5, 2);
triangles[9] = new int3(5, 9, 11);
triangles[10] = new int3(8, 7, 1);
triangles[11] = new int3(7, 8, 10);
triangles[12] = new int3(2, 5, 3);
triangles[13] = new int3(8, 1, 3);
triangles[14] = new int3(9, 2, 0);
triangles[15] = new int3(1, 7, 0);
triangles[16] = new int3(11, 9, 6);
triangles[17] = new int3(7, 10, 6);
triangles[18] = new int3(5, 11, 4);
triangles[19] = new int3(10, 8, 4);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawSolidIcosahedron(float radius, uint color, in RigidTransform xform)
{
var writeIndex = GetTriangleWriteIndex(20);
if (writeIndex < 0)
return;
MakeSolidIcosahedron(out var v, out var triIndices);
for (var i = 0; i < v.Length; ++i)
{
var vm = v[i] * radius;
v[i] = math.mul(xform, new float4(vm, 1)).xyz;
}
for (int i = 0; i < triIndices.Length; ++i)
{
var ti = triIndices[i];
var t = new DrawerManagedSingleton.TriangleData()
{
color = color,
p0 = v[ti.y],
p1 = v[ti.x],
p2 = v[ti.z],
};
triData[writeIndex + i] = t;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawWireIcosahedron(float radius, uint color, in RigidTransform xform)
{
var writeIndex = GetLineWriteIndex(30);
if (writeIndex < 0)
return;
MakeWireIcosahedron(out var v, out var lineIndices);
for (var i = 0; i < v.Length; ++i)
{
var vm = v[i] * radius;
v[i] = math.mul(xform, new float4(vm, 1)).xyz;
}
for (int i = 0; i < lineIndices.Length; ++i)
{
var li = lineIndices[i];
var t = new DrawerManagedSingleton.LineData()
{
color = color,
p0 = v[li.x],
p1 = v[li.y],
};
lineData[writeIndex + i] = t;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
static void MakeSolidUnitSphere(uint numSubdivisions, out NativeList<float3> vertices, out NativeList<int3> triIndices)
{
MakeSolidIcosahedron(out vertices, out triIndices);
var newVerticesMap = new NativeHashMap<float3, int>(128, Allocator.Temp);
for (var i = 0; i < numSubdivisions; ++i)
{
newVerticesMap.Clear();
var triCount = triIndices.Length;
for (var l = 0; l < triCount; ++l)
{
var t = triIndices[0];
// Split each edge by half
var i0 = t.x;
var i1 = t.y;
var i2 = t.z;
var v0 = vertices[i0];
var v1 = vertices[i1];
var v2 = vertices[i2];
var v01 = math.normalize((v1 + v0) * 0.5f);
var v02 = math.normalize((v2 + v0) * 0.5f);
var v12 = math.normalize((v2 + v1) * 0.5f);
if (!newVerticesMap.TryGetValue(v01, out var i01))
{
i01 = vertices.Length;
vertices.Add(v01);
newVerticesMap.Add(v01, i01);
}
if (!newVerticesMap.TryGetValue(v02, out var i02))
{
i02 = vertices.Length;
vertices.Add(v02);
newVerticesMap.Add(v02, i02);
}
if (!newVerticesMap.TryGetValue(v12, out var i12))
{
i12 = vertices.Length;
vertices.Add(v12);
newVerticesMap.Add(v12, i12);
}
var t0 = new int3(i0, i01, i02);
var t1 = new int3(i01, i1, i12);
var t2 = new int3(i02, i12, i2);
var t3 = new int3(i01, i12, i02);
triIndices.RemoveAt(0);
triIndices.Add(t0);
triIndices.Add(t1);
triIndices.Add(t2);
triIndices.Add(t3);
}
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawSolidSphere(float radius, uint color, uint numSubdivisions, in RigidTransform xform)
{
MakeSolidUnitSphere(numSubdivisions, out var v, out var triIndices);
var writeIndex = GetTriangleWriteIndex(triIndices.Length);
if (writeIndex < 0)
return;
for (var i = 0; i < v.Length; ++i)
{
var vm = v[i] * radius;
v[i] = math.mul(xform, new float4(vm, 1)).xyz;
}
for (var i = 0; i < triIndices.Length; ++i)
{
var ti = triIndices[i];
var td = new DrawerManagedSingleton.TriangleData()
{
color = color,
p0 = v[ti.y],
p1 = v[ti.x],
p2 = v[ti.z]
};
triData[writeIndex + i] = td;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawWireSphere(float radius, uint color, uint numSubdivisions, in RigidTransform xform)
{
MakeSolidUnitSphere(numSubdivisions, out var v, out var triIndices);
var linesSet = new NativeHashSet<int2>(128, Allocator.Temp);
for (var i = 0; i < triIndices.Length; ++i)
