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First Hockey commiy

Axel Nordh 3 meses atrás
pai
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f7c638d610
100 arquivos alterados com 9123 adições e 0 exclusões
  1. 25 0
      Assembly-CSharp.csproj
  2. 795 0
      Assets/DefaultVolumeProfile.asset
  3. 8 0
      Assets/DefaultVolumeProfile.asset.meta
  4. 1057 0
      Assets/InputSystem_Actions.inputactions
  5. 14 0
      Assets/InputSystem_Actions.inputactions.meta
  6. 8 0
      Assets/Material.meta
  7. 103 0
      Assets/Material/M_PuckGlow.mat
  8. 8 0
      Assets/Material/M_PuckGlow.mat.meta
  9. 15 0
      Assets/Material/PM_Ice.physicMaterial
  10. 8 0
      Assets/Material/PM_Ice.physicMaterial.meta
  11. 15 0
      Assets/Material/PM_Puck.physicMaterial
  12. 8 0
      Assets/Material/PM_Puck.physicMaterial.meta
  13. 8 0
      Assets/Material/Player.meta
  14. 130 0
      Assets/Material/Player/AwayPlayerMaterial 1.mat
  15. 8 0
      Assets/Material/Player/AwayPlayerMaterial 1.mat.meta
  16. 130 0
      Assets/Material/Player/HomePlayerMaterial.mat
  17. 8 0
      Assets/Material/Player/HomePlayerMaterial.mat.meta
  18. 151 0
      Assets/Material/Puck.mat
  19. 8 0
      Assets/Material/Puck.mat.meta
  20. 8 0
      Assets/Prefab.meta
  21. 342 0
      Assets/Prefab/Player.prefab
  22. 7 0
      Assets/Prefab/Player.prefab.meta
  23. 39 0
      Assets/README.md
  24. 7 0
      Assets/README.md.meta
  25. 8 0
      Assets/Rink.meta
  26. 139 0
      Assets/Rink/Boards.mat
  27. 8 0
      Assets/Rink/Boards.mat.meta
  28. 139 0
      Assets/Rink/Ice.mat
  29. 8 0
      Assets/Rink/Ice.mat.meta
  30. BIN
      Assets/Rink/NhlRink.png
  31. 156 0
      Assets/Rink/NhlRink.png.meta
  32. 139 0
      Assets/Rink/kickPlate.mat
  33. 8 0
      Assets/Rink/kickPlate.mat.meta
  34. 8 0
      Assets/Scenes.meta
  35. 1885 0
      Assets/Scenes/SampleScene.unity
  36. 7 0
      Assets/Scenes/SampleScene.unity.meta
  37. 8 0
      Assets/ScriptableObjects.meta
  38. 8 0
      Assets/ScriptableObjects/HomeTeam.meta
  39. 33 0
      Assets/ScriptableObjects/HomeTeam/C_PlayerStats.asset
  40. 8 0
      Assets/ScriptableObjects/HomeTeam/C_PlayerStats.asset.meta
  41. 33 0
      Assets/ScriptableObjects/HomeTeam/DL_PlayerStats.asset
  42. 8 0
      Assets/ScriptableObjects/HomeTeam/DL_PlayerStats.asset.meta
  43. 33 0
      Assets/ScriptableObjects/HomeTeam/DR_PlayerStats.asset
  44. 8 0
      Assets/ScriptableObjects/HomeTeam/DR_PlayerStats.asset.meta
  45. 33 0
      Assets/ScriptableObjects/HomeTeam/LW_PlayerStats.asset
  46. 8 0
      Assets/ScriptableObjects/HomeTeam/LW_PlayerStats.asset.meta
  47. 14 0
      Assets/ScriptableObjects/HomeTeam/RW_DFStrat.asset
  48. 8 0
      Assets/ScriptableObjects/HomeTeam/RW_DFStrat.asset.meta
  49. 14 0
      Assets/ScriptableObjects/HomeTeam/RW_OFStat.asset
  50. 8 0
      Assets/ScriptableObjects/HomeTeam/RW_OFStat.asset.meta
  51. 23 0
      Assets/ScriptableObjects/HomeTeam/RW_PlayerMentality.asset
  52. 8 0
      Assets/ScriptableObjects/HomeTeam/RW_PlayerMentality.asset.meta
  53. 33 0
      Assets/ScriptableObjects/HomeTeam/RW_PlayerStats.asset
  54. 8 0
      Assets/ScriptableObjects/HomeTeam/RW_PlayerStats.asset.meta
  55. 8 0
      Assets/Scripts.meta
  56. 340 0
      Assets/Scripts/FACEOFF_SYSTEM_README.md
  57. 7 0
      Assets/Scripts/FACEOFF_SYSTEM_README.md.meta
  58. 414 0
      Assets/Scripts/FaceoffManager.cs
  59. 2 0
      Assets/Scripts/FaceoffManager.cs.meta
  60. 228 0
      Assets/Scripts/FaceoffPositioning.cs
  61. 2 0
      Assets/Scripts/FaceoffPositioning.cs.meta
  62. 246 0
      Assets/Scripts/FaceoffSetupGuide.cs
  63. 2 0
      Assets/Scripts/FaceoffSetupGuide.cs.meta
  64. 45 0
      Assets/Scripts/FaceoffSpotHelper.cs
  65. 2 0
      Assets/Scripts/FaceoffSpotHelper.cs.meta
  66. 187 0
      Assets/Scripts/GET_STARTED.md
  67. 7 0
      Assets/Scripts/GET_STARTED.md.meta
  68. 336 0
      Assets/Scripts/GameFlowExample.cs
  69. 2 0
      Assets/Scripts/GameFlowExample.cs.meta
  70. 341 0
      Assets/Scripts/IMPLEMENTATION_SUMMARY.md
  71. 7 0
      Assets/Scripts/IMPLEMENTATION_SUMMARY.md.meta
  72. 16 0
      Assets/Scripts/MainGameScript.cs
  73. 2 0
      Assets/Scripts/MainGameScript.cs.meta
  74. 8 0
      Assets/Scripts/Player.meta
  75. 8 0
      Assets/Scripts/Player/AI.meta
  76. 19 0
      Assets/Scripts/Player/AI/AIStrategy.cs
  77. 2 0
      Assets/Scripts/Player/AI/AIStrategy.cs.meta
  78. 23 0
      Assets/Scripts/Player/AI/DefensiveStrategy.cs
  79. 2 0
      Assets/Scripts/Player/AI/DefensiveStrategy.cs.meta
  80. 21 0
      Assets/Scripts/Player/AI/OffensiveStrategy.cs
  81. 2 0
      Assets/Scripts/Player/AI/OffensiveStrategy.cs.meta
  82. 190 0
      Assets/Scripts/Player/AI/PlayerDecisionMaker.cs
  83. 2 0
      Assets/Scripts/Player/AI/PlayerDecisionMaker.cs.meta
  84. 20 0
      Assets/Scripts/Player/AI/PlayerMentality.cs
  85. 2 0
      Assets/Scripts/Player/AI/PlayerMentality.cs.meta
  86. 31 0
      Assets/Scripts/Player/PlayerAnimationController.cs
  87. 2 0
      Assets/Scripts/Player/PlayerAnimationController.cs.meta
  88. 207 0
      Assets/Scripts/Player/PlayerController.cs
  89. 2 0
      Assets/Scripts/Player/PlayerController.cs.meta
  90. 13 0
      Assets/Scripts/Player/PlayerInput.cs
  91. 2 0
      Assets/Scripts/Player/PlayerInput.cs.meta
  92. 49 0
      Assets/Scripts/Player/PlayerMovement.cs
  93. 2 0
      Assets/Scripts/Player/PlayerMovement.cs.meta
  94. 43 0
      Assets/Scripts/Player/PlayerStats.cs
  95. 2 0
      Assets/Scripts/Player/PlayerStats.cs.meta
  96. 236 0
      Assets/Scripts/PuckController.cs
  97. 2 0
      Assets/Scripts/PuckController.cs.meta
  98. 181 0
      Assets/Scripts/PuckDebugVisualizer.cs
  99. 2 0
      Assets/Scripts/PuckDebugVisualizer.cs.meta
  100. 145 0
      Assets/Scripts/QUICK_REFERENCE.md

Diferenças do arquivo suprimidas por serem muito extensas
+ 25 - 0
Assembly-CSharp.csproj


+ 795 - 0
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+# Player Implementation for Hockey Game
+
+## Overview
+This project is a hockey game that includes player behavior and on-ice representation. The player implementation consists of various scripts that manage the player's actions, input, movement, statistics, and animations.
+
+## Project Structure
+- **Scripts/**: Contains all the scripts related to the game logic.
+  - **MainGameScript.cs**: The main script for the game, handling the core game loop.
+  - **Player/**: A folder dedicated to player-related scripts.
+    - **PlayerController.cs**: Manages the player's overall behavior and interactions.
+    - **PlayerMovement.cs**: Handles movement logic, including acceleration and direction changes.
+    - **PlayerInput.cs**: Captures and processes player input from devices.
+    - **PlayerStats.cs**: Holds player statistics like health and speed.
+    - **PlayerAnimationController.cs**: Manages player animations based on state and actions.
+
+- **Prefabs/**: Contains prefabs for game objects.
+  - **Player/**: Prefab representing the player character.
+
+- **Material/**: Contains materials and physics materials for game objects.
+  - **Player/**: Materials specific to the player, including jersey and physics settings.
+
+- **Scenes/**: Contains Unity scenes for the game.
+  - **SampleScene.unity**: A sample environment for testing.
+
+## Setup Instructions
+1. Open the project in Unity.
+2. Navigate to the **Scenes** folder and open **SampleScene.unity** to view the sample environment.
+3. The player prefab can be found in the **Prefabs/Player** folder. Drag and drop it into the scene to add a player character.
+4. Adjust the player settings in the Inspector as needed.
+
+## Components Description
+- **PlayerController**: Central script for managing player states and interactions.
+- **PlayerMovement**: Controls how the player moves within the game environment.
+- **PlayerInput**: Handles input from the player, translating it into actions.
+- **PlayerStats**: Manages player attributes and provides methods for modification.
+- **PlayerAnimationController**: Controls animations based on player actions and states.
+
+## Notes
+Ensure that all scripts are properly linked to the player prefab for full functionality. Adjust materials and physics settings as necessary to achieve the desired gameplay experience.

