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BABA_YAGA/.gemini-workspace-history/summary-2026-04-30.md
2026-04-30 16:52:19 +07:00

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Technical Summary - HALLUCINATE Project

Overview

Project HALLUCINATE is a Unity-based multiplayer game utilizing Photon Fusion for networking and UI Toolkit for front-end management. Recent development has concentrated on the core networking infrastructure and the lobby system.

Modified Files

  • Assets/Scripts/Network/BasicSpawner.cs: Centralized NetworkRunner management, handling session creation, joining, and player profile initialization.
  • Assets/Scripts/UI/LobbyController.cs: UI logic for room management, password protection, and lounge interactions.
  • Assets/Scripts/Player Controller/PlayerStateMachine.cs: Core player logic (referenced in memory).

Key Logic & Decisions

  • Network Architecture: Singleton BasicSpawner manages the Fusion runner lifecycle. Session joining uses SessionLobby.ClientServer.
  • UI Architecture: LobbyController inherits from a base UI class and uses direct VisualElement queries for dynamic UI updates (UXML/USS).
  • Security: Implementation of session passwords via custom properties in Photon sessions.
  • State Sync: Player status (Ready/Start) and lounge info are synchronized between clients, likely via PlayerDataManager.

Next Steps

  • Verify RPC/SyncVar logic in LobbyController.cs.
  • Connect PlayerStateMachine to the spawning flow in BasicSpawner.
  • Implement/Finalize the chat system within the lobby lounge.
  • Ensure all scene transitions (Main Scene) are robust.