{
var t = triIndices[i];
var l0 = new int2(math.min(t.x, t.y), math.max(t.x, t.y));
var l1 = new int2(math.min(t.y, t.z), math.max(t.y, t.z));
var l2 = new int2(math.min(t.x, t.z), math.max(t.x, t.z));
linesSet.Add(l0);
linesSet.Add(l1);
linesSet.Add(l2);
}
var writeIndex = GetLineWriteIndex(linesSet.Count);
if (writeIndex < 0)
return;
for (var i = 0; i < v.Length; ++i)
{
var vm = v[i] * radius;
v[i] = math.mul(xform, new float4(vm, 1)).xyz;
}
var le = linesSet.GetEnumerator();
var k = 0;
while (le.MoveNext())
{
var li = le.Current;
var ld = new DrawerManagedSingleton.LineData()
{
color = color,
p0 = v[li.x],
p1 = v[li.y],
};
lineData[writeIndex + k] = ld;
++k;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawWireCylinder(float radius, float height, int numEdges, uint color, in RigidTransform xform)
{
if (numEdges < 3)
return;
var writeIndex = GetLineWriteIndex(numEdges * 3);
if (writeIndex < 0)
return;
Span<float3> base0Points = stackalloc float3[numEdges];
Span<float3> base1Points = stackalloc float3[numEdges];
CreateCircleEdgePointsXY(ref base0Points, radius);
base0Points.CopyTo(base1Points);
var base1Offset = new float3(0, 0, height);
var base1XForm = new RigidTransform(quaternion.identity, base1Offset);
base1XForm = math.mul(xform, base1XForm);
DrawWireCircleInternal(base0Points, color, xform, writeIndex);
DrawWireCircleInternal(base1Points, color, base1XForm, writeIndex + numEdges);
for (var i = 0; i < base0Points.Length; ++i)
{
var l = new DrawerManagedSingleton.LineData()
{
p0 = base0Points[i],
p1 = base1Points[i],
color = color
};
lineData[writeIndex + numEdges * 2 + i] = l;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawSolidCylinder(float radius, float height, int numEdges, uint color, in RigidTransform xform)
{
if (numEdges < 3)
return;
var writeIndex = GetTriangleWriteIndex(numEdges * 4);
Span<float3> base0Points = stackalloc float3[numEdges];
Span<float3> base1Points = stackalloc float3[numEdges];
CreateCircleEdgePointsXY(ref base0Points, radius);
base0Points.CopyTo(base1Points);
var base1Offset = new float3(0, 0, height);
var base1XForm = new RigidTransform(quaternion.identity, base1Offset);
base1XForm = math.mul(xform, base1XForm);
DrawCircleInternal(base0Points, color, xform, false, writeIndex);
DrawCircleInternal(base1Points, color, base1XForm, true, writeIndex + numEdges);
for (var i = 0; i < base0Points.Length; ++i)
{
var t0 = new DrawerManagedSingleton.TriangleData()
{
p0 = base0Points[i],
p1 = base0Points[(i + 1) % base0Points.Length],
p2 = base1Points[(i + 1) % base0Points.Length],
color = color
};
triData[writeIndex + numEdges * 2 + i * 2 + 0] = t0;
var t1 = new DrawerManagedSingleton.TriangleData()
{
p0 = base1Points[(i + 1) % base0Points.Length],
p1 = base1Points[i],
p2 = base0Points[i],
color = color
};
triData[writeIndex + numEdges * 2 + i * 2 + 1] = t1;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawTriangle(float3 p0, float3 p1, float3 p2, uint color)
{
var t = new DrawerManagedSingleton.TriangleData()
{
p0 = p0,
p1 = p1,
p2 = p2,
color = color
};
var writeIndex = GetTriangleWriteIndex(1);
if (writeIndex < 0)
return;
triData[writeIndex] = t;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void DrawLine(float3 p0, float3 p1, uint color)
{
var l = new DrawerManagedSingleton.LineData()
{
p0 = p0,
p1 = p1,
color = color
};
var writeIndex = GetLineWriteIndex(1);
if (writeIndex < 0)
return;
lineData[writeIndex] = l;
}
}
}
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packageVersion: 2.9.0
assetPath: Packages/com.rukhanka.animation/Rukhanka.DebugDrawer/DebugDrawer.cs
uploadId: 897522
@@ -0,0 +1,58 @@
using Unity.Collections;
using Unity.Entities;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
namespace Rukhanka.DebugDrawer
{