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+# Hockey Faceoff System Documentation
+
+## Overview
+A complete faceoff and puck possession system for your hockey game with realistic physics, visual indicators, and AI-ready mechanics.
+
+---
+
+## 📦 Components Created
+
+### 1. **PuckController.cs**
+Controls the puck physics and possession mechanics.
+
+**Features:**
+- Realistic hockey puck physics (170g mass, low friction)
+- Automatic possession detection via trigger colliders
+- Visual feedback (different materials for possessed/free states)
+- Smooth carrying while player has possession
+- Physics-based shooting and passing
+
+**Key Properties:**
+- `possessionRadius`: Distance within which players can pick up the puck (default: 1.5m)
+- `carrierOffset`: How far in front of player the puck stays when carried (default: 1.0m)
+
+### 2. **FaceoffManager.cs**
+Manages the entire faceoff sequence and outcome determination.
+
+**Faceoff Outcomes:**
+- **Home Win**: Home center wins cleanly, puck passed to teammate (usually defender)
+- **Away Win**: Away center wins cleanly, puck passed to teammate (usually defender)
+- **Struggle**: Close contest, puck bounces loose, scramble ensues
+
+**How Outcomes Are Determined:**
+```
+Faceoff Strength = (Strength × 0.3) + (Stick Handling × 0.3) + 
+                   (Awareness × 0.2) + (Agility × 0.2)
+```
+Plus random variation (±10 points) for unpredictability.
+
+**Testing:**
+Press **F** key during play mode to trigger a faceoff.
+
+### 3. **PlayerController.cs** (Updated)
+Enhanced with puck interaction methods.
+
+**New Methods:**
+- `GainPuck(PuckController)`: Called when player gains possession
+- `ReleasePuck()`: Called when player loses possession
+- `CanPickupPuck()`: Checks if player can currently pick up puck
+- `SetFrozen(bool)`: Freeze/unfreeze player during faceoff
+- `Shoot(direction, power)`: Fire the puck with physics
+- `Pass(targetPlayer)`: Pass to specific teammate
+- `Check(targetPlayer)`: Body check opponent to dislodge puck
+
+**Visual Feedback:**
+- Yellow rotating ring appears around player with possession
+- Makes it instantly clear who controls the puck
+
+---
+
+## 🎮 Setup Instructions
+
+### Method 1: Manual Setup
+
+1. **Create the Puck:**
+   ```
+   - Create GameObject → name it "Puck"
+   - Add PuckController component
+   - Position at center ice (y ≈ 0.5 for ice level)
+   ```
+
+2. **Tag Your Players:**
+   ```
+   - Edit → Project Settings → Tags & Layers
+   - Add tags: "HomeTeam" and "AwayTeam"
+   - Select home team players → Inspector → Tag: "HomeTeam"
+   - Select away team players → Inspector → Tag: "AwayTeam"
+   ```
+
+3. **Create Faceoff Manager:**
+   ```
+   - Create Empty GameObject → name it "FaceoffManager"
+   - Add FaceoffManager component
+   - Drag Puck into the "Puck" field in Inspector
+   ```
+
+4. **Verify Centers:**
+   - Ensure one player on each team has Position = "C" (Center)
+   - The FaceoffManager auto-detects centers by tag and position
+
+### Method 2: Auto Setup (Recommended)
+
+1. Create an empty GameObject
+2. Add `FaceoffSetupGuide` component
+3. Drag home team players into "Home Team Players" array
+4. Drag away team players into "Away Team Players" array
+5. Right-click component → "Auto-Setup Faceoff System"
+6. Right-click component → "Validate Setup" to check everything
+
+---
+
+## 🏒 How It Works
+
+### Possession System
+
+**Puck States:**
+- **Loose**: No one has possession, slides freely on ice
+- **Carried**: Attached to a player, moves with them
+
+**Gaining Possession:**
+Player automatically picks up puck when:
+1. Player is within `possessionRadius` (1.5m)
+2. Puck is loose (not carried by anyone)
+3. Player can pickup (not on cooldown, not frozen)
+4. Puck enters player's trigger collider
+
+**Visual Indicator:**
+- Yellow ring with emission around player = has puck
+- Ring rotates continuously for visibility
+
+### Faceoff Sequence
+
+```
+1. FaceoffManager.StartFaceoff() called
+   ↓
+2. Puck positioned at faceoff spot
+   ↓
+3. All players frozen (prevent movement)
+   ↓
+4. Calculate outcome based on center stats
+   ↓
+5. Execute outcome:
+   - Clean Win: Puck passed to defender
+   - Struggle: Puck bounces loose
+   ↓
+6. Unfreeze all players
+   ↓
+7. Game continues
+```
+
+**Timing:**
+- Wind-up: 1 second
+- Faceoff duration: 2 seconds
+- Struggle duration: 3 additional seconds
+
+### Physics Details
+
+**Puck Properties:**
+- Mass: 0.17 kg (170g, regulation weight)
+- Radius: 0.038m (76mm diameter)
+- Friction: 0.3 (simulates ice)
+- Bounciness: 0.2 (minimal bounce)
+
+**Force Ranges:**
+- Pass: 10-25 N (scales with distance)
+- Shot: ~30 N × power stat
+- Faceoff launch: 5-15 N
+
+---
+
+## 🎯 Integration Examples
+
+### Example 1: Start Faceoff at Game Start
+```csharp
+public class GameManager : MonoBehaviour
+{
+    private FaceoffManager faceoffManager;
+    
+    void Start()
+    {
+        faceoffManager = FindObjectOfType<FaceoffManager>();
+        
+        // Start game with center ice faceoff
+        Vector3 centerIce = new Vector3(0, 0.5f, 0);
+        faceoffManager.InitiateFaceoff(centerIce);
+    }
+}
+```
+
+### Example 2: Player Shoots on Goal
+```csharp
+public class PlayerAI : MonoBehaviour
+{
+    private PlayerController playerController;
+    private Transform goal;
+    
+    void ShootAtGoal()
+    {
+        if (playerController.HasPuck())
+        {
+            Vector3 shootDirection = (goal.position - transform.position).normalized;
+            playerController.Shoot(shootDirection, powerMultiplier: 1.0f);
+        }
+    }
+}
+```
+
+### Example 3: Pass to Open Teammate
+```csharp
+public void PassToOpenPlayer()
+{
+    if (!playerController.HasPuck()) return;
+    
+    PlayerController[] teammates = FindTeammates();
+    PlayerController bestTarget = FindMostOpen(teammates);
+    
+    if (bestTarget != null)
+    {
+        playerController.Pass(bestTarget);
+    }
+}
+```
+
+### Example 4: Defensive Check
+```csharp
+void OnCollisionEnter(Collision collision)
+{
+    PlayerController opponent = collision.gameObject.GetComponent<PlayerController>();
+    
+    if (opponent != null && opponent.HasPuck() && IsOpponent(opponent))
+    {
+        playerController.Check(opponent);
+    }
+}
+```
+
+---
+
+## 🔧 Customization
+
+### Adjust Faceoff Difficulty
+In `FaceoffManager.cs`:
+```csharp
+[SerializeField] private float struggleChance = 0.3f; // 30% base struggle chance
+[SerializeField] private float winThreshold = 0.7f;    // Higher = more clear wins needed
+```
+
+### Change Puck Physics
+In `PuckController.cs`:
+```csharp
+[SerializeField] private float friction = 0.3f;  // Lower = slides further
+[SerializeField] private float drag = 0.5f;      // Higher = stops faster
+```
+
+### Modify Possession Range
+In `PuckController.cs`:
+```csharp
+[SerializeField] private float possessionRadius = 1.5f; // Detection range
+```
+
+---
+
+## 🐛 Troubleshooting
+
+### Puck doesn't get picked up
+- Check that player has trigger collider
+- Verify `CanPickupPuck()` returns true
+- Check pickup cooldown hasn't expired
+
+### Faceoff doesn't start
+- Verify both centers are tagged correctly
+- Check console for error messages
+- Run "Validate Setup" in FaceoffSetupGuide
+
+### Players don't freeze during faceoff
+- Ensure PlayerController has `SetFrozen()` method
+- Check that player movement script respects frozen state
+
+### Possession indicator doesn't show
+- Verify possessionIndicator GameObject is created in PlayerController.Start()
+- Check that Update() is being called
+
+---
+
+## 📊 Stats That Matter
+
+### For Faceoffs:
+- **Strength** (30%): Physical dominance
+- **Stick Handling** (30%): Puck control
+- **Awareness** (20%): Reading the drop
+- **Agility** (20%): Quick reactions
+
+### For Shooting:
+- **Shot Accuracy**: Determines spread angle
+- **Shot Power**: Determines puck velocity
+
+### For Passing:
+- **Pass Accuracy**: Determines pass precision
+
+### For Checking:
+- **Checking**: Success rate of dislodging puck
+
+---
+
+## 🎨 Visual Enhancements (Optional)
+
+### Add Trail to Puck:
+```csharp
+TrailRenderer trail = puck.gameObject.AddComponent<TrailRenderer>();
+trail.time = 0.5f;
+trail.startWidth = 0.1f;
+trail.endWidth = 0.02f;
+```
+
+### Add Particles When Puck is Hit:
+```csharp
+// In PuckController.OnCollisionEnter()
+ParticleSystem.Emit(5); // Ice spray effect
+```
+
+### Change Possession Ring Color by Team:
+```csharp
+if (CompareTag("HomeTeam"))
+    possessionIndicator.GetComponent<Renderer>().material.color = Color.blue;
+else
+    possessionIndicator.GetComponent<Renderer>().material.color = Color.red;
+```
+
+---
+
+## 🚀 Next Steps
+
+1. **Add Goalie**: Extend PlayerController for goalie-specific behavior
+2. **Implement Offsides**: Check puck/player positions
+3. **Add Icing**: Detect long-range clears
+4. **Improve AI**: Use puck position in decision-making
+5. **Add Penalties**: Faceoff after penalty ends
+6. **Post-Goal Faceoffs**: Return to center after scoring
+
+---
+
+## Summary
+
+You now have:
+✅ Physics-based puck with realistic ice behavior  
+✅ Clear visual indication of possession (yellow ring)  
+✅ Faceoff system with 3 outcomes based on player stats  
+✅ Ready-to-use shooting, passing, and checking mechanics  
+✅ Easy integration with your existing player system  
+
+**Test it:** Press **F** in play mode to see a faceoff in action!

+ 7 - 0
Assets/Scripts/FACEOFF_SYSTEM_README.md.meta

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+fileFormatVersion: 2
+guid: cef42180c3b90364bbcbf1e1653e0eb0
+TextScriptImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 414 - 0
Assets/Scripts/FaceoffManager.cs

