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.
19 lines
518 B
JSON
19 lines
518 B
JSON
{
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"name": "rolld-game",
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"version": "1.0.0",
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"main": "src/index.js",
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"scripts": {
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"start": "node src/index.js",
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"dev": "node --watch src/index.js",
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"schema:gen": "schema-codegen src/schema/GameState.js --csharp --namespace RolldSchema --output ../../game/Assets/Scripts/Network/Generated/"
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},
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"dependencies": {
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"@colyseus/core": "^0.17.39",
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"@colyseus/schema": "^4.0.15",
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"@colyseus/ws-transport": "^0.17.9",
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"cors": "^2.8.6",
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"express": "^4.22.1",
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"zod": "^4.3.6"
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}
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}
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