[UpdateInGroup(typeof(SimulationSystemGroup), OrderFirst = true)]
[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation | WorldSystemFilterFlags.ClientSimulation)]
public partial class RukhankaDebugDrawerFrameStartSystem : SystemBase
{
private DrawerManagedSingleton ds;
protected override void OnCreate()
{
ds = new DrawerManagedSingleton();
if (ds.IsValid())
{
var e = EntityManager.CreateSingleton(ds, new FixedString64Bytes("Rukhanka.DebugDrawer.Singleton"));
var dw = Drawer.Create(ds);
EntityManager.AddComponentData(e, dw);
}
}
protected override void OnUpdate()
{
if (!SystemAPI.ManagedAPI.TryGetSingleton<DrawerManagedSingleton>(out var ds))
return;
ds.BeginFrame();
var dw = Drawer.Create(ds);
SystemAPI.SetSingleton(dw);
}
protected override void OnDestroy()
{
if (SystemAPI.ManagedAPI.TryGetSingleton<DrawerManagedSingleton>(out var ds))
ds.Dispose();
}
}
///===============================================================================================================///
[UpdateInGroup(typeof(PresentationSystemGroup), OrderLast = true)]
[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation | WorldSystemFilterFlags.ClientSimulation)]
public partial class RukhankaDebugDrawerFrameEndSystem : SystemBase
{
protected override void OnUpdate()
{
Dependency.Complete();
if (SystemAPI.ManagedAPI.TryGetSingleton<DrawerManagedSingleton>(out var ds))
{
ds.EndFrame();
SystemAPI.SetSingleton(new Drawer());
}
}
}
}
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uploadId: 897522
@@ -0,0 +1,91 @@
using System;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
using UnityEngine;
/////////////////////////////////////////////////////////////////////////////////
namespace Rukhanka.DebugDrawer
{
public class DrawBuffer<T>: IDisposable where T: unmanaged
{
internal GraphicsBuffer gpuBuffer;
internal int counter;
internal UnsafeAtomicCounter32 counterAtomic;
NativeList<T> bufferData;
/////////////////////////////////////////////////////////////////////////////////
public DrawBuffer()
{
unsafe
{
fixed (void* counterPtr = &counter)
{
counterAtomic = new UnsafeAtomicCounter32(counterPtr);
}
}
}
/////////////////////////////////////////////////////////////////////////////////
internal NativeArray<T> BeginFrame()
{
ResizeBuffer();
counterAtomic.Reset();
var rv = bufferData.AsArray();
return rv;
}
/////////////////////////////////////////////////////////////////////////////////
internal int EndFrame()
{
if (counter == 0)
return 0;
ResizeGPUBuffer();
var cnt = math.min(bufferData.Length, counter);
gpuBuffer.SetData(bufferData.AsArray(), 0, 0, cnt);
return cnt;
}
/////////////////////////////////////////////////////////////////////////////////
void ResizeGPUBuffer()
{
if (gpuBuffer == null || gpuBuffer.count < counter)
{
if (gpuBuffer != null)
gpuBuffer.Dispose();
var cnt = math.max(counter, 0xffff);
gpuBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, GraphicsBuffer.UsageFlags.LockBufferForWrite, cnt, UnsafeUtility.SizeOf<T>());
}
}
/////////////////////////////////////////////////////////////////////////////////
void ResizeBuffer()
{
if (!bufferData.IsCreated)
{
bufferData = new (counter, Allocator.Persistent);
}
var cnt = math.max(counter, 0xffff);
bufferData.Resize(cnt, NativeArrayOptions.ClearMemory);
}
/////////////////////////////////////////////////////////////////////////////////
public void Dispose()
{
if (gpuBuffer != null)
gpuBuffer.Dispose();
gpuBuffer = null;
bufferData.Dispose();
}
}
}
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uploadId: 897522
@@ -0,0 +1,240 @@
using Unity.Mathematics;
using Unity.Collections;
using Unity.Entities;
using UnityEngine;
using UnityEngine.Rendering;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
namespace Rukhanka.DebugDrawer
{
public class DrawerManagedSingleton: IComponentData
{