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+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEngine.InputSystem;
+
+public class FaceoffManager : MonoBehaviour
+{
+    [Header("References")]
+    [SerializeField] private PuckController puck;
+
+    [Header("Faceoff Spots")]
+    [SerializeField] private Transform centerIceFaceoffSpot;
+    [SerializeField] private Transform homeZoneLeftFaceoffSpot;
+    [SerializeField] private Transform homeZoneRightFaceoffSpot;
+    [SerializeField] private Transform awayZoneLeftFaceoffSpot;
+    [SerializeField] private Transform awayZoneRightFaceoffSpot;
+    [SerializeField] private Transform homeZoneBlueLineLeftFaceoffSpot;
+    [SerializeField] private Transform homeZoneBlueLineRightFaceoffSpot;
+    [SerializeField] private Transform awayZoneBlueLineLeftFaceoffSpot;
+    [SerializeField] private Transform awayZoneBlueLineRightFaceoffSpot;
+
+    private Transform currentFaceoffSpot;
+
+    [Header("Faceoff Settings")]
+    [SerializeField] private float faceoffDuration = 2.0f;
+    [SerializeField] private float struggleDuration = 3.0f;
+    [SerializeField] private float struggleChance = 0.3f;
+    [SerializeField] private float winThreshold = 0.7f;
+
+    [Header("Puck Launch Settings")]
+    [SerializeField] private float passForce = 8f; // Force to send puck to teammate
+    [SerializeField] private float struggleLaunchForce = 5f; // Force when puck is loose
+
+    private PlayerController homeCenterPlayer;
+    private PlayerController awayCenterPlayer;
+    private List<PlayerController> homeTeam = new List<PlayerController>();
+    private List<PlayerController> awayTeam = new List<PlayerController>();
+
+    private bool faceoffInProgress = false;
+    private FaceoffOutcome currentOutcome;
+
+    public enum FaceoffOutcome
+    {
+        None,
+        HomeWin,
+        AwayWin,
+        Struggle
+    }
+
+    void Start()
+    {
+        FindPlayers();
+    }
+
+    void FindPlayers()
+    {
+        PlayerController[] allPlayers = FindObjectsByType<PlayerController>(FindObjectsSortMode.None);
+
+        homeTeam.Clear();
+        awayTeam.Clear();
+
+        foreach (var player in allPlayers)
+        {
+            if (player.CompareTag("HomeTeam"))
+            {
+                homeTeam.Add(player);
+                if (player.stats.position == PlayerPosition.C)
+                {
+                    homeCenterPlayer = player;
+                }
+            }
+            else if (player.CompareTag("AwayTeam"))
+            {
+                awayTeam.Add(player);
+                if (player.stats.position == PlayerPosition.C)
+                {
+                    awayCenterPlayer = player;
+                }
+            }
+        }
+
+        Debug.Log($"Found {homeTeam.Count} home players and {awayTeam.Count} away players");
+    }
+
+    public void StartFaceoffAt(Transform faceoffSpot)
+    {
+        if (faceoffSpot == null)
+        {
+            Debug.LogWarning("Faceoff spot is not assigned!");
+            return;
+        }
+
+        currentFaceoffSpot = faceoffSpot;
+        StartFaceoff();
+    }
+
+    public void StartFaceoff()
+    {
+        if (faceoffInProgress)
+        {
+            Debug.LogWarning("Faceoff already in progress!");
+            return;
+        }
+
+        if (currentFaceoffSpot == null)
+        {
+            currentFaceoffSpot = centerIceFaceoffSpot;
+        }
+
+        if (homeCenterPlayer == null || awayCenterPlayer == null)
+        {
+            Debug.LogError("Missing center players for faceoff!");
+            return;
+        }
+
+        StartCoroutine(FaceoffSequence());
+    }
+
+    private IEnumerator FaceoffSequence()
+    {
+        faceoffInProgress = true;
+        Debug.Log("Faceoff starting...");
+
+        // Position puck at faceoff spot
+        if (puck != null && currentFaceoffSpot != null)
+        {
+            puck.transform.position = currentFaceoffSpot.position + Vector3.up * 0.025f; // Slight lift
+            puck.Release(); // Make sure puck is free
+        }
+
+        FreezeAllPlayers(true);
+
+        yield return new WaitForSeconds(1.0f);
+
+        currentOutcome = DetermineFaceoffOutcome();
+        Debug.Log($"Faceoff outcome: {currentOutcome}");
+
+        yield return new WaitForSeconds(faceoffDuration);
+
+        switch (currentOutcome)
+        {
+            case FaceoffOutcome.HomeWin:
+                ExecuteCleanWin(homeCenterPlayer, homeTeam, awayTeam);
+                break;
+
+            case FaceoffOutcome.AwayWin:
+                ExecuteCleanWin(awayCenterPlayer, awayTeam, homeTeam);
+                break;
+
+            case FaceoffOutcome.Struggle:
+                ExecuteStruggle();
+                yield return new WaitForSeconds(struggleDuration);
+                break;
+        }
+
+        FreezeAllPlayers(false);
+        faceoffInProgress = false;
+        Debug.Log("Faceoff complete!");
+    }
+
+    private FaceoffOutcome DetermineFaceoffOutcome()
+    {
+        if (homeCenterPlayer == null || awayCenterPlayer == null)
+            return FaceoffOutcome.Struggle;
+
+        float homeStrength = CalculateFaceoffStrength(homeCenterPlayer);
+        float awayStrength = CalculateFaceoffStrength(awayCenterPlayer);
+
+        float totalStrength = homeStrength + awayStrength;
+        float homeWinChance = homeStrength / totalStrength;
+
+        if (Mathf.Abs(homeWinChance - 0.5f) < (0.5f - winThreshold))
+        {
+            return FaceoffOutcome.Struggle;
+        }
+
+        float roll = Random.value;
+        if (roll < struggleChance)
+        {
+            return FaceoffOutcome.Struggle;
+        }
+
+        return Random.value < homeWinChance ? FaceoffOutcome.HomeWin : FaceoffOutcome.AwayWin;
+    }
+
+    private float CalculateFaceoffStrength(PlayerController player)
+    {
+        return (player.stats.strength * 0.3f) +
+               (player.stats.stickHandling * 0.3f) +
+               (player.stats.awareness * 0.2f) +
+               (player.stats.agility * 0.2f);
+    }
+
+    private void ExecuteCleanWin(PlayerController winner, List<PlayerController> winningTeam, List<PlayerController> losingTeam)
+    {
+        Debug.Log($"{winner.stats.playerName} wins the faceoff cleanly!");
+
+        // Find best pass target FIRST (before assigning puck)
+        PlayerController target = ChoosePassTarget(winner, winningTeam);
+
+        if (target != null && target != winner)
+        {
+            Debug.Log($"Puck sent to {target.stats.playerName}");
+
+            // Calculate direction from FACEOFF SPOT (not puck position, since puck might be carried)
+            Vector3 startPosition = currentFaceoffSpot.position;
+            Vector3 targetPosition = target.transform.position;
+            Vector3 passDirection = (targetPosition - startPosition).normalized;
+
+            float distance = Vector3.Distance(startPosition, targetPosition);
+            float adjustedForce = passForce * Mathf.Clamp(distance / 5f, 0.8f, 2f);
+
+            // Make sure puck is free and at faceoff spot
+            if (puck != null)
+            {
+                puck.Release();
+                puck.transform.position = startPosition + Vector3.up * 0.025f;
+
+                // Apply force
+                puck.ApplyForce(passDirection * adjustedForce, ForceMode.Impulse);
+            }
+
+            // Delay assignment to let puck travel
+            StartCoroutine(AssignPuckAfterDelay(target, 0.3f));
+        }
+        else
+        {
+            Debug.Log($"{winner.stats.playerName} keeps the puck!");
+            if (puck != null)
+            {
+                puck.AssignToPlayer(winner);
+            }
+        }
+    }
+
+    private IEnumerator AssignPuckAfterDelay(PlayerController target, float delay)
+    {
+        yield return new WaitForSeconds(delay);
+
+        // Check if puck is close enough to target
+        if (puck != null && target != null && puck.IsLoose)
+        {
+            float distance = Vector3.Distance(puck.transform.position, target.transform.position);
+
+            if (distance < 3f) // Increased pickup range
+            {
+                // Stop the puck's movement before assigning
+                Rigidbody puckRb = puck.GetComponent<Rigidbody>();
+                if (puckRb != null)
+                {
+                    puckRb.linearVelocity *= 0.3f; // Slow down significantly
+                    puckRb.angularVelocity = Vector3.zero; // Stop spinning
+                }
+
+                puck.AssignToPlayer(target);
+                Debug.Log($"{target.stats.playerName} received the puck!");
+            }
+            else
+            {
+                Debug.Log($"Puck too far from {target.stats.playerName} ({distance:F1}m)");
+            }
+        }
+    }
+
+    private void ExecuteStruggle()
+    {
+        Debug.Log("Faceoff is a struggle! Puck is loose!");
+
+        if (puck != null)
+        {
+            puck.Release();
+
+            // Launch puck in random direction
+            Vector3 randomDirection = new Vector3(
+                Random.Range(-1f, 1f),
+                0.1f, // Slight upward component
+                Random.Range(-1f, 1f)
+            ).normalized;
+
+            puck.ApplyForce(randomDirection * struggleLaunchForce, ForceMode.Impulse);
+        }
+
+        StartCoroutine(ResolveStruggle());
+    }
+
+    private IEnumerator ResolveStruggle()
+    {
+        yield return new WaitForSeconds(struggleDuration * 0.5f);
+
+        // Find closest player to puck
+        PlayerController closestPlayer = null;
+        float closestDistance = float.MaxValue;
+
+        List<PlayerController> allPlayers = new List<PlayerController>();
+        allPlayers.AddRange(homeTeam);
+        allPlayers.AddRange(awayTeam);
+
+        foreach (var player in allPlayers)
+        {
+            float distance = Vector3.Distance(player.transform.position, puck.transform.position);
+            if (distance < closestDistance)
+            {
+                closestDistance = distance;
+                closestPlayer = player;
+            }
+        }
+
+        if (closestPlayer != null && closestDistance < 3f)
+        {
+            puck.AssignToPlayer(closestPlayer);
+            Debug.Log($"{closestPlayer.stats.playerName} gains control after struggle!");
+        }
+    }
+
+    private PlayerController ChoosePassTarget(PlayerController winner, List<PlayerController> team)
+    {
+        // Prefer defenders for breakout
+        List<PlayerController> defenders = team.Where(p =>
+            p != winner && (p.stats.position == PlayerPosition.LD || p.stats.position == PlayerPosition.RD)
+        ).ToList();
+
+        if (defenders.Count > 0)
+        {
+            // Choose closest defender
+            return defenders.OrderBy(d =>
+                Vector3.Distance(d.transform.position, winner.transform.position)
+            ).First();
+        }
+
+        // If no defenders, choose any teammate
+        List<PlayerController> availableTeammates = team.Where(p => p != winner).ToList();
+        if (availableTeammates.Count > 0)
+        {
+            return availableTeammates[Random.Range(0, availableTeammates.Count)];
+        }
+
+        return winner;
+    }
+
+    private void FreezeAllPlayers(bool freeze)
+    {
+        foreach (var player in homeTeam)
+        {
+            if (player != null)
+            {
+                player.SetFrozen(freeze);
+            }
+        }
+
+        foreach (var player in awayTeam)
+        {
+            if (player != null)
+            {
+                player.SetFrozen(freeze);
+            }
+        }
+    }
+
+    public void InitiateFaceoff(Vector3 faceoffPosition)
+    {
+        if (currentFaceoffSpot == null)
+        {
+            GameObject spot = new GameObject("FaceoffSpot");
+            currentFaceoffSpot = spot.transform;
+        }
+
+        currentFaceoffSpot.position = faceoffPosition;
+        StartFaceoff();
+    }
+
+    void Update()
+    {
+        if (Keyboard.current != null && !faceoffInProgress)
+        {
+            if (Keyboard.current.fKey.wasPressedThisFrame)
+            {
+                StartFaceoffAt(centerIceFaceoffSpot);
+            }
+            else if (Keyboard.current.digit1Key.wasPressedThisFrame)
+            {
+                StartFaceoffAt(homeZoneLeftFaceoffSpot);
+            }
+            else if (Keyboard.current.digit2Key.wasPressedThisFrame)
+            {
+                StartFaceoffAt(homeZoneRightFaceoffSpot);
+            }
+            else if (Keyboard.current.digit3Key.wasPressedThisFrame)
+            {
+                StartFaceoffAt(awayZoneLeftFaceoffSpot);
+            }
+            else if (Keyboard.current.digit4Key.wasPressedThisFrame)
+            {
+                StartFaceoffAt(awayZoneRightFaceoffSpot);
+            }
+            else if (Keyboard.current.digit5Key.wasPressedThisFrame)
+            {
+                StartFaceoffAt(homeZoneBlueLineLeftFaceoffSpot);
+            }
+            else if (Keyboard.current.digit6Key.wasPressedThisFrame)
+            {
+                StartFaceoffAt(homeZoneBlueLineRightFaceoffSpot);
+            }
+            else if (Keyboard.current.digit7Key.wasPressedThisFrame)
+            {
+                StartFaceoffAt(awayZoneBlueLineLeftFaceoffSpot);
+            }
+            else if (Keyboard.current.digit8Key.wasPressedThisFrame)
+            {
+                StartFaceoffAt(awayZoneBlueLineRightFaceoffSpot);
+            }
+        }
+    }
+}

+ 2 - 0
Assets/Scripts/FaceoffManager.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 242b1f7f2e14e364da8c38256ea2b2cf

+ 228 - 0
Assets/Scripts/FaceoffPositioning.cs

@@ -0,0 +1,228 @@
+using UnityEngine;
+
+/// <summary>
+/// Positions players correctly for faceoff based on their positions
+/// Handles both center ice and zone faceoffs
+/// </summary>
+public class FaceoffPositioning : MonoBehaviour
+{
+    [Header("Faceoff Locations")]
+    [SerializeField] private Transform centerIceFaceoff;
+    [SerializeField] private Transform homeZoneFaceoff;
+    [SerializeField] private Transform awayZoneFaceoff;
+
+    [Header("Position Offsets")]
+    [SerializeField] private float centerDistance = 0.5f; // Centers from faceoff dot
+    [SerializeField] private float wingDistance = 3.0f;   // Wings from center
+    [SerializeField] private float defenseDistance = 5.0f; // Defenders behind
+    [SerializeField] private float wingBackDistance = 1.5f; // Wings back from faceoff
+
+    public enum FaceoffLocation
+    {
+        CenterIce,
+        HomeZone,
+        AwayZone
+    }
+
+    /// <summary>
+    /// Position all players for a faceoff
+    /// </summary>
+    public void PositionPlayersForFaceoff(FaceoffLocation location)
+    {
+        Transform faceoffSpot = GetFaceoffSpot(location);
+        if (faceoffSpot == null)
+        {
+            Debug.LogError("Faceoff spot not set!");
+            return;
+        }
+
+        // Find all players
+        PlayerController[] allPlayers = FindObjectsOfType<PlayerController>();
+
+        foreach (PlayerController player in allPlayers)
+        {
+            bool isHomeTeam = player.CompareTag("HomeTeam");
+            Vector3 position = CalculateFaceoffPosition(
+                player.stats.position,
+                isHomeTeam,
+                faceoffSpot.position,
+                location
+            );
+
+            player.transform.position = position;
+
+            // Face the faceoff spot
+            Vector3 lookDirection = faceoffSpot.position - position;
+            if (lookDirection.magnitude > 0.1f)
+            {
+                player.transform.rotation = Quaternion.LookRotation(lookDirection);
+            }
+        }
+
+        Debug.Log($"Players positioned for {location} faceoff");
+    }
+
+    private Transform GetFaceoffSpot(FaceoffLocation location)
+    {
+        switch (location)
+        {
+            case FaceoffLocation.CenterIce:
+                return centerIceFaceoff;
+            case FaceoffLocation.HomeZone:
+                return homeZoneFaceoff;
+            case FaceoffLocation.AwayZone:
+                return awayZoneFaceoff;
+            default:
+                return centerIceFaceoff;
+        }
+    }
+
+    private Vector3 CalculateFaceoffPosition(PlayerPosition position, bool isHomeTeam, Vector3 faceoffSpot, FaceoffLocation location)
+    {
+        // Multiplier for team side (home = -1, away = +1 typically)
+        float teamSide = isHomeTeam ? -1f : 1f;
+
+        // Defensive zone faceoffs might require different positioning
+        bool isDefensiveFaceoff = (isHomeTeam && location == FaceoffLocation.HomeZone) ||
+                                  (!isHomeTeam && location == FaceoffLocation.AwayZone);
+
+        Vector3 offset = Vector3.zero;
+
+        switch (position)
+        {
+            case PlayerPosition.C: // Center
+                // Centers face each other at faceoff
+                offset = new Vector3(0, 0, centerDistance * teamSide);
+                break;
+
+            case PlayerPosition.LW: // Left Wing
+                // Wing to the left, slightly back
+                offset = new Vector3(-wingDistance, 0, wingBackDistance * teamSide);
+                break;
+
+            case PlayerPosition.RW: // Right Wing
+                // Wing to the right, slightly back
+                offset = new Vector3(wingDistance, 0, wingBackDistance * teamSide);
+                break;
+
+            case PlayerPosition.LD: // Left Defense
+                // Defender back and to the left
+                if (isDefensiveFaceoff)
+                {
+                    offset = new Vector3(-defenseDistance * 0.7f, 0, -defenseDistance * teamSide);
+                }
+                else
+                {
+                    offset = new Vector3(-defenseDistance * 0.7f, 0, -defenseDistance * 0.5f * teamSide);
+                }
+                break;
+
+            case PlayerPosition.RD: // Right Defense
+                // Defender back and to the right
+                if (isDefensiveFaceoff)
+                {
+                    offset = new Vector3(defenseDistance * 0.7f, 0, -defenseDistance * teamSide);
+                }
+                else
+                {
+                    offset = new Vector3(defenseDistance * 0.7f, 0, -defenseDistance * 0.5f * teamSide);
+                }
+                break;
+        }
+
+        return faceoffSpot + offset;
+    }
+
+    /// <summary>
+    /// Setup faceoff spots automatically based on rink dimensions
+    /// Call this if you don't have faceoff spots set up manually
+    /// </summary>
+    [ContextMenu("Auto-Create Faceoff Spots")]
+    public void AutoCreateFaceoffSpots()
+    {
+        // Typical NHL rink: 200ft x 85ft = ~61m x 26m
+        // Faceoff circles are 15ft from blue lines, center ice
+
+        if (centerIceFaceoff == null)
+        {
+            GameObject centerSpot = new GameObject("CenterIceFaceoff");
+            centerSpot.transform.position = new Vector3(0, 0, 0);
+            centerIceFaceoff = centerSpot.transform;
+            Debug.Log("Created center ice faceoff spot");
+        }
+
+        if (homeZoneFaceoff == null)
+        {
+            GameObject homeSpot = new GameObject("HomeZoneFaceoff");
+            homeSpot.transform.position = new Vector3(0, 0, -20f); // Adjust based on your rink
+            homeZoneFaceoff = homeSpot.transform;
+            Debug.Log("Created home zone faceoff spot");
+        }
+
+        if (awayZoneFaceoff == null)
+        {
+            GameObject awaySpot = new GameObject("AwayZoneFaceoff");
+            awaySpot.transform.position = new Vector3(0, 0, 20f); // Adjust based on your rink
+            awayZoneFaceoff = awaySpot.transform;
+            Debug.Log("Created away zone faceoff spot");
+        }
+
+        Debug.Log("Faceoff spots created! Adjust positions in inspector to match your rink");
+    }
+
+    // Testing in editor
+    void Update()
+    {
+        if (!Application.isPlaying) return;
+
+        // Test keys
+        if (Input.GetKeyDown(KeyCode.Alpha1))
+        {
+            PositionPlayersForFaceoff(FaceoffLocation.CenterIce);
+        }
+        if (Input.GetKeyDown(KeyCode.Alpha2))
+        {
+            PositionPlayersForFaceoff(FaceoffLocation.HomeZone);
+        }
+        if (Input.GetKeyDown(KeyCode.Alpha3))
+        {
+            PositionPlayersForFaceoff(FaceoffLocation.AwayZone);
+        }
+    }
+
+    // Draw faceoff spots in editor
+    void OnDrawGizmos()
+    {
+        if (centerIceFaceoff != null)
+        {
+            Gizmos.color = Color.blue;
+            Gizmos.DrawWireSphere(centerIceFaceoff.position, 0.3f);
+            Gizmos.DrawLine(centerIceFaceoff.position + Vector3.left * 0.5f, centerIceFaceoff.position + Vector3.right * 0.5f);
+            Gizmos.DrawLine(centerIceFaceoff.position + Vector3.forward * 0.5f, centerIceFaceoff.position + Vector3.back * 0.5f);
+
+#if UNITY_EDITOR
+            UnityEditor.Handles.Label(centerIceFaceoff.position + Vector3.up, "Center Ice");
+#endif
+        }
+
+        if (homeZoneFaceoff != null)
+        {
+            Gizmos.color = Color.red;
+            Gizmos.DrawWireSphere(homeZoneFaceoff.position, 0.3f);
+
+#if UNITY_EDITOR
+            UnityEditor.Handles.Label(homeZoneFaceoff.position + Vector3.up, "Home Zone");
+#endif
+        }
+
+        if (awayZoneFaceoff != null)
+        {
+            Gizmos.color = Color.green;
+            Gizmos.DrawWireSphere(awayZoneFaceoff.position, 0.3f);
+
+#if UNITY_EDITOR
+            UnityEditor.Handles.Label(awayZoneFaceoff.position + Vector3.up, "Away Zone");
+#endif
+        }
+    }
+}

