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UberUnity client: authentic movement + Unity 6 fixes (local fork upstream)#27

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constripacity wants to merge 2 commits into
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uberunity-client-2026-05-30
Closed

UberUnity client: authentic movement + Unity 6 fixes (local fork upstream)#27
constripacity wants to merge 2 commits into
mainfrom
uberunity-client-2026-05-30

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@constripacity constripacity commented May 30, 2026

Upstreams the local UberUnity working fork. Heads-up: this is a large diff UberUnity's working code had never been pushed, so this branch carries the full local state (Cmune SDK, maps, baked lighting, plus the gameplay/network fixes that made maps load + players join) on top of which today's tested changes sit. Build output (/Latest/, 538MB) and .bak backups are excluded (and /Latest/ is now gitignored).

Headline tested changes (today)

  • Authentic player movement PlayerMotor now uses the real UberStrike 4.7.1 movement model (Quake-style accel/friction, ported from uber-4-8-6 branch uber471-unity465 / CharacterMoveController): walk 7.6, jump 15, gravity 50, ground/air accel 15/3, friction 8, clamp 22.8. Restores proper strafe-jump / bunny-hop feel the reverse-engineered Rigidbody motor lacked. Feel-tested in-game.
  • FPS cap ApplicationOptions caps framerate at 200 (was -1/unlimited, which pegged the GPU rendering the menu).
  • Unity 6 build fix (MK Glass shader) gate UNITY_TRANSFER_FOG/UNITY_APPLY_FOG behind UNITY_VERSION < 201800 to fix the invalid subscript 'fogCoord' compile error that blocked Player builds.
  • Build scene-list fix include Apex_Twin so Catalyst lands at its expected build index (the client loads maps by index + 3 in CreateGamePopup; a trimmed scene list desyncs map loading).

Verified this session

Standalone build succeeds; client boots, logs in, creates a Catalyst match, two clients see + kill each other; movement feel confirmed good.

Note

The bulk of the file count is the pre-existing local fork (SDK + maps + lightmaps), not today's work. If the team prefers, the four tested changes above are the reviewable substance; the rest is the working baseline finally reaching the remote.

constripacity and others added 2 commits May 30, 2026 12:50
…maps)

Safety snapshot of ~497MB of previously-uncommitted working-tree work that
lived only in the local main tree:
- Gameplay/networking fixes (Client, NetworkAvatar/Player, TcpEngine,
  PlayerMotor/Manager/Input, weapons) that fixed map loading + players
  not being able to join.
- Full Assets/Plugins/Cmune SDK source tree.
- 15 new map scenes + baked lightmaps.
- New editor/gameplay scripts (MapPopulator, SetupBootstrapScene,
  Compatibility fallback shader, PlayerDataOriginal, TeleportOriginal).

Excludes 718 *.bak backup files. Local-only branch, not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…ixes

- PlayerMotor: port the authentic UberStrike 4.7.1 movement model (Quake-style
  accel/friction from uber471-unity465 CharacterMoveController) - walk 7.6,
  jump 15, gravity 50, ground/air accel 15/3, friction 8, clamp 22.8. Restores
  proper strafe-jump / bunny-hop feel the reverse-engineered motor lacked.
- ApplicationOptions: cap framerate at 200 (was -1/unlimited, which pegged the GPU).
- MK Glass shader: gate UNITY_TRANSFER_FOG / UNITY_APPLY_FOG behind
  UNITY_VERSION < 201800 to fix the Unity 6 'invalid subscript fogCoord' build error.
- EditorBuildSettings: include Apex_Twin so Catalyst lands at its expected build
  index (CreateGamePopup loads maps by index+3; trimming desynced it).
- gitignore the /Latest/ standalone build output (538MB).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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