internal DrawBuffer<LineData> linesBuf;
internal DrawBuffer<ThickLineData> thickLinesBuf;
internal DrawBuffer<TriangleData> trianglesBuf;
internal DrawBuffer<BoneData> bonesBuf;
internal NativeArray<LineData> lineData;
internal NativeArray<TriangleData> triData;
internal NativeArray<ThickLineData> thickLineData;
internal NativeArray<BoneData> boneData;
Material lineDrawMat;
Material thickLinesDrawMat;
Material trianglesDrawMat;
Material boneTriDrawMat;
Material boneOutlineDrawMat;
Mesh boneMesh;
internal struct LineData
{
public float3 p0, p1;
public uint color;
}
internal struct ThickLineData
{
public float3 p0, p1;
public float thickness;
public uint color;
}
internal struct TriangleData
{
public float3 p0, p1, p2;
public uint color;
}
public struct BoneData
{
public float3 pos0, pos1;
public uint colorTri, colorLines;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void Dispose()
{
linesBuf.Dispose();
thickLinesBuf.Dispose();
trianglesBuf.Dispose();
bonesBuf.Dispose();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public DrawerManagedSingleton()
{
if (!SystemInfo.supportsComputeShaders)
{
Debug.LogError("System does not support compute shaders and/or graphics buffers. DebugDrawer will be disabled.");
return;
}
linesBuf = new ();
thickLinesBuf = new ();
trianglesBuf = new ();
bonesBuf = new ();
CreateMaterials();
boneMesh = CreateBoneMesh();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public bool IsValid()
{
var rv =
linesBuf != null &&
thickLinesBuf != null &&
trianglesBuf != null &&
bonesBuf != null &&
lineDrawMat != null &&
thickLinesDrawMat != null &&
trianglesDrawMat != null &&
boneOutlineDrawMat != null &&
boneTriDrawMat != null;
return rv;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CreateMaterials()
{
lineDrawMat = new Material(Shader.Find($"RukhankaDebugLineDrawer"));
thickLinesDrawMat = new Material(Shader.Find($"RukhankaDebugThickLineDrawer"));
trianglesDrawMat = new Material(Shader.Find($"RukhankaDebugTriangleDrawer"));
boneTriDrawMat = new Material(Shader.Find($"RukhankaBoneTriangleRenderer"));
boneOutlineDrawMat = new Material(Shader.Find($"RukhankaBoneOutlineRenderer"));
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public static Mesh CreateBoneMesh()
{
var boneMesh = new Mesh();
boneMesh.subMeshCount = 2;
var vtx = new Vector3[6];
vtx[0] = new Vector3(0, 1, 0);
vtx[5] = new Vector3(0, -1, 0);
vtx[1] = new Vector3(-1, 0, 0);
vtx[2] = new Vector3(1, 0, 0);
vtx[3] = new Vector3(0, 0, -1);
vtx[4] = new Vector3(0, 0, 1);
for (int i = 0; i < vtx.Length; ++i)
vtx[i] *= 0.1f;
var triIdx = new int[]
{
0, 1, 4,
0, 4, 2,
0, 2, 3,
0, 3, 1,
5, 4, 1,
5, 2, 4,
5, 3, 2,
5, 1, 3,
};
var lineIdx = new int[]
{
0, 1,
0, 2,
0, 3,
0, 4,
5, 1,
5, 2,
5, 3,
5, 4,
2, 4,
1, 4,
1, 3,
2, 3,
};
boneMesh.SetVertices(vtx);
boneMesh.SetIndices(triIdx, MeshTopology.Triangles, 0);
boneMesh.SetIndices(lineIdx, MeshTopology.Lines, 1);
return boneMesh;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public void BeginFrame()
{
lineData = linesBuf.BeginFrame();
thickLineData = thickLinesBuf.BeginFrame();
triData = trianglesBuf.BeginFrame();
boneData = bonesBuf.BeginFrame();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Render primitives
public void EndFrame()
{
var numLines = linesBuf.EndFrame();
lineData = default;
var numThickLines = thickLinesBuf.EndFrame();
thickLineData = default;
var numTriangles = trianglesBuf.EndFrame();
triData = default;
var numBones = bonesBuf.EndFrame();
boneData = default;
var rp = new RenderParams();
rp.camera = null;
rp.layer = 0;
rp.lightProbeProxyVolume = null;
rp.lightProbeUsage = LightProbeUsage.Off;
rp.matProps = null;
rp.motionVectorMode = MotionVectorGenerationMode.ForceNoMotion;
rp.receiveShadows = false;
rp.reflectionProbeUsage = ReflectionProbeUsage.Off;