+ 2 - 0
Assets/Scripts/FaceoffPositioning.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 30bc7b4708aaf064fb425c176110e3c2

+ 246 - 0
Assets/Scripts/FaceoffSetupGuide.cs

@@ -0,0 +1,246 @@
+using UnityEngine;
+
+/// <summary>
+/// SETUP GUIDE FOR FACEOFF SYSTEM
+/// 
+/// 1. CREATE THE PUCK:
+///    - Create a GameObject named "Puck"
+///    - Add the PuckController script to it
+///    - Position it at your center ice faceoff spot
+///    - It will automatically create its own physics and visuals
+/// 
+/// 2. TAG YOUR PLAYERS:
+///    - Select all home team players and set their tag to "HomeTeam"
+///    - Select all away team players and set their tag to "AwayTeam"
+///    - (Create these tags in Tags & Layers if they don't exist)
+/// 
+/// 3. CREATE THE FACEOFF MANAGER:
+///    - Create an empty GameObject named "FaceoffManager"
+///    - Add the FaceoffManager script to it
+///    - Drag the Puck GameObject into the "Puck" field
+///    - The script will auto-find players by their tags
+/// 
+/// 4. TESTING:
+///    - Press F key during play mode to trigger a faceoff
+///    - Watch the console for outcome messages
+/// 
+/// 5. INTEGRATION WITH YOUR GAME:
+///    - Call faceoffManager.InitiateFaceoff(position) from your game logic
+///    - Or call faceoffManager.StartFaceoff() if puck is already positioned
+/// 
+/// HOW THE SYSTEM WORKS:
+/// 
+/// PUCK PHYSICS:
+/// - The puck has a Rigidbody with realistic hockey puck properties
+/// - Low friction simulates ice sliding
+/// - When a player is close enough, they automatically pick it up
+/// - Yellow ring indicator shows who has possession
+/// 
+/// FACEOFF MECHANICS:
+/// - Compares center players' stats (strength, stick handling, awareness, agility)
+/// - Three possible outcomes:
+///   1. HOME WIN: Home center wins cleanly, passes to defender
+///   2. AWAY WIN: Away center wins cleanly, passes to defender  
+///   3. STRUGGLE: Puck bounces loose, both teams scramble for it
+/// 
+/// POSSESSION INDICATOR:
+/// - Rotating yellow ring appears around player with puck
+/// - Makes it instantly clear who controls the puck
+/// 
+/// PLAYER ACTIONS WITH PUCK:
+/// - Shoot(direction, power): Fire the puck with physics
+/// - Pass(targetPlayer): Pass to a teammate
+/// - Check(targetPlayer): Hit opponent to knock puck loose
+/// 
+/// </summary>
+public class FaceoffSetupGuide : MonoBehaviour
+{
+    [Header("Quick Setup")]
+    [Tooltip("Drag your puck GameObject here")]
+    public GameObject puckObject;
+
+    [Tooltip("Drag all home team players here")]
+    public GameObject[] homeTeamPlayers;
+
+    [Tooltip("Drag all away team players here")]
+    public GameObject[] awayTeamPlayers;
+
+    [Header("Auto-Setup Options")]
+    [SerializeField] private bool autoCreatePuck = true;
+    [SerializeField] private Vector3 puckStartPosition = new Vector3(0, 0.5f, 0);
+
+    [ContextMenu("Auto-Setup Faceoff System")]
+    public void AutoSetup()
+    {
+        Debug.Log("=== Starting Auto-Setup ===");
+
+        // Step 1: Create or find puck
+        if (puckObject == null && autoCreatePuck)
+        {
+            puckObject = new GameObject("Puck");
+            puckObject.transform.position = puckStartPosition;
+            puckObject.AddComponent<PuckController>();
+            Debug.Log("✓ Created Puck GameObject");
+        }
+        else if (puckObject != null)
+        {
+            if (puckObject.GetComponent<PuckController>() == null)
+            {
+                puckObject.AddComponent<PuckController>();
+            }
+            Debug.Log("✓ Puck found and configured");
+        }
+
+        // Step 2: Tag home team players
+        foreach (GameObject player in homeTeamPlayers)
+        {
+            if (player != null)
+            {
+                player.tag = "HomeTeam";
+            }
+        }
+        Debug.Log($"✓ Tagged {homeTeamPlayers.Length} home team players");
+
+        // Step 3: Tag away team players
+        foreach (GameObject player in awayTeamPlayers)
+        {
+            if (player != null)
+            {
+                player.tag = "AwayTeam";
+            }
+        }
+        Debug.Log($"✓ Tagged {awayTeamPlayers.Length} away team players");
+
+        // Step 4: Create or configure FaceoffManager
+        FaceoffManager manager = FindObjectOfType<FaceoffManager>();
+        if (manager == null)
+        {
+            GameObject managerObj = new GameObject("FaceoffManager");
+            manager = managerObj.AddComponent<FaceoffManager>();
+            Debug.Log("✓ Created FaceoffManager");
+        }
+
+        // Use reflection to set the puck reference
+        var puckField = typeof(FaceoffManager).GetField("puck",
+            System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
+        if (puckField != null && puckObject != null)
+        {
+            PuckController puck = puckObject.GetComponent<PuckController>();
+            puckField.SetValue(manager, puck);
+            Debug.Log("✓ Linked puck to FaceoffManager");
+        }
+
+        Debug.Log("=== Auto-Setup Complete! ===");
+        Debug.Log("Press F during play mode to test the faceoff");
+    }
+
+    [ContextMenu("Validate Setup")]
+    public void ValidateSetup()
+    {
+        Debug.Log("=== Validating Setup ===");
+
+        int issues = 0;
+
+        // Check for puck
+        PuckController puck = FindObjectOfType<PuckController>();
+        if (puck == null)
+        {
+            Debug.LogError("✗ No PuckController found in scene!");
+            issues++;
+        }
+        else
+        {
+            Debug.Log("✓ Puck found");
+        }
+
+        // Check for FaceoffManager
+        FaceoffManager manager = FindObjectOfType<FaceoffManager>();
+        if (manager == null)
+        {
+            Debug.LogError("✗ No FaceoffManager found in scene!");
+            issues++;
+        }
+        else
+        {
+            Debug.Log("✓ FaceoffManager found");
+        }
+
+        // Check for tagged players
+        GameObject[] homePlayers = GameObject.FindGameObjectsWithTag("HomeTeam");
+        GameObject[] awayPlayers = GameObject.FindGameObjectsWithTag("AwayTeam");
+
+        if (homePlayers.Length == 0)
+        {
+            Debug.LogWarning("⚠ No players tagged as 'HomeTeam'");
+            issues++;
+        }
+        else
+        {
+            Debug.Log($"✓ Found {homePlayers.Length} home team players");
+        }
+
+        if (awayPlayers.Length == 0)
+        {
+            Debug.LogWarning("⚠ No players tagged as 'AwayTeam'");
+            issues++;
+        }
+        else
+        {
+            Debug.Log($"✓ Found {awayPlayers.Length} away team players");
+        }
+
+        // Check for centers
+        bool homeCenter = false;
+        bool awayCenter = false;
+
+        foreach (var player in homePlayers)
+        {
+            PlayerController pc = player.GetComponent<PlayerController>();
+            if (pc != null && pc.stats != null && pc.stats.position == PlayerPosition.C)
+            {
+                homeCenter = true;
+                break;
+            }
+        }
+
+        foreach (var player in awayPlayers)
+        {
+            PlayerController pc = player.GetComponent<PlayerController>();
+            if (pc != null && pc.stats != null && pc.stats.position == PlayerPosition.C)
+            {
+                awayCenter = true;
+                break;
+            }
+        }
+
+        if (!homeCenter)
+        {
+            Debug.LogError("✗ No home team Center found!");
+            issues++;
+        }
+        else
+        {
+            Debug.Log("✓ Home team Center found");
+        }
+
+        if (!awayCenter)
+        {
+            Debug.LogError("✗ No away team Center found!");
+            issues++;
+        }
+        else
+        {
+            Debug.Log("✓ Away team Center found");
+        }
+
+        Debug.Log("=== Validation Complete ===");
+        if (issues == 0)
+        {
+            Debug.Log("<color=green>✓ Everything looks good! Ready for faceoff!</color>");
+        }
+        else
+        {
+            Debug.Log($"<color=red>Found {issues} issue(s) that need attention</color>");
+        }
+    }
+}

+ 2 - 0
Assets/Scripts/FaceoffSetupGuide.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 3be3dd68f4c84d545a8f21cd968bb45b

