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THE DEVELOPMENT WIKIPROJECT I SPACE FANTASY · CO-OP FPS · ROGUELIKE

Architecture and authority

Unity 6, URP and C# form the pinned game foundation. The existing Unity NGO/Multiplayer Services stack supplies player-hosted online co-op with join codes. Preserve Editor/package pins; this wiki does not install or change game dependencies.

Ownership boundaries

Concern Owner / boundary
Input and local camera/settings Owning client; input blocked by local UI state
Damage, ammo, ability requests and accepted actions Validated authoritative host
Enemy intent, spawning, navigation and attacks Authoritative host
Run/stage progression, reward identity and core awards Authoritative host
Responsive presentation Clients render accepted/replicated cues
Mutable player/run state Runtime services, not shared definition assets
Authored tuning ScriptableObject definitions/configuration
Results Snapshot before temporary run cleanup

Clients request actions; requests must carry valid owner/lifetime/sequence/identity context. Current source uses run/stage identities and explicit source provenance so delayed or recycled objects do not manufacture accepted effects.

For enemies, AI ownership separates director admission, planned squad guidance, individual graphs, evidence, investigation, movement and attack/flight execution. A graph chooses a shot; personal sight and muzzle checks still authorize its release. Reassignment cannot reset health or paid recovery.

Feature map

Folder Main responsibility
Features/Builds Loadouts, ability definitions/tuning, passives, charge state
Features/Combat Weapons, damage/defense, precision, active effect execution
Features/Runs Run phases, rewards, cores, effect services and telemetry
Features/Enemies Definitions, profiles, AI/packs/navigation, projectiles and bosses
Features/Menu Main menu, ability library, guided builds and drafts
Features/Sessions Online lifecycle, roster, lobby/admission and scene flow
Features/Player Local motor/camera, accepted positions, network movement
Features/UI and Settings HUD/panels/feedback and local preferences
Features/Debugging Development-only scenarios and diagnostics

Networking and lifecycle

Four players includes the host. Joining is pre-run; starting locks admission. Host loss returns other players to the menu; host migration is not assumed. Cleanup/rehost and genuine retryable service failures are explicit lifecycle concerns.

Prediction, rewind and anti-cheat claims should match current implementation evidence. Server validation and local responsiveness do not automatically imply full movement/aim prediction or lag compensation.

Source: network decision, protocol evidence, combat authority, session lifecycle, session controller.