rp.rendererPriority = 0;
rp.renderingLayerMask = 0xffffffff;
rp.shadowCastingMode = ShadowCastingMode.Off;
rp.worldBounds = new Bounds(Vector3.zero, Vector3.one * 100000);
if (numLines > 0)
{
rp.material = lineDrawMat;
rp.material.SetBuffer("lineDataBuf", linesBuf.gpuBuffer);
Graphics.RenderPrimitives(rp, MeshTopology.Lines, linesBuf.counter * 2);
}
if (numThickLines > 0)
{
rp.material = thickLinesDrawMat;
rp.material.SetBuffer("thickLineDataBuf", thickLinesBuf.gpuBuffer);
Graphics.RenderPrimitives(rp, MeshTopology.Triangles, thickLinesBuf.counter * 6);
}
if (numTriangles > 0)
{
rp.material = trianglesDrawMat;
rp.material.SetBuffer("triDataBuf", trianglesBuf.gpuBuffer);
Graphics.RenderPrimitives(rp, MeshTopology.Triangles, trianglesBuf.counter * 3);
}
if (numBones > 0)
{
rp.material = boneTriDrawMat;
rp.material.SetBuffer("boneDataBuf", bonesBuf.gpuBuffer);
Graphics.RenderMeshPrimitives(rp, boneMesh, 0, bonesBuf.counter);
rp.material = boneOutlineDrawMat;
rp.material.SetBuffer("boneDataBuf", bonesBuf.gpuBuffer);
Graphics.RenderMeshPrimitives(rp, boneMesh, 1, bonesBuf.counter);
}
}
}
}
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Shader "RukhankaBoneOutlineRenderer"
{
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.high-definition": "1.0.0"
}
Tags
{
"RenderPipeline" = "HDRenderPipeline"
"RenderType" = "HDUnlitShader"
"Queue" = "Transparent+0"
}
Pass
{
Name "ForwardOnly"
Tags
{
"LightMode" = "ForwardOnly"
}
Blend SrcAlpha OneMinusSrcAlpha
ZTest off
HLSLPROGRAM
#pragma target 3.0
#pragma vertex VS
#pragma fragment PS
#define BONE_OUTLINE
#define IS_HDRP
#include "RukhankaBoneRenderer.hlsl"
ENDHLSL
}
}
/////////////////////////////////////////////////////////////////////////////////
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal": "1.0.0"
}
Tags
{
"RenderPipeline"="UniversalPipeline"
"Queue" = "Transparent+0"
}
Pass
{
Tags
{
"LightMode" = "UniversalForward"
}
Blend SrcAlpha OneMinusSrcAlpha
ZTest off
HLSLPROGRAM
#pragma target 3.0
#pragma vertex VS
#pragma fragment PS
#define BONE_OUTLINE
#include "RukhankaBoneRenderer.hlsl"
ENDHLSL
}
}
}
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@@ -0,0 +1,100 @@
#ifndef RUKHANKA_BONE_RENDERER_HLSL_
#define RUKHANKA_BONE_RENDERER_HLSL_
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "RukhankaDebugDrawerCommon.hlsl"
/////////////////////////////////////////////////////////////////////////////////
struct VertexInput
{
float3 pos: POSITION;
uint vertexID: SV_VertexID;
uint instanceID: SV_InstanceID;
};
struct VertexToPixel
{
float4 pos: SV_Position;
float4 color: COLOR0;
};
struct BoneData
{
float3 pos0, pos1;
uint colorTri, colorLines;
};
StructuredBuffer<BoneData> boneDataBuf;
float4x4 unity_MatrixVP;
/////////////////////////////////////////////////////////////////////////////////
float3 GetStableTangent(float3 v)
{
float3 aV = abs(v);
float3 rv = float3(-v.y, v.z, 0);
if (aV.x <= aV.y && aV.x <= aV.z) rv = float3(0, -v.z, v.y);
else if (aV.y <= aV.y && aV.y <= aV.z) rv = float3(-v.z, 0, v.x);
return rv;
}
/////////////////////////////////////////////////////////////////////////////////
float3 ComputeVertexWorldPos(BoneData bd, float3 vertexPos, int vertexID)
{
float3 worldPos = 0;
switch (vertexID)
{
case 0: worldPos = bd.pos0; break;
case 5: worldPos = bd.pos1; break;
default:
{
float3 boneVec = bd.pos0 - bd.pos1;
float l = length(boneVec);
if (l != 0)
{
float3 boneVecNrm = boneVec / l;
float3 tangent = GetStableTangent(boneVecNrm);
float3 t = normalize(cross(boneVecNrm, tangent));
float3 n = normalize(cross(boneVecNrm, t));
float3 offsetVec = t * vertexPos.x - n * vertexPos.z;
worldPos = bd.pos1 + boneVec * 0.3f + offsetVec * l;
}
}
break;
}
return worldPos;
}
/////////////////////////////////////////////////////////////////////////////////
VertexToPixel VS(VertexInput i)
