Co-Op Layer

This commit is contained in:
Luis Gonzalez
2026-06-01 10:48:18 -07:00
parent 1f647dd5e1
commit e851d5f8e9
29 changed files with 667 additions and 20 deletions
+2 -2
View File
@@ -2,7 +2,7 @@
tags:
- roadmap
- backlog
updated: 2026-05-29
updated: 2026-06-01
permalink: gamevault/06-roadmap/backlog
---
@@ -15,7 +15,7 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com
- [ ] **Re-validate the M1 play-tick on a stable Unity 6.x** — live runtime blocked on the 6.6 alpha ([[DR-002_Unity66_Alpha_Netcode_Transport]]); optionally reproduce with the `networked-cube` sample to file a bug.
- [ ] Replace template `SampleScene` with a dedicated bootstrap scene + gameplay subscene.
- [ ] Optional template cleanup: remove `com.unity.visualscripting`, `Assets/TutorialInfo/`, `Assets/Readme.asset` (delete each asset **with** its `.meta`).
- [ ] Decide **relay provider** (default Unity Relay) before M4 (co-op).
- [x] Decide **relay provider** before M4 — resolved: **Direct IP/LAN now, Unity Relay later** ([[DR-005_M4_Connection_Model_Direct_IP]], [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]]).
- [ ] Decide home-base **grid 2D vs 3D** before M6 (build/placement).
- [ ] Decide **production replication** (predicted vs server-only) before M7 (automation).
- [ ] **M2 follow-up — restart the editor to clear the corrupted Burst cache**, then confirm the console is clean on a warm play (no "not a known Burst entry point"). See [[2026-05-31_M2_Combat]] / [[DR-003_M2_Combat_Netcode_Architecture]].