+ 45 - 0
Assets/Scripts/FaceoffSpotHelper.cs

@@ -0,0 +1,45 @@
+using UnityEngine;
+
+public class FaceoffSpotHelper : MonoBehaviour
+{
+    [Header("Visual Settings")]
+    [SerializeField] private Color gizmoColor = Color.red;
+    [SerializeField] private float circleRadius = 1.0f;
+
+    void OnDrawGizmos()
+    {
+        Gizmos.color = gizmoColor;
+
+        // Draw circle on ice
+        DrawCircle(transform.position, circleRadius, 32);
+
+        // Draw cross in center
+        Gizmos.DrawLine(
+            transform.position + Vector3.left * circleRadius * 0.3f,
+            transform.position + Vector3.right * circleRadius * 0.3f
+        );
+        Gizmos.DrawLine(
+            transform.position + Vector3.forward * circleRadius * 0.3f,
+            transform.position + Vector3.back * circleRadius * 0.3f
+        );
+    }
+
+    void DrawCircle(Vector3 center, float radius, int segments)
+    {
+        float angle = 0f;
+        Vector3 lastPoint = center + new Vector3(radius, 0, 0);
+
+        for (int i = 0; i <= segments; i++)
+        {
+            angle = (i / (float)segments) * 360f * Mathf.Deg2Rad;
+            Vector3 newPoint = center + new Vector3(
+                Mathf.Cos(angle) * radius,
+                0,
+                Mathf.Sin(angle) * radius
+            );
+
+            Gizmos.DrawLine(lastPoint, newPoint);
+            lastPoint = newPoint;
+        }
+    }
+}

+ 2 - 0
Assets/Scripts/FaceoffSpotHelper.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 4dafffd55a342ad4f82abc92f32ee813

+ 187 - 0
Assets/Scripts/GET_STARTED.md

@@ -0,0 +1,187 @@
+# 🏒 Get Started in 5 Minutes
+
+## Quick Start Steps
+
+### 1. Create the Puck (30 seconds)
+1. In Unity Hierarchy: Right-click → Create Empty → Name it **"Puck"**
+2. Select Puck → Inspector → Add Component → Search for **"PuckController"** → Add it
+3. Position it at your center ice (e.g., position: `0, 0.5, 0`)
+4. ✅ Done! Puck will auto-create its visuals and physics
+
+### 2. Tag Your Players (1 minute)
+1. In Unity: Edit → Project Settings → Tags & Layers
+2. Add two new tags:
+   - **HomeTeam**
+   - **AwayTeam**
+3. Select all your home team player GameObjects
+4. In Inspector → Tag dropdown → Select **"HomeTeam"**
+5. Select all your away team player GameObjects  
+6. In Inspector → Tag dropdown → Select **"AwayTeam"**
+7. ✅ Done!
+
+### 3. Create Faceoff Manager (30 seconds)
+1. In Hierarchy: Right-click → Create Empty → Name it **"FaceoffManager"**
+2. Select FaceoffManager → Add Component → **"FaceoffManager"**
+3. Drag your **Puck** GameObject into the "Puck" field in Inspector
+4. ✅ Done! Manager will auto-find players by their tags
+
+### 4. TEST IT! (Press Play)
+1. Press **Play** button in Unity
+2. Press **F** key on keyboard
+3. Watch the faceoff happen!
+4. Check Console for outcome messages
+5. ✅ If you see faceoff outcome and puck moves → SUCCESS!
+
+---
+
+## What You'll See
+
+### During Faceoff:
+- Console: "Faceoff starting..."
+- Players freeze briefly
+- Console: "Faceoff outcome: HomeWin / AwayWin / Struggle"
+- Puck moves (passed to defender OR bounces loose)
+- Players unfreeze
+
+### When Player Gets Puck:
+- **Yellow rotating ring** appears around them
+- Player can now shoot, pass, or carry
+
+### When Puck is Loose:
+- No ring visible
+- Puck slides freely on ice
+- First player to get close picks it up automatically
+
+---
+
+## Troubleshooting
+
+### "Nothing happens when I press F"
+- Check Console for error messages
+- Make sure FaceoffManager has the Puck assigned
+- Verify you have players tagged HomeTeam and AwayTeam
+
+### "Puck doesn't move"
+- Check that PuckController has a Rigidbody (it creates one automatically)
+- Make sure puck Y position is above 0 (ice level)
+
+### "No centers found" error
+- Make sure ONE player on each team has Position = "C" (Center)
+- Check PlayerStats ScriptableObject for each center
+
+### "Players don't have yellow ring"
+- Make sure PlayerController.Start() runs
+- Check that possessionIndicator GameObject is created
+- Try stopping/starting play mode
+
+---
+
+## Next Steps After Testing
+
+### 5. Add Debug Visualization (Optional)
+1. Create Empty GameObject → Name it **"DebugVisualizer"**
+2. Add Component → **"PuckDebugVisualizer"**
+3. See possession ranges, trajectories, and on-screen info
+
+### 6. Auto-Position Players (Optional)
+1. Create Empty GameObject → Name it **"FaceoffPositioning"**
+2. Add Component → **"FaceoffPositioning"**
+3. Right-click component → **"Auto-Create Faceoff Spots"**
+4. During play: Press **1** (center), **2** (home zone), **3** (away zone)
+
+### 7. Integrate with Your Game
+1. Add Component → **"GameFlowExample"** to see complete integration
+2. Copy the patterns you need into your own GameManager
+3. Use `faceoffManager.InitiateFaceoff(position)` after goals, periods, etc.
+
+---
+
+## Common Integration Patterns
+
+### Start game with faceoff:
+```csharp
+void Start() {
+    FaceoffManager manager = FindObjectOfType<FaceoffManager>();
+    manager.StartFaceoff();
+}
+```
+
+### After a goal:
+```csharp
+IEnumerator AfterGoal() {
+    yield return new WaitForSeconds(3f); // Celebrate
+    faceoffManager.StartFaceoff(); // Return to center
+}
+```
+
+### Check if player has puck:
+```csharp
+if (player.HasPuck()) {
+    // Do something
+}
+```
+
+### Make player shoot:
+```csharp
+Vector3 toGoal = (goal.position - transform.position).normalized;
+player.Shoot(toGoal, 1.0f);
+```
+
+---
+
+## Test Controls
+
+During Play Mode:
+
+| Key | Action |
+|-----|--------|
+| **F** | Trigger faceoff |
+| **1** | Position for center ice faceoff |
+| **2** | Position for home zone faceoff |
+| **3** | Position for away zone faceoff |
+| **G** | Simulate goal (if GameFlowExample added) |
+
+---
+
+## Success Checklist
+
+After following steps 1-4, you should have:
+
+- [x] Puck GameObject with PuckController
+- [x] Players tagged as HomeTeam and AwayTeam  
+- [x] FaceoffManager with puck assigned
+- [x] At least one Center (Position = C) on each team
+- [x] Faceoff triggers when pressing F
+- [x] Puck moves after faceoff
+- [x] Yellow ring shows on player with puck
+
+**All checked?** → **You're ready to go!** 🎉
+
+---
+
+## Need Help?
+
+1. **Read the docs**: `FACEOFF_SYSTEM_README.md` (detailed)
+2. **Quick reference**: `QUICK_REFERENCE.md` (cheat sheet)
+3. **Check examples**: `GameFlowExample.cs` (integration patterns)
+4. **Validate setup**: Add `FaceoffSetupGuide` component → Right-click → "Validate Setup"
+
+---
+
+## What's Included
+
+✅ **PuckController** - Physics-based puck with auto-pickup  
+✅ **FaceoffManager** - Complete faceoff system with 3 outcomes  
+✅ **PlayerController** - Shoot, pass, check methods  
+✅ **Visual feedback** - Yellow ring shows possession  
+✅ **Setup tools** - Auto-setup and validation  
+✅ **Debug tools** - Visualizers and on-screen info  
+✅ **Examples** - Complete game flow integration  
+✅ **Documentation** - Full guides and references  
+
+**Total setup time: ~2 minutes**  
+**Ready for testing immediately!**  
+
+---
+
+Press **F** to faceoff! 🏒

+ 7 - 0
Assets/Scripts/GET_STARTED.md.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: fb463b71cd053b84cbe251df09aa38f9
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+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 336 - 0
Assets/Scripts/GameFlowExample.cs

@@ -0,0 +1,336 @@
+using UnityEngine;
+using System.Collections;
+
+/// <summary>
+/// Example integration of the faceoff system with your main game loop
+/// This shows how to use all the components together
+/// </summary>
+public class GameFlowExample : MonoBehaviour
+{
+    [Header("References")]
+    [SerializeField] private FaceoffManager faceoffManager;
+    [SerializeField] private FaceoffPositioning faceoffPositioning;
+    [SerializeField] private PuckController puck;
+
+    [Header("Game State")]
+    [SerializeField] private int homeScore = 0;
+    [SerializeField] private int awayScore = 0;
+    [SerializeField] private float periodLength = 1200f; // 20 minutes in seconds
+
+    private float periodTimer = 0f;
+    private int currentPeriod = 1;
+    private bool gameActive = false;
+
+    void Start()
+    {
+        // Find components if not assigned
+        if (faceoffManager == null)
+            faceoffManager = FindObjectOfType<FaceoffManager>();
+        if (faceoffPositioning == null)
+            faceoffPositioning = FindObjectOfType<FaceoffPositioning>();
+        if (puck == null)
+            puck = FindObjectOfType<PuckController>();
+
+        StartNewGame();
+    }
+
+    void Update()
+    {
+        if (gameActive)
+        {
+            periodTimer += Time.deltaTime;
+
+            if (periodTimer >= periodLength)
+            {
+                EndPeriod();
+            }
+
+            CheckForGoal();
+        }
+
+        // Debug controls
+        if (Input.GetKeyDown(KeyCode.G))
+        {
+            SimulateGoal(true); // Home team scores
+        }
+    }
+
+    public void StartNewGame()
+    {
+        Debug.Log("=== NEW GAME STARTING ===");
+        homeScore = 0;
+        awayScore = 0;
+        currentPeriod = 1;
+        periodTimer = 0f;
+
+        StartCoroutine(GameStartSequence());
+    }
+
+    IEnumerator GameStartSequence()
+    {
+        // Position players for opening faceoff
+        faceoffPositioning.PositionPlayersForFaceoff(FaceoffPositioning.FaceoffLocation.CenterIce);
+
+        yield return new WaitForSeconds(2f);
+
+        // Start the game with a faceoff
+        faceoffManager.StartFaceoff();
+
+        yield return new WaitForSeconds(3f);
+
+        gameActive = true;
+        Debug.Log("Game is now active!");
+    }
+
+    void CheckForGoal()
+    {
+        // This is simplified - you'd check if puck crossed goal line
+        // For example purposes only
+        if (puck != null)
+        {
+            Vector3 puckPos = puck.transform.position;
+
+            // Example: Check if puck is past goal line (adjust coordinates for your rink)
+            if (puckPos.z > 28f) // Away team's goal
+            {
+                SimulateGoal(true); // Home scores
+            }
+            else if (puckPos.z < -28f) // Home team's goal
+            {
+                SimulateGoal(false); // Away scores
+            }
+        }
+    }
+
+    void SimulateGoal(bool homeTeamScored)
+    {
+        if (!gameActive) return;
+
+        gameActive = false; // Pause game during celebration
+
+        if (homeTeamScored)
+        {
+            homeScore++;
+            Debug.Log($"🚨 HOME TEAM SCORES! Score: {homeScore} - {awayScore}");
+        }
+        else
+        {
+            awayScore++;
+            Debug.Log($"🚨 AWAY TEAM SCORES! Score: {homeScore} - {awayScore}");
+        }
+
+        StartCoroutine(GoalSequence());
+    }
+
+    IEnumerator GoalSequence()
+    {
+        // Goal celebration
+        Debug.Log("Goal scored! Celebrating...");
+        yield return new WaitForSeconds(3f);
+
+        // Return to center ice
+        Debug.Log("Returning to center ice...");
+        faceoffPositioning.PositionPlayersForFaceoff(FaceoffPositioning.FaceoffLocation.CenterIce);
+
+        yield return new WaitForSeconds(2f);
+
+        // Faceoff after goal
+        faceoffManager.StartFaceoff();
+
+        yield return new WaitForSeconds(3f);
+
+        // Resume game
+        gameActive = true;
+        Debug.Log("Game resumed!");
+    }
+
+    void EndPeriod()
+    {
+        gameActive = false;
+        currentPeriod++;
+
+        Debug.Log($"=== END OF PERIOD {currentPeriod - 1} ===");
+        Debug.Log($"Score: {homeScore} - {awayScore}");
+
+        if (currentPeriod <= 3)
+        {
+            StartCoroutine(IntermissionSequence());
+        }
+        else
+        {
+            EndGame();
+        }
+    }
+
+    IEnumerator IntermissionSequence()
+    {
+        Debug.Log("Intermission...");
+        yield return new WaitForSeconds(5f);
+
+        periodTimer = 0f;
+        StartCoroutine(GameStartSequence()); // Start next period
+    }
+
+    void EndGame()
+    {
+        Debug.Log("=== GAME OVER ===");
+        Debug.Log($"Final Score: {homeScore} - {awayScore}");
+
+        if (homeScore > awayScore)
+        {
+            Debug.Log("HOME TEAM WINS! 🏆");
+        }
+        else if (awayScore > homeScore)
+        {
+            Debug.Log("AWAY TEAM WINS! 🏆");
+        }
+        else
+        {
+            Debug.Log("TIE GAME - Going to Overtime!");
+            // You could implement overtime here
+        }
+    }
+
+    // Example: AI uses puck information to make decisions
+    public void ExampleAIDecisionMaking(PlayerController player)
+    {
+        if (player == null) return;
+
+        // Check puck state
+        if (puck.IsLoose)
+        {
+            // Puck is free - go get it!
+            Vector3 toPuck = puck.transform.position - player.transform.position;
+            // player.MoveTo(puck.transform.position);
+            Debug.Log($"{player.stats.playerName}: Chasing loose puck!");
+        }
+        else if (player.HasPuck())
+        {
+            // I have the puck - decide what to do
+            PlayerController openTeammate = FindOpenTeammate(player);
+
+            if (openTeammate != null && IsGoodPassOpportunity(player, openTeammate))
+            {
+                player.Pass(openTeammate);
+                Debug.Log($"{player.stats.playerName}: Passing to {openTeammate.stats.playerName}");
+            }
+            else if (IsGoodShootingPosition(player))
+            {
+                Vector3 goalDirection = GetGoalDirection(player);
+                player.Shoot(goalDirection, 1.0f);
+                Debug.Log($"{player.stats.playerName}: Taking a shot!");
+            }
+            else
+            {
+                // Skate with puck
+                Debug.Log($"{player.stats.playerName}: Carrying puck...");
+            }
+        }
+        else if (puck.CurrentCarrier != null)
+        {
+            // Someone else has it
+            if (IsOpponent(player, puck.CurrentCarrier))
+            {
+                // Opponent has puck - apply pressure
+                float distance = Vector3.Distance(player.transform.position, puck.CurrentCarrier.transform.position);
+
+                if (distance < 2f)
+                {
+                    player.Check(puck.CurrentCarrier);
+                    Debug.Log($"{player.stats.playerName}: Checking {puck.CurrentCarrier.stats.playerName}!");
+                }
+                else
+                {
+                    // Chase the carrier
+                    Debug.Log($"{player.stats.playerName}: Pressuring opponent!");
+                }
+            }
+            else
+            {
+                // Teammate has puck - position for support
+                Debug.Log($"{player.stats.playerName}: Supporting teammate!");
+            }
+        }
+    }
+
+    // Helper methods (implement based on your game)
+    private PlayerController FindOpenTeammate(PlayerController player)
+    {
+        // Find best open teammate for passing
+        // This is simplified - you'd check actual positioning
+        PlayerController[] allPlayers = FindObjectsOfType<PlayerController>();
+
+        foreach (var candidate in allPlayers)
+        {
+            if (candidate != player && !IsOpponent(player, candidate))
+            {
+                // Check if they're open (not too close to opponents, etc.)
+                return candidate;
+            }
+        }
+
+        return null;
+    }
+
+    private bool IsGoodPassOpportunity(PlayerController passer, PlayerController receiver)
+    {
+        // Check if pass lane is clear
+        float distance = Vector3.Distance(passer.transform.position, receiver.transform.position);
+        return distance > 3f && distance < 20f;
+    }
+
+    private bool IsGoodShootingPosition(PlayerController player)
+    {
+        // Check if player is in good position to shoot
+        Vector3 goalDirection = GetGoalDirection(player);
+        float distanceToGoal = goalDirection.magnitude;
+        return distanceToGoal < 15f; // Within shooting range
+    }
+
+    private Vector3 GetGoalDirection(PlayerController player)
+    {
+        // Determine which goal to shoot at based on team
+        bool isHomeTeam = player.CompareTag("HomeTeam");
+        Vector3 goalPosition = isHomeTeam ? new Vector3(0, 0, 30f) : new Vector3(0, 0, -30f);
+        return goalPosition - player.transform.position;
+    }
+
+    private bool IsOpponent(PlayerController player1, PlayerController player2)
+    {
+        // Check if two players are on different teams
+        return player1.CompareTag("HomeTeam") != player2.CompareTag("HomeTeam");
+    }
+
+    // GUI for testing
+    void OnGUI()
+    {
+        GUILayout.BeginArea(new Rect(Screen.width - 310, 10, 300, 200));
+        GUILayout.BeginVertical("box");
+
+        GUILayout.Label($"<b>GAME STATE</b>", new GUIStyle(GUI.skin.label) { richText = true, fontSize = 16 });
+        GUILayout.Label($"Period: {currentPeriod}");
+        GUILayout.Label($"Time: {Mathf.FloorToInt(periodTimer / 60):00}:{Mathf.FloorToInt(periodTimer % 60):00}");
+        GUILayout.Label($"Score: {homeScore} - {awayScore}");
+        GUILayout.Label($"Game Active: {gameActive}");
+
+        GUILayout.Space(10);
+
+        if (GUILayout.Button("Simulate Home Goal (G)"))
+        {
+            SimulateGoal(true);
+        }
+
+        if (GUILayout.Button("Simulate Away Goal"))
+        {
+            SimulateGoal(false);
+        }
+
+        if (GUILayout.Button("Reset Game"))
+        {
+            StartNewGame();
+        }
+
+        GUILayout.EndVertical();
+        GUILayout.EndArea();
+    }
+}