{
VertexToPixel o = (VertexToPixel)0;
BoneData bd = boneDataBuf[i.instanceID];
float3 worldPos = ComputeVertexWorldPos(bd, i.pos, i.vertexID);
worldPos = GetCameraRelativePositionWS(worldPos);
o.pos = mul(unity_MatrixVP, float4(worldPos, 1));
#ifdef BONE_OUTLINE
o.color = UnpackColor(bd.colorLines);
#else
o.color = UnpackColor(bd.colorTri);
#endif
return o;
}
/////////////////////////////////////////////////////////////////////////////////
float4 PS(VertexToPixel i): SV_Target0
{
return i.color;
}
#endif
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@@ -0,0 +1,75 @@
Shader "RukhankaBoneTriangleRenderer"
{
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.high-definition": "1.0.0"
}
Tags
{
"RenderPipeline" = "HDRenderPipeline"
"RenderType" = "HDUnlitShader"
"Queue" = "Transparent+0"
}
Pass
{
Name "ForwardOnly"
Tags
{
"LightMode" = "ForwardOnly"
}
Blend SrcAlpha OneMinusSrcAlpha
ZTest off
HLSLPROGRAM
#pragma target 3.0
#pragma vertex VS
#pragma fragment PS
#define IS_HDRP
#include "RukhankaBoneRenderer.hlsl"
ENDHLSL
}
}
/////////////////////////////////////////////////////////////////////////////////
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal": "1.0.0"
}
Tags
{
"RenderPipeline"="UniversalPipeline"
"Queue" = "Transparent+0"
}
Pass
{
Tags
{
"LightMode" = "UniversalForward"
}
Blend SrcAlpha OneMinusSrcAlpha
ZTest off
HLSLPROGRAM
#pragma target 3.0
#pragma vertex VS
#pragma fragment PS
#include "RukhankaBoneRenderer.hlsl"
ENDHLSL
}
}
}
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@@ -0,0 +1,180 @@
#ifndef RUKHANKA_DEBUG_DRAWER_HLSL_
#define RUKHANKA_DEBUG_DRAWER_HLSL_
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#ifdef IS_HDRP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl"
#endif
#include "RukhankaDebugDrawerCommon.hlsl"
/////////////////////////////////////////////////////////////////////////////////
struct VertexInput
{
uint vertexID: SV_VertexID;
};
struct VertexToPixel
{
float4 pos: SV_Position;
float3 normal: NORMAL;
float2 uv: TEXCOORD0;
float4 color: COLOR0;
};
struct LineData
{
float3 pos[2];
uint color;
};
struct ThickLineData
{
float3 pos[2];
float thickness;
uint color;
};
struct TriData
{
float3 pos[3];
uint color;
};
StructuredBuffer<LineData> lineDataBuf;
StructuredBuffer<ThickLineData> thickLineDataBuf;
StructuredBuffer<TriData> triDataBuf;
float4x4 unity_MatrixVP;
float4x4 unity_MatrixV;
#ifdef IS_HDRP
StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
#else
float4 _MainLightPosition;
float4 _MainLightColor;
#endif
/////////////////////////////////////////////////////////////////////////////////
VertexToPixel VSLines(VertexInput i)
{
VertexToPixel o = (VertexToPixel)0;
uint lineID = i.vertexID >> 1;
uint vertexID = i.vertexID & 1;
LineData ln = lineDataBuf[lineID];
float3 worldPos = ln.pos[vertexID];
worldPos = GetCameraRelativePositionWS(worldPos);
o.pos = mul(unity_MatrixVP, float4(worldPos, 1));
o.color = UnpackColor(ln.color);
return o;
}
/////////////////////////////////////////////////////////////////////////////////
VertexToPixel VSThickLines(VertexInput i)
{
VertexToPixel o = (VertexToPixel)0;
uint instanceID = i.vertexID / 6;
uint triangleID = (i.vertexID - instanceID * 6) / 3;
uint vertexID = i.vertexID - instanceID * 6 - triangleID * 3;
uint posID = (vertexID + triangleID) >> 1;
uint leftRightID = (vertexID + triangleID) & 1;
ThickLineData tld = thickLineDataBuf[instanceID];
float3 worldPos = tld.pos[posID];
float3 dp = tld.pos[0] - tld.pos[1];
float3 viewVec = unity_MatrixV[2].xyz;
float3 c = cross(viewVec, dp);
c = normalize(c) * (leftRightID * 2.0f - 1) * tld.thickness;
worldPos += c;
o.uv = float2(leftRightID, posID);
worldPos = GetCameraRelativePositionWS(worldPos);
o.pos = mul(unity_MatrixVP, float4(worldPos, 1));
