feat: free-roam mode + fix multiplayer sync + remote player polish

Backend (ArenaRoom.js):
- Strip race state machine (lobby/countdown/playing/round/qualify). Persistent
  "playing" phase, no rounds, no checkpoints. Free-roam multi.
- Spawn lowered to y=1.5 (was 5) + MIN_DIST raised to 5 (was 3) to avoid
  ejecting overlapping players at connect.
- Schema kept intact (handshake-safe); deprecated fields default-valued.
- npm run schema:gen wired (anti-drift codegen).

Unity client:
- C# schema generated by schema-codegen into RolldSchema namespace
  (Generated/GameState.cs, Generated/Player.cs). NetworkSchema.cs removed —
  handshake no longer scans global namespace.
- NetworkManager: typed Room<GameState>, callbacks rebound, seeds players
  already in room on join.
- RemotePlayerController:
  * Post-spawn 1.5s grace window (BumpReady) — local PlayerController.HandleBump
    ignores remotes during grace.
  * Solid SphereCollider disabled during grace, re-enabled afterwards — fixes
    the kinematic-vs-dynamic eject when a new client spawns inside someone.
  * NPCBall prefab material switched from invisible-in-URP Default-Material to
    BallShader.shadergraph.
  * TrailRenderer added, tinted with player's chosen color.
  * Name label distance-scales (1x-8x) so pseudos remain readable far away.
- GameHUD: OnGUI emptied — race UI (rounds, mode, timer, playersAlive) gone.
- GameCanvas.jsx: BUILD_PREFIX/VERSION bumped for cache-bust.

Frontend WebGL build (pretty_build): final build with all the above.
This commit is contained in:
2026-05-20 12:25:48 +02:00
parent ec05fb8ddd
commit 32becc12f9
22 changed files with 288 additions and 453 deletions

View File

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