Attach Camera to Player
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@@ -20,6 +20,16 @@ public class CharacterMovement : NetworkBehaviour
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bool lastSentWalking;
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bool lastSentRunning;
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// assign this in the player prefab to an empty child transform positioned where the camera should sit (e.g. head)
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public Transform cameraMount;
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// camera follow settings
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Camera mainCamera;
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Vector3 cameraLocalOffsetStable = new Vector3(0f, 2f, -4f); // fallback offset (local)
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public float followSpeed = 5f;
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public float idleFollowSpeed = 0.5f; // slower smoothing while idle (keeps camera stable)
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public Vector3 cameraLookOffset = new Vector3(0f, 1.5f, 0f); // where camera looks relative to player root
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void Awake()
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{
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input = new PlayerInput();
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@@ -56,6 +66,32 @@ public class CharacterMovement : NetworkBehaviour
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HandleRotation();
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}
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// Camera follow should be in LateUpdate so it follows the final character pose for the frame
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void LateUpdate()
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{
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if (!isLocalPlayer) return;
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if (mainCamera == null) return;
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// Desired world position based on the stable local offset (relative to player root)
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Vector3 desiredWorld = transform.TransformPoint(cameraLocalOffsetStable);
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if (movementPressed)
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{
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// while moving: follow the player (smooth)
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mainCamera.transform.position = Vector3.Lerp(mainCamera.transform.position, desiredWorld, Time.deltaTime * followSpeed);
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}
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else
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{
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// while idle: keep camera stable behind the player (don't follow micro animation bobbing)
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// Update only XZ to remain behind, preserve camera's current Y (height) to avoid vertical bob
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Vector3 idleTarget = new Vector3(desiredWorld.x, mainCamera.transform.position.y, desiredWorld.z);
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mainCamera.transform.position = Vector3.Lerp(mainCamera.transform.position, idleTarget, Time.deltaTime * idleFollowSpeed);
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}
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// Always look at the player (with an offset so we look near the torso/head)
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mainCamera.transform.LookAt(transform.position + cameraLookOffset);
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}
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void HandleRotation()
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{
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Vector3 currentPosition = transform.position;
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@@ -142,11 +178,46 @@ public class CharacterMovement : NetworkBehaviour
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{
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Debug.Log("Local player started: " + netId);
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input.CharacterControls.Enable();
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// Setup camera for local player (do not parent to animated mount to avoid animation bobbing)
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mainCamera = Camera.main;
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if (mainCamera == null)
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{
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Debug.LogWarning("No Camera.main found in scene to attach to player.");
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return;
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}
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// compute a stable local offset based on cameraMount, but use player root as the reference so animated child motion is ignored
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if (cameraMount != null)
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{
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cameraLocalOffsetStable = transform.InverseTransformPoint(cameraMount.position);
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}
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else
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{
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// fallback to a sensible offset if no mount assigned
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cameraLocalOffsetStable = new Vector3(0f, 2f, -4f);
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Debug.LogWarning("cameraMount not assigned on player prefab. Using fallback offset.");
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}
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// unparent camera so we control world position directly
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mainCamera.transform.SetParent(null, true);
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// ensure only the local player's camera has an active AudioListener
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var audio = mainCamera.GetComponent<AudioListener>();
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if (audio != null) audio.enabled = true;
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}
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public override void OnStopLocalPlayer()
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{
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input.CharacterControls.Disable();
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// optionally disable audio listener to avoid duplicates
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if (mainCamera != null)
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{
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var audio = mainCamera.GetComponent<AudioListener>();
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if (audio != null) audio.enabled = false;
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}
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mainCamera = null;
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}
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// Called on the server when client issues the command
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@@ -124,7 +124,7 @@ public class Player : NetworkBehaviour
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if (nameTagPrefab != null)
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{
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nameTagInstance = Instantiate(nameTagPrefab, transform);
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nameTagInstance.transform.localPosition = new Vector3(0f, nameTagHeight, 0f);
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nameTagInstance.transform.localPosition = new Vector3(0f, 2.0f, 0f);
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nameTagInstance.transform.localRotation = Quaternion.identity;
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// try to find either a TextMesh or legacy TextMesh in the prefab
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nameTagTextMesh = nameTagInstance.GetComponentInChildren<TextMesh>();
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@@ -134,7 +134,7 @@ public class Player : NetworkBehaviour
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// create a simple 3D text (TextMesh) so no extra UI package is required
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nameTagInstance = new GameObject("NameTag");
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nameTagInstance.transform.SetParent(transform, false);
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nameTagInstance.transform.localPosition = new Vector3(0f, nameTagHeight, 0f);
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nameTagInstance.transform.localPosition = new Vector3(0f, 2.0f, 0f);
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nameTagTextMesh = nameTagInstance.AddComponent<TextMesh>();
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nameTagTextMesh.alignment = TextAlignment.Center;
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@@ -34,7 +34,9 @@ namespace QuickStart
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Camera.main.transform.SetParent(transform);
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Camera.main.transform.localPosition = new Vector3(0, 0, 0);
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floatingInfo.transform.localPosition = new Vector3(0, -0.3f, 0.6f);
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// Move the floatingInfo (player name) above the player instead of below.
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// Adjust Y to fit your model height (2.0f is a good starting point for standard humanoid scale).
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floatingInfo.transform.localPosition = new Vector3(0, 2.0f, 0.6f);
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floatingInfo.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
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string name = "Player" + Random.Range(100, 999);
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@@ -1,5 +1,36 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 4270643899711320435}
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m_Layer: 0
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m_Name: Camera Mount
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m_TagString: Untagged
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Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5291219971806440334}
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serializedVersion: 2
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m_LocalPosition: {x: 0.294, y: 1.145, z: -2.005}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 8077244700045459333}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1001 &8616118632631556206
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PrefabInstance:
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@@ -62,7 +93,10 @@ PrefabInstance:
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedGameObjects:
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@@ -105,6 +139,7 @@ MonoBehaviour:
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syncDirection: 0
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syncMode: 0
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syncInterval: 0
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cameraMount: {fileID: 4270643899711320435}
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--- !u!65 &2994849115125833078
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BoxCollider:
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@@ -193,3 +228,5 @@ MonoBehaviour:
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syncMode: 0
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syncInterval: 0
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playerName:
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nameTagPrefab: {fileID: 0}
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nameTagHeight: 0.2
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