o.color = UnpackColor(tld.color);
o.color.a = 1;
return o;
}
/////////////////////////////////////////////////////////////////////////////////
VertexToPixel VSTriangle(VertexInput i)
{
VertexToPixel o = (VertexToPixel)0;
uint triangleID = i.vertexID / 3;
uint vertexID = i.vertexID - triangleID * 3;
TriData td = triDataBuf[triangleID];
const uint2 neighbourIndices[] =
{
uint2(2, 1),
uint2(0, 2),
uint2(1, 0),
};
float3 p0p2 = td.pos[neighbourIndices[vertexID].x] - td.pos[vertexID];
float3 p0p1 = td.pos[neighbourIndices[vertexID].y] - td.pos[vertexID];
float3 normal = 0;
float eps = 0.00001f;
if (length(p0p1) > eps && length(p0p2) > eps)
{
normal = cross(p0p2, p0p1);
normal = normalize(normal);
}
float3 worldPos = td.pos[vertexID];
worldPos = GetCameraRelativePositionWS(worldPos);
o.pos = mul(unity_MatrixVP, float4(worldPos, 1));
o.normal = normal;
o.color = UnpackColor(td.color);
return o;
}
/////////////////////////////////////////////////////////////////////////////////
void GetMainLight(out float3 lightDir, out float3 color)
{
#ifdef IS_HDRP
if (_DirectionalLightCount > 0)
{
DirectionalLightData light = _DirectionalLightDatas[0];
lightDir = -light.forward.xyz;
color = light.color;
}
else
{
lightDir = float3(1, 0, 0);
color = 0;
}
#else
lightDir = _MainLightPosition.rgb;
color = _MainLightColor.rgb;
#endif
}
/////////////////////////////////////////////////////////////////////////////////
float4 PS(VertexToPixel i): SV_Target0
{
float4 rv = i.color;//float4(0, 0, 0, 1);
if (length(i.normal) > 0.1f)
{
float3 mainLightDir, mainLightColor;
GetMainLight(mainLightDir, mainLightColor);
float df = dot(mainLightDir, i.normal) * 0.5f + 0.5f;
rv.rgb *= df;
}
return rv;
}
#endif
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@@ -0,0 +1,27 @@
#ifndef RUKHANKA_DEBUG_DRAWER_COMMON_HLSL_
#define RUKHANKA_DEBUG_DRAWER_COMMON_HLSL_
float3 GetCameraRelativePositionWS(float3 positionWS)
{
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
positionWS -= _WorldSpaceCameraPos.xyz;
#endif
return positionWS;
}
/////////////////////////////////////////////////////////////////////////////////
float4 UnpackColor(uint color)
{
float4 rv = float4
(
color >> 24,
color >> 16 & 0xff,
color >> 8 & 0xff,
color & 0xff
);
rv = rv / 255.0f;
return rv;
}
#endif
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packageVersion: 2.9.0
assetPath: Packages/com.rukhanka.animation/Rukhanka.DebugDrawer/Resources/RukhankaDebugDrawerCommon.hlsl
uploadId: 897522
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Shader "RukhankaDebugLineDrawer"
{
SubShader
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Name "ForwardOnly"
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Blend SrcAlpha OneMinusSrcAlpha
ZTest off
HLSLPROGRAM
#pragma target 3.0
#pragma vertex VSLines
#pragma fragment PS
#define IS_HDRP
#include "RukhankaDebugDrawer.hlsl"
ENDHLSL
}
}
/////////////////////////////////////////////////////////////////////////////////
SubShader
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"Queue" = "Transparent+0"
}
Pass
{
Tags
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"LightMode" = "UniversalForward"
}
Blend SrcAlpha OneMinusSrcAlpha
ZTest off
HLSLPROGRAM
#pragma target 3.0
#pragma vertex VSLines
#pragma fragment PS
#include "RukhankaDebugDrawer.hlsl"
ENDHLSL
}
}
}
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Shader "RukhankaDebugThickLineDrawer"
{
SubShader
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#include "RukhankaDebugDrawer.hlsl"
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/////////////////////////////////////////////////////////////////////////////////
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ZTest off
Cull off
HLSLPROGRAM
#pragma target 3.0
#pragma vertex VSThickLines
#pragma fragment PS
#include "RukhankaDebugDrawer.hlsl"
ENDHLSL
}
}
}
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Shader "RukhankaDebugTriangleDrawer"
{
SubShader
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HLSLPROGRAM
#pragma target 3.0
#pragma vertex VSTriangle
#pragma fragment PS
#define IS_HDRP
#include "RukhankaDebugDrawer.hlsl"
ENDHLSL
}
}
/////////////////////////////////////////////////////////////////////////////////
SubShader
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"Queue" = "Transparent+0"
}
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{
Tags
{
"LightMode" = "UniversalForward"
}
Blend SrcAlpha OneMinusSrcAlpha
Cull front
HLSLPROGRAM
#pragma target 3.0
#pragma vertex VSTriangle
#pragma fragment PS
#include "RukhankaDebugDrawer.hlsl"
ENDHLSL
}
}
}
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"rootNamespace": "",
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using System;
using Rukhanka.Hybrid;
using UnityEditor;
using UnityEngine.UIElements;
////////////////////////////////////////////////////////////////////////////////////////
namespace Rukhanka.Editor
{
[CustomEditor(typeof(AimIKAuthoring))]
public class AimIKAuthoringEditor : UnityEditor.Editor
{
public VisualTreeAsset inpectorXML;
////////////////////////////////////////////////////////////////////////////////////////
public override VisualElement CreateInspectorGUI()
{
var myInspector = new VisualElement();
inpectorXML.CloneTree(myInspector);
var t = (AimIKAuthoring)target;
var angleLimitMinSlider = (Slider)myInspector.Q("minAngleSlider");
var angleLimitMaxSlider = (Slider)myInspector.Q("maxAngleSlider");
angleLimitMinSlider.RegisterValueChangedCallback((newVal) => { t.angleLimitMax = Math.Max(t.angleLimitMax, newVal.newValue); });
angleLimitMaxSlider.RegisterValueChangedCallback((newVal) => { t.angleLimitMin = Math.Min(newVal.newValue, t.angleLimitMin); });
return myInspector;
}
}
}
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#pragma once
///////////////////////////////////////////////////////////////////////////////////////////
#ifdef DOTS_INSTANCING_ON
UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
UNITY_DOTS_INSTANCED_PROP(float, _DeformedMeshIndex)
UNITY_DOTS_INSTANCED_PROP(float4, _DeformationParamsForMotionVectors)
UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
#endif
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uploadId: 897522
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using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
////////////////////////////////////////////////////////////////////////////////////////
namespace Rukhanka.Editor
{
[CustomEditor(typeof(AnimationCullingConfig))]
public class AnimationCullingConfigEditor : UnityEditor.Editor
{
public VisualTreeAsset inpectorXML;
////////////////////////////////////////////////////////////////////////////////////////
public override VisualElement CreateInspectorGUI()
{
var myInspector = new VisualElement();
inpectorXML.CloneTree(myInspector);
var t = (AnimationCullingConfig)target;
#if !RUKHANKA_DEBUG_INFO
var debugAndVisualization = myInspector.Q<Foldout>("debugAndVisualization");
debugAndVisualization.text += " (available only with 'RUKHANKA_DEBUG_INFO' defined)";
debugAndVisualization.SetEnabled(false);
#endif
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drawCullingVolumesChildren.SetEnabled(t.drawCullingVolumes);
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var drawBBChildren = myInspector.Q("drawSceneBoundingBoxesChildren");
drawBBTogle.RegisterValueChangeCallback((newVal) => { drawBBChildren.SetEnabled(newVal.changedProperty.boolValue); });
drawBBChildren.SetEnabled(t.drawSceneBoundingBoxes);
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}
}
}
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