+ 2 - 0
Assets/Scripts/GameFlowExample.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: e6cb6a66fd71ead4a8f10b5af8090c94

+ 341 - 0
Assets/Scripts/IMPLEMENTATION_SUMMARY.md

@@ -0,0 +1,341 @@
+# Faceoff System Implementation Summary
+
+## ✅ What You Now Have
+
+### 1. **Physics-Based Puck** (PuckController.cs)
+- Realistic 170g hockey puck with proper ice friction
+- Automatic possession detection when players get close
+- Smooth carrying animation when player has puck
+- Physics-based shooting, passing, and loose puck behavior
+
+**Visual Feedback:**
+- Puck changes appearance when possessed vs. loose
+- Automatically follows player when carried
+
+---
+
+### 2. **Intelligent Faceoff System** (FaceoffManager.cs)
+
+**Three Possible Outcomes:**
+
+#### 🏆 Clean Win (Home or Away)
+- Determined by center stats: Strength, Stick Handling, Awareness, Agility
+- Winner's team gets possession
+- Puck automatically passed to best-positioned teammate (usually a defender)
+- Other team must react and defend
+
+#### 🥊 Struggle
+- When centers are evenly matched
+- Puck bounces loose into the faceoff circle
+- Both teams scramble for possession
+- Creates exciting, unpredictable gameplay
+- Other players start moving to help
+
+**Controls:**
+- Press **F** to trigger faceoff (for testing)
+- Automatically positions puck and manages sequence
+- Freezes players during wind-up, then releases them
+
+---
+
+### 3. **Clear Possession Indicator**
+
+**Yellow Rotating Ring:**
+- Appears around ANY player who has the puck
+- Rotates continuously so it's visible from any angle
+- Disappears when puck is loose
+- Makes it instantly clear who controls play
+
+**Perfect for:**
+- Players to quickly see game state
+- AI to identify puck carrier
+- Spectators/replays to follow the action
+
+---
+
+### 4. **Enhanced Player Capabilities** (PlayerController.cs)
+
+#### New Methods:
+
+**`Shoot(direction, power)`**
+- Launches puck with physics
+- Accuracy based on Shot Accuracy stat (adds random deviation)
+- Power based on Shot Power stat (determines speed)
+- Example: `player.Shoot(toGoal, 1.0f);`
+
+**`Pass(targetPlayer)`**
+- Physics-based pass to teammate
+- Auto-calculates force based on distance
+- Accuracy based on Pass Accuracy stat
+- Example: `player.Pass(openTeammate);`
+
+**`Check(opponent)`**
+- Body check to dislodge puck
+- Success based on Checking stat
+- Can knock puck loose from carrier
+- Example: `player.Check(puckCarrier);`
+
+**`HasPuck()`**
+- Simple check: does this player have possession?
+- Example: `if (player.HasPuck()) { Shoot(); }`
+
+**`CanPickupPuck()`**
+- Checks if player can grab loose puck
+- Prevents instant re-pickup after losing it
+
+---
+
+### 5. **Setup & Debug Tools**
+
+#### FaceoffSetupGuide.cs
+- Auto-setup: Right-click → "Auto-Setup Faceoff System"
+- Validation: Right-click → "Validate Setup"
+- Checks for missing components and reports issues
+
+#### PuckDebugVisualizer.cs
+- Shows possession ranges in Scene view (yellow spheres)
+- Displays puck trajectory prediction
+- On-screen GUI showing puck status and carrier
+- Test buttons for quick faceoff triggers
+
+#### FaceoffPositioning.cs
+- Automatically positions players for faceoffs
+- Handles center ice, home zone, and away zone
+- Press 1/2/3 keys to test different formations
+- Visualizes faceoff spots with gizmos
+
+---
+
+## 🎯 How It Solves Your Questions
+
+### "How to implement the faceoff?"
+✅ **FaceoffManager** handles entire sequence:
+1. Positions puck at faceoff spot
+2. Freezes all players
+3. Calculates outcome based on center stats (Strength, Stick Handling, Awareness, Agility)
+4. Executes result (clean win or struggle)
+5. Unfreezes players to continue play
+
+### "How should I implement the puck movement (physical movement)?"
+✅ **PuckController** uses Unity Rigidbody:
+- Full physics simulation (mass, friction, drag)
+- Responds to forces from passes, shots, checks
+- Bounces off walls/boards realistically
+- Slides on ice with low friction
+- Can be picked up automatically when players get close
+
+### "How to make it clear which player controls the puck?"
+✅ **Visual Possession System:**
+- Bright yellow rotating ring around puck carrier
+- Ring is emission-enabled so it glows
+- Visible from any camera angle
+- `player.HasPuck()` returns true/false
+- `puck.CurrentCarrier` references the player
+- Debug GUI shows carrier name in real-time
+
+---
+
+## 🎮 How to Use
+
+### Initial Setup (One Time):
+1. Create puck GameObject, add **PuckController**
+2. Tag home players as "HomeTeam", away as "AwayTeam"
+3. Create GameObject, add **FaceoffManager**, link puck
+4. (Optional) Add **FaceoffSetupGuide** and run "Auto-Setup"
+
+### During Gameplay:
+```csharp
+// Start a faceoff
+faceoffManager.InitiateFaceoff(centerIcePosition);
+
+// Check possession
+if (player.HasPuck()) {
+    // Shoot at goal
+    player.Shoot(directionToGoal, 1.0f);
+    
+    // Or pass to teammate
+    player.Pass(bestOpenPlayer);
+}
+
+// Defend
+if (opponent.HasPuck()) {
+    player.Check(opponent); // Try to knock puck loose
+}
+```
+
+---
+
+## 📊 Faceoff Stat Importance
+
+The system calculates faceoff strength as:
+```
+Strength:       30%  (physical dominance)
+Stick Handling: 30%  (puck control finesse)
+Awareness:      20%  (reading the referee's drop)
+Agility:        20%  (quick reaction time)
+```
+
+Plus ±10 random variation for unpredictability.
+
+**Result:**
+- Big stat advantage = clean win (puck to defender)
+- Similar stats = struggle (50/50 scramble)
+- Random element = sometimes upsets happen!
+
+---
+
+## 🔧 Easy Customization Points
+
+### Make faceoffs more random:
+```csharp
+// In FaceoffManager.cs
+[SerializeField] private float struggleChance = 0.4f; // 40% struggles
+```
+
+### Change puck sliding distance:
+```csharp
+// In PuckController.cs
+[SerializeField] private float friction = 0.2f; // Lower = slides further
+```
+
+### Adjust possession pickup range:
+```csharp
+// In PuckController.cs
+[SerializeField] private float possessionRadius = 2.0f; // Easier pickup
+```
+
+### Change shot power:
+```csharp
+// In PlayerController.Shoot()
+float shotForce = power * 50f * powerMultiplier; // Harder shots
+```
+
+---
+
+## 🎨 Visual Polish Ideas
+
+### Add trail to puck:
+```csharp
+TrailRenderer trail = puck.AddComponent<TrailRenderer>();
+trail.time = 0.3f;
+trail.startWidth = 0.08f;
+```
+
+### Team-colored possession rings:
+```csharp
+Color ringColor = CompareTag("HomeTeam") ? Color.blue : Color.red;
+possessionIndicator.GetComponent<Renderer>().material.color = ringColor;
+```
+
+### Ice spray particles when puck hit:
+```csharp
+ParticleSystem iceSpray = puck.AddComponent<ParticleSystem>();
+// Trigger on collision
+```
+
+---
+
+## 🧪 Testing Checklist
+
+- [ ] Press **F** → Faceoff starts
+- [ ] Console shows "Faceoff outcome: HomeWin/AwayWin/Struggle"
+- [ ] Puck moves after faceoff completes
+- [ ] Yellow ring appears on player with puck
+- [ ] Ring rotates continuously
+- [ ] Loose puck can be picked up
+- [ ] Players automatically grab nearby loose puck
+- [ ] **1/2/3** keys reposition players for different faceoffs
+
+---
+
+## 📁 Files Created
+
+| File | Purpose |
+|------|---------|
+| `PuckController.cs` | Puck physics & possession logic |
+| `FaceoffManager.cs` | Faceoff sequence & outcome determination |
+| `PlayerController.cs` | Updated with Shoot/Pass/Check methods |
+| `FaceoffSetupGuide.cs` | Auto-setup helper & validation |
+| `PuckDebugVisualizer.cs` | Debug visualization tools |
+| `FaceoffPositioning.cs` | Auto-position players for faceoffs |
+| `FACEOFF_SYSTEM_README.md` | Complete documentation |
+| `QUICK_REFERENCE.md` | Quick lookup cheat sheet |
+
+---
+
+## 🚀 Next Steps
+
+1. **Test the system**: Press F in play mode
+2. **Adjust center stats**: Give one center higher stats to see clear wins
+3. **Try struggles**: Make centers equal stats to see scrambles
+4. **Position players**: Use keys 1/2/3 to test different formations
+5. **Integrate with game loop**: Call `InitiateFaceoff()` after goals, periods, etc.
+6. **Add AI decision making**: Use `HasPuck()` checks in your AI
+
+---
+
+## 💡 Advanced Integration Ideas
+
+### After a goal:
+```csharp
+void OnGoalScored() {
+    StartCoroutine(ReturnToCenterIce());
+}
+
+IEnumerator ReturnToCenterIce() {
+    yield return new WaitForSeconds(3f); // Celebration
+    faceoffPositioning.PositionPlayersForFaceoff(FaceoffLocation.CenterIce);
+    yield return new WaitForSeconds(1f);
+    faceoffManager.StartFaceoff();
+}
+```
+
+### During gameplay (puck out of bounds):
+```csharp
+void OnPuckOutOfBounds(Vector3 position) {
+    FaceoffLocation closest = GetClosestFaceoffSpot(position);
+    faceoffPositioning.PositionPlayersForFaceoff(closest);
+    faceoffManager.InitiateFaceoff(GetFaceoffSpot(closest));
+}
+```
+
+### AI behavior:
+```csharp
+void AIUpdate() {
+    if (puck.IsLoose) {
+        // Chase puck
+        MoveTo(puck.transform.position);
+    }
+    else if (teammate.HasPuck()) {
+        // Position for pass
+        MoveToOpenSpace();
+    }
+    else if (opponent.HasPuck()) {
+        // Apply pressure
+        if (IsClose(opponent)) {
+            Check(opponent);
+        }
+    }
+}
+```
+
+---
+
+## Summary
+
+You now have a **complete, physics-based faceoff and puck possession system** with:
+
+✅ Realistic puck physics (slides on ice, bounces off boards)  
+✅ Clear visual feedback (yellow ring on puck carrier)  
+✅ Stat-based faceoff outcomes (clean wins or scrambles)  
+✅ Ready-to-use shooting, passing, and checking  
+✅ Auto-setup tools and debug visualization  
+✅ Easy integration with your existing player code  
+
+**Your questions answered:**
+- ✅ Faceoff implemented with 3 outcomes based on stats
+- ✅ Puck uses physics Rigidbody for realistic movement
+- ✅ Clear visual indicator (yellow ring) shows possession
+- ✅ Automatic pickup when players get close to loose puck
+
+**Ready to play!** 🏒

