Files
rolld/frontend/public/unity-build/index.html
kerboul 32becc12f9 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.
2026-05-20 12:25:48 +02:00

134 lines
5.5 KiB
HTML

<!DOCTYPE html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity Web Player | BallProject</title>
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<body>
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<div id="unity-build-title">BallProject</div>
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// },
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// By default, Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
// If you would like all file writes inside Unity Application.persistentDataPath
// directory to automatically persist so that the contents are remembered when
// the user revisits the site the next time, uncomment the following line:
// config.autoSyncPersistentDataPath = true;
// This autosyncing is currently not the default behavior to avoid regressing
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// JS_FileSystem_Sync() behavior, but in future Unity version, this will be
// expected to change.
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
// Mobile device style: fill the whole browser client area with the game canvas:
var meta = document.createElement('meta');
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canvas.style.width = "960px";
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