2.6 KiB
client-gameplay-input Specification
Purpose
Define how the controlled Unity client captures MVP gameplay intent, preserves immediate local prediction, and sends movement and shooting through split gameplay messages.
Requirements
Requirement: Controlled client movement input preserves immediate prediction and explicit stop signaling
The MVP client SHALL capture movement intent for the controlled player in Unity-side input code, apply local movement prediction immediately, and send MoveInput updates through the networking boundary. When movement input transitions from non-zero to idle, the client MUST send one final zero-vector MoveInput so authoritative movement can stop cleanly.
Scenario: Controlled player moves locally without waiting for the network
- WHEN the controlled player provides non-zero movement input
- THEN the client applies local movement prediction immediately for presentation
- THEN the client submits a
MoveInputcarrying the current player id, tick, and planar movement vector through the networking send path
Scenario: Releasing movement emits an explicit stop update
- WHEN the controlled player releases movement input after previously providing non-zero movement
- THEN the client sends exactly one final
MoveInputwhose movement vector is zero - THEN local predicted movement also stops immediately without waiting for authoritative correction
Requirement: Controlled client captures shooting intent as a dedicated gameplay input
The MVP client SHALL capture local fire intent separately from movement and translate that intent into ShootInput messages rather than overloading movement or generic gameplay-action payloads.
Scenario: Firing produces a shoot input message
- WHEN the controlled player triggers a fire action
- THEN the client constructs a
ShootInputcontaining the current player id, tick, and aim direction used by the MVP client flow - THEN the message is sent through a dedicated shooting send path instead of a legacy generic gameplay-action message
Requirement: Local shooting presentation remains cosmetic
The MVP client SHALL treat any immediate local shooting feedback as optional cosmetic presentation and MUST NOT use it to finalize authoritative combat outcomes.
Scenario: Cosmetic firing feedback does not decide gameplay truth
- WHEN the client plays local muzzle flash, animation, or similar fire feedback before server confirmation
- THEN that feedback does not apply authoritative damage, hit confirmation, or death resolution locally
- THEN gameplay truth remains dependent on authoritative server messages