+ 7 - 0
Assets/Scripts/IMPLEMENTATION_SUMMARY.md.meta

@@ -0,0 +1,7 @@
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+ 16 - 0
Assets/Scripts/MainGameScript.cs

@@ -0,0 +1,16 @@
+using UnityEngine;
+
+public class MainGameScript : MonoBehaviour
+{
+    // Start is called once before the first execution of Update after the MonoBehaviour is created
+    void Start()
+    {
+        
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        
+    }
+}

+ 2 - 0
Assets/Scripts/MainGameScript.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 7efd9bc33af5ebb4f819f67ffacb1664

+ 8 - 0
Assets/Scripts/Player.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
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+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
Assets/Scripts/Player/AI.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 4a8a769c083fce14dbf8858f4e9d4e55
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 19 - 0
Assets/Scripts/Player/AI/AIStrategy.cs

@@ -0,0 +1,19 @@
+using UnityEngine;
+
+public abstract class AIStrategy : ScriptableObject
+{
+    public abstract Vector3 GetTargetPosition(PlayerController player, Transform puck);
+    public abstract PlayerAction DecideAction(PlayerController player, bool hasPuck);
+}
+
+public enum PlayerAction
+{
+    Idle,
+    MoveToPuck,
+    MoveToPosition,
+    Shoot,
+    Pass,
+    Check,
+    DefendNet,
+    SupportTeammate
+}

+ 2 - 0
Assets/Scripts/Player/AI/AIStrategy.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 3eff2d2a2ffadcb469c5ac54b97201b3

+ 23 - 0
Assets/Scripts/Player/AI/DefensiveStrategy.cs

@@ -0,0 +1,23 @@
+using UnityEngine;
+
+[CreateAssetMenu(fileName = "DefensiveStrategy", menuName = "Hockey/Strategies/Defensive")]
+public class DefensiveStrategy : AIStrategy
+{
+    public override Vector3 GetTargetPosition(PlayerController player, Transform puck)
+    {
+        // Stay between puck and net
+        Vector3 netPosition = new Vector3(0, 0, -25f); // Adjust based on your rink
+        return Vector3.Lerp(puck.position, netPosition, 0.5f);
+    }
+
+    public override PlayerAction DecideAction(PlayerController player, bool hasPuck)
+    {
+        if (hasPuck)
+        {
+            return PlayerAction.Pass;
+        }
+
+        float checkChance = player.mentality.checkingTendency / 100f;
+        return Random.value < checkChance ? PlayerAction.Check : PlayerAction.DefendNet;
+    }
+}

+ 2 - 0
Assets/Scripts/Player/AI/DefensiveStrategy.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: e10d7c15d0cc092448bf420351b16a62

+ 21 - 0
Assets/Scripts/Player/AI/OffensiveStrategy.cs

@@ -0,0 +1,21 @@
+using UnityEngine;
+
+[CreateAssetMenu(fileName = "OffensiveStrategy", menuName = "Hockey/Strategies/Offensive")]
+public class OffensiveStrategy : AIStrategy
+{
+    public override Vector3 GetTargetPosition(PlayerController player, Transform puck)
+    {
+        // Move towards offensive zone
+        return new Vector3(puck.position.x, 0, player.transform.position.z + 5f);
+    }
+
+    public override PlayerAction DecideAction(PlayerController player, bool hasPuck)
+    {
+        if (hasPuck)
+        {
+            float shootChance = player.mentality.shootingTendency / 100f;
+            return Random.value < shootChance ? PlayerAction.Shoot : PlayerAction.Pass;
+        }
+        return PlayerAction.SupportTeammate;
+    }
+}

+ 2 - 0
Assets/Scripts/Player/AI/OffensiveStrategy.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: bf7adefdaed2d334b85c04ec51614377

+ 190 - 0
Assets/Scripts/Player/AI/PlayerDecisionMaker.cs

@@ -0,0 +1,190 @@
+using UnityEngine;
+using System.Linq;
+
+public class PlayerDecisionMaker : MonoBehaviour
+{
+    private PlayerController playerController;
+    private PuckController puck;
+    private float decisionInterval = 0.5f;
+    private float nextDecisionTime;
+
+    void Start()
+    {
+        playerController = GetComponent<PlayerController>();
+        puck = FindAnyObjectByType<PuckController>();
+    }
+
+    void Update()
+    {
+        if (Time.time >= nextDecisionTime)
+        {
+            MakeDecision();
+            nextDecisionTime = Time.time + decisionInterval;
+        }
+    }
+
+    void MakeDecision()
+    {
+        if (playerController.currentStrategy == null) return;
+
+        bool hasPuck = playerController.HasPuck();
+        PlayerAction action = playerController.currentStrategy.DecideAction(playerController, hasPuck);
+
+        ExecuteAction(action);
+    }
+
+    void ExecuteAction(PlayerAction action)
+    {
+        switch (action)
+        {
+            case PlayerAction.Shoot:
+                ExecuteShoot();
+                break;
+            case PlayerAction.Pass:
+                ExecutePass();
+                break;
+            case PlayerAction.Check:
+                ExecuteCheck();
+                break;
+                // Add other actions
+        }
+    }
+
+    void ExecuteShoot()
+    {
+        if (!playerController.HasPuck()) return;
+
+        // Determine which goal to shoot at
+        Vector3 targetGoal = GetOpponentGoalPosition();
+        Vector3 shootDirection = (targetGoal - transform.position).normalized;
+
+        // Shoot with full power
+        playerController.Shoot(shootDirection, 1.0f);
+    }
+
+    void ExecutePass()
+    {
+        if (!playerController.HasPuck()) return;
+
+        // Find best teammate to pass to
+        PlayerController bestTeammate = FindBestPassTarget();
+
+        if (bestTeammate != null)
+        {
+            playerController.Pass(bestTeammate);
+        }
+        else
+        {
+            // No good pass available, hold onto puck or shoot
+            Debug.Log($"{playerController.stats.playerName}: No pass target available");
+        }
+    }
+
+    void ExecuteCheck()
+    {
+        // Find nearest opponent with puck
+        PlayerController opponent = FindNearestOpponentWithPuck();
+
+        if (opponent != null)
+        {
+            float distance = Vector3.Distance(transform.position, opponent.transform.position);
+
+            // Only check if close enough
+            if (distance <= 2f)
+            {
+                playerController.Check(opponent);
+            }
+            else
+            {
+                Debug.Log($"{playerController.stats.playerName}: Opponent too far to check");
+            }
+        }
+    }
+
+    Vector3 GetOpponentGoalPosition()
+    {
+        // Determine which goal to attack based on team
+        bool isHomeTeam = playerController.CompareTag("HomeTeam");
+
+        // Home team attacks away goal (positive Z), away team attacks home goal (negative Z)
+        // Adjust these coordinates based on your rink layout
+        if (isHomeTeam)
+        {
+            return new Vector3(0, 1, 30f); // Away goal
+        }
+        else
+        {
+            return new Vector3(0, 1, -30f); // Home goal
+        }
+    }
+
+    PlayerController FindBestPassTarget()
+    {
+        PlayerController[] allPlayers = FindObjectsByType<PlayerController>(FindObjectsSortMode.None);
+        PlayerController bestTarget = null;
+        float bestScore = float.MinValue;
+
+        foreach (PlayerController candidate in allPlayers)
+        {
+            // Skip self and opponents
+            if (candidate == playerController || IsOpponent(candidate))
+                continue;
+
+            // Calculate pass score based on position and openness
+            float distance = Vector3.Distance(transform.position, candidate.transform.position);
+
+            // Prefer teammates at medium distance (not too close, not too far)
+            if (distance < 3f || distance > 25f)
+                continue;
+
+            // Check if pass lane is relatively clear (simplified)
+            float passScore = 100f - distance; // Base score
+
+            // Bonus for forwards when we're in offensive zone
+            if (candidate.stats.position == PlayerPosition.LW ||
+                candidate.stats.position == PlayerPosition.RW ||
+                candidate.stats.position == PlayerPosition.C)
+            {
+                passScore += 20f;
+            }
+
+            if (passScore > bestScore)
+            {
+                bestScore = passScore;
+                bestTarget = candidate;
+            }
+        }
+
+        return bestTarget;
+    }
+
+    PlayerController FindNearestOpponentWithPuck()
+    {
+        PlayerController[] allPlayers = FindObjectsByType<PlayerController>(FindObjectsSortMode.None);
+        PlayerController nearest = null;
+        float nearestDistance = float.MaxValue;
+
+        foreach (PlayerController candidate in allPlayers)
+        {
+            // Only check opponents who have the puck
+            if (!IsOpponent(candidate) || !candidate.HasPuck())
+                continue;
+
+            float distance = Vector3.Distance(transform.position, candidate.transform.position);
+
+            if (distance < nearestDistance)
+            {
+                nearestDistance = distance;
+                nearest = candidate;
+            }
+        }
+
+        return nearest;
+    }
+
+    bool IsOpponent(PlayerController other)
+    {
+        // Players are opponents if they have different tags
+        return playerController.CompareTag("HomeTeam") != other.CompareTag("HomeTeam");
+    }
+}

+ 2 - 0
Assets/Scripts/Player/AI/PlayerDecisionMaker.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 59e5c8ba961a0cc489cfebcfcb6a640e

+ 20 - 0
Assets/Scripts/Player/AI/PlayerMentality.cs

@@ -0,0 +1,20 @@
+using UnityEngine;
+
+[CreateAssetMenu(fileName = "PlayerMentality", menuName = "Hockey/Player Mentality")]
+public class PlayerMentality : ScriptableObject
+{
+    [Header("Playing Style")]
+    [Range(0, 100)] public float aggression = 50f;
+    [Range(0, 100)] public float creativity = 50f;
+    [Range(0, 100)] public float riskTaking = 50f;
+    [Range(0, 100)] public float teamwork = 50f;
+
+    [Header("Tendencies")]
+    [Range(0, 100)] public float shootingTendency = 50f;
+    [Range(0, 100)] public float passingTendency = 50f;
+    [Range(0, 100)] public float checkingTendency = 50f;
+
+    [Header("Defensive Behavior")]
+    [Range(0, 100)] public float defensiveResponsibility = 50f;
+    [Range(0, 100)] public float backchecking = 50f;
+}

+ 2 - 0
Assets/Scripts/Player/AI/PlayerMentality.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 7df43f937c1c48542883f0d49987adbd

+ 31 - 0
Assets/Scripts/Player/PlayerAnimationController.cs

@@ -0,0 +1,31 @@
+using UnityEngine;
+
+public class PlayerAnimationController : MonoBehaviour
+{
+    private Animator animator;
+
+    private void Awake()
+    {
+        animator = GetComponent<Animator>();
+    }
+
+    public void SetAnimationState(string state)
+    {
+        animator.Play(state);
+    }
+
+    public void UpdateAnimation(float speed)
+    {
+        animator.SetFloat("Speed", speed);
+    }
+
+    public void TriggerJump()
+    {
+        animator.SetTrigger("Jump");
+    }
+
+    public void TriggerAttack()
+    {
+        animator.SetTrigger("Attack");
+    }
+}

+ 2 - 0
Assets/Scripts/Player/PlayerAnimationController.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: f3918829c0e325a459fd05aba253b047

+ 207 - 0
Assets/Scripts/Player/PlayerController.cs

@@ -0,0 +1,207 @@
+using UnityEngine;
+using TMPro;
+using System;
+
+public class PlayerController : MonoBehaviour
+{
+    [Header("References")]
+    public PlayerStats stats;
+    public PlayerMentality mentality;
+    public AIStrategy currentStrategy;
+
+    [Header("UI")]
+    public TextMeshPro positionLabel;
+    public GameObject circleMesh;
+
+    [Header("Puck Possession")]
+    [SerializeField] private GameObject possessionIndicator; // Visual indicator when player has puck
+    [SerializeField] private float pickupCooldown = 0.5f;
+
+    private bool hasPuck = false;
+    private PuckController controlledPuck;
+    private float lastPickupTime = 0f;
+    private bool isFrozen = false;
+
+    void Start()
+    {
+        SetupVisuals();
+    }
+
+    void Update()
+    {
+        UpdatePossessionIndicator();
+    }
+
+    void SetupVisuals()
+    {
+        // Create circle (use a cylinder with flat height)
+        if (circleMesh == null)
+        {
+            circleMesh = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
+            circleMesh.transform.SetParent(transform);
+            circleMesh.transform.localPosition = Vector3.zero;
+            circleMesh.transform.localScale = new Vector3(1f, 0.1f, 1f);
+        }
+
+        // Create position label
+        if (positionLabel == null)
+        {
+            GameObject labelObj = new GameObject("PositionLabel");
+            labelObj.transform.SetParent(transform);
+            labelObj.transform.localPosition = new Vector3(0, 0.5f, 0);
+
+            positionLabel = labelObj.AddComponent<TextMeshPro>();
+            positionLabel.alignment = TextAlignmentOptions.Center;
+            positionLabel.fontSize = 4;
+        }
+
+        positionLabel.text = stats.position.ToString();
+
+        // Create possession indicator (ring around player)
+        if (possessionIndicator == null)
+        {
+            possessionIndicator = GameObject.CreatePrimitive(PrimitiveType.Sphere);
+            if (possessionIndicator.GetComponent<MeshFilter>() == null)
+            {
+                // Fallback: create a thin cylinder ring
+                possessionIndicator = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
+            }
+            possessionIndicator.transform.SetParent(transform);
+            possessionIndicator.transform.localPosition = new Vector3(0, 0.2f, 0);
+            possessionIndicator.transform.localScale = new Vector3(1.5f, 0.05f, 1.5f);
+
+            // Make it bright and visible
+            Renderer renderer = possessionIndicator.GetComponent<Renderer>();
+            if (renderer != null)
+            {
+                renderer.material.color = Color.yellow;
+                renderer.material.EnableKeyword("_EMISSION");
+                renderer.material.SetColor("_EmissionColor", Color.yellow);
+            }
+
+            // Remove collider from indicator
+            Collider indicatorCollider = possessionIndicator.GetComponent<Collider>();
+            if (indicatorCollider != null)
+            {
+                Destroy(indicatorCollider);
+            }
+
+            possessionIndicator.SetActive(false);
+        }
+    }
+
+    void UpdatePossessionIndicator()
+    {
+        if (possessionIndicator != null)
+        {
+            possessionIndicator.SetActive(hasPuck);
+
+            // Rotate for visual effect
+            if (hasPuck)
+            {
+                possessionIndicator.transform.Rotate(Vector3.up, 180f * Time.deltaTime);
+            }
+        }
+    }
+
+    public void SetFrozen(bool frozen)
+    {
+        isFrozen = frozen;
+        // You can add visual feedback here (e.g., change color, show "frozen" indicator)
+    }
+
+    public void GainPuck(PuckController newPuck)
+    {
+        controlledPuck = newPuck;
+        hasPuck = true;
+        lastPickupTime = Time.time;
+
+        Debug.Log($"{stats.playerName} gained control of the puck!");
+    }
+
+    public void ReleasePuck()
+    {
+        if (controlledPuck != null)
+        {
+            controlledPuck = null;
+            hasPuck = false;
+        }
+    }
+
+    public bool CanPickupPuck()
+    {
+        // Can only pick up if not recently picked up and not frozen
+        return !hasPuck && !isFrozen && (Time.time - lastPickupTime) > pickupCooldown;
+    }
+
+    public bool HasPuck()
+    {
+        return hasPuck;
+    }
+
+    public void Shoot(Vector3 targetDirection, float powerMultiplier = 1.0f)
+    {
+        if (!hasPuck || controlledPuck == null) return;
+
+        // Calculate shot accuracy based on stats
+        float accuracy = stats.shotAccuracy / 100f;
+        float power = stats.shotPower / 100f;
+
+        // Add some inaccuracy based on stats
+        Vector3 direction = targetDirection;
+        float inaccuracy = (1f - accuracy) * 15f; // Up to 15 degrees off
+        direction = Quaternion.Euler(0, UnityEngine.Random.Range(-inaccuracy, inaccuracy), 0) * direction;
+
+        // Apply force to puck
+        float shotForce = power * 30f * powerMultiplier; // Base force multiplied by power stat
+        controlledPuck.ApplyForce(direction.normalized * shotForce, ForceMode.Impulse);
+
+        Debug.Log($"{stats.playerName} shoots! Accuracy: {accuracy}, Power: {power}");
+    }
+
+    public void Pass(PlayerController target)
+    {
+        if (!hasPuck || controlledPuck == null || target == null) return;
+
+        float accuracy = stats.passAccuracy / 100f;
+
+        // Calculate pass direction and force based on distance
+        Vector3 direction = (target.transform.position - transform.position).normalized;
+        float distance = Vector3.Distance(transform.position, target.transform.position);
+
+        // Add inaccuracy
+        float inaccuracy = (1f - accuracy) * 10f;
+        direction = Quaternion.Euler(0, UnityEngine.Random.Range(-inaccuracy, inaccuracy), 0) * direction;
+
+        // Force scales with distance
+        float passForce = Mathf.Lerp(10f, 25f, distance / 30f);
+        controlledPuck.ApplyForce(direction * passForce, ForceMode.Impulse);
+
+        Debug.Log($"{stats.playerName} passes to {target.stats.playerName}! Accuracy: {accuracy}");
+    }
+
+    public void Check(PlayerController target)
+    {
+        if (target == null) return;
+
+        float checkPower = stats.checking / 100f;
+        bool checkSuccess = UnityEngine.Random.value < checkPower;
+
+        if (checkSuccess && target.HasPuck())
+        {
+            // Successful check - target loses puck
+            Debug.Log($"{stats.playerName} checks {target.stats.playerName} successfully!");
+
+            if (target.controlledPuck != null)
+            {
+                // Knock puck loose
+                Vector3 knockDirection = (target.transform.position - transform.position).normalized;
+                target.controlledPuck.ApplyForce(knockDirection * 8f, ForceMode.Impulse);
+            }
+        }
+        else
+        {
+            Debug.Log($"{stats.playerName} checks {target.stats.playerName} but fails to dislodge puck");
+        }
+    }
+}

+ 2 - 0
Assets/Scripts/Player/PlayerController.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 169e1bb9e12f0c7468ee8130c86d0068

+ 13 - 0
Assets/Scripts/Player/PlayerInput.cs

@@ -0,0 +1,13 @@
+using UnityEngine;
+
+public class PlayerInput : MonoBehaviour
+{
+    public float moveInput;
+    public float jumpInput;
+
+    void Update()
+    {
+        moveInput = Input.GetAxis("Horizontal");
+        jumpInput = Input.GetButtonDown("Jump") ? 1f : 0f;
+    }
+}

+ 2 - 0
Assets/Scripts/Player/PlayerInput.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 857ce891f402d844f8f2969f363bef7e

+ 49 - 0
Assets/Scripts/Player/PlayerMovement.cs

@@ -0,0 +1,49 @@
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+public class PlayerMovement : MonoBehaviour
+{
+    [Header("Movement Settings")]
+    public float moveSpeed = 5f;
+    public float rotationSpeed = 10f;
+
+    private Vector2 moveInput;
+    private PlayerInput playerInput;
+    private Rigidbody rb;
+
+    void Awake()
+    {
+        playerInput = GetComponent<PlayerInput>();
+    }
+
+    void Start()
+    {
+        rb = GetComponent<Rigidbody>();
+    }
+
+    public void OnMove(InputAction.CallbackContext context)
+    {
+        moveInput = context.ReadValue<Vector2>();
+    }
+
+    void FixedUpdate()
+    {
+        HandleMovement();
+    }
+
+    void HandleMovement()
+    {
+        if (moveInput.magnitude > 0.1f)
+        {
+            Vector3 movement = new Vector3(moveInput.x, 0, moveInput.y) * moveSpeed;
+            rb.linearVelocity = new Vector3(movement.x, rb.linearVelocity.y, movement.z);
+
+            Vector3 lookDirection = new Vector3(moveInput.x, 0, moveInput.y);
+            if (lookDirection != Vector3.zero)
+            {
+                Quaternion targetRotation = Quaternion.LookRotation(lookDirection);
+                transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.fixedDeltaTime);
+            }
+        }
+    }
+}

+ 2 - 0
Assets/Scripts/Player/PlayerMovement.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 38e6bd2938646304c806b8cbb5c496a0

+ 43 - 0
Assets/Scripts/Player/PlayerStats.cs

@@ -0,0 +1,43 @@
+using UnityEngine;
+
+[CreateAssetMenu(fileName = "PlayerStats", menuName = "Hockey/Player Stats")]
+public class PlayerStats : ScriptableObject
+{
+    [Header("Identity")]
+    public string playerName;
+    public PlayerPosition position;
+
+    [Header("Physical Attributes")]
+    [Range(1, 99)] public int speed = 50;
+    [Range(1, 99)] public int acceleration = 50;
+    [Range(1, 99)] public int agility = 50;
+    [Range(1, 99)] public int strength = 50;
+    [Range(1, 99)] public int stamina = 50;
+
+    [Header("Offensive Skills")]
+    [Range(1, 99)] public int shooting = 50;
+    [Range(1, 99)] public int shotAccuracy = 50;
+    [Range(1, 99)] public int shotPower = 50;
+    [Range(1, 99)] public int passing = 50;
+    [Range(1, 99)] public int passAccuracy = 50;
+    [Range(1, 99)] public int stickHandling = 50;
+
+    [Header("Defensive Skills")]
+    [Range(1, 99)] public int checking = 50;
+    [Range(1, 99)] public int puckControl = 50;
+    [Range(1, 99)] public int positioning = 50;
+    [Range(1, 99)] public int defensive = 50;
+
+    [Header("Mental Attributes")]
+    [Range(1, 99)] public int awareness = 50;
+    [Range(1, 99)] public int discipline = 50;
+}
+
+public enum PlayerPosition
+{
+    LW,  // Left Wing
+    C,   // Center
+    RW,  // Right Wing
+    LD,  // Left Defense
+    RD   // Right Defense
+}

+ 2 - 0
Assets/Scripts/Player/PlayerStats.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 502c9c15690dc324cb824199b0c7ceb4

+ 236 - 0
Assets/Scripts/PuckController.cs

@@ -0,0 +1,236 @@
+using UnityEngine;
+
+public class PuckController : MonoBehaviour
+{
+    [Header("Physics Settings")]
+    [SerializeField] private float mass = 0.17f; // ~170g (regulation puck)
+    [SerializeField] private float drag = 0.5f;
+    [SerializeField] private float angularDrag = 0.5f;
+    [SerializeField] private float friction = 0.3f;
+
+    [Header("Possession Settings")]
+    [SerializeField] private float possessionRadius = 1.5f