- Main scene: floor, obstacle, nav mesh, camera, CharacterBody3D + agent - Click-to-move on walkable group; pick mask avoids avatar self-hit - player.gd drives path following; README and plan AC updated Made-with: Cursor |
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README.md
Neon Sprawl — Godot client
Open this client/ directory as a project in Godot 4.2+ (4.x recommended). Use the standard Godot build (not the .NET build)—client code is GDScript (.gd).
- Main scene:
scenes/main.tscn(bootstrapscripts/main.gd). - Networking will use WebSocket or TCP to the C# server; authoritative logic stays on the server per
docs/architecture/tech_stack.md.
Movement prototype (NS-14)
The main scene includes a client-only click-to-move demo:
- Left-click walkable ground (the large floor) to move the capsule avatar; WASD is not required.
- Paths use NavigationAgent3D over a hand-authored navigation mesh with a central obstacle, so the avatar routes around the block instead of sliding through it.
- The avatar lives on physics layer 2; the pick ray uses mask 1 so clicks pass through the avatar and hit the floor.
This behavior is temporary: when authoritative movement and MoveCommand / PositionState exist, the client will follow server state instead of driving navigation locally.
Manual check
- Run the main scene (F5).
- Click the floor: the avatar walks to the point.
- Click behind the center crate: the avatar walks around it via the nav mesh.
First run
- Install Godot 4.x.
- In the project manager, Import and select
client/project.godot. - Press F5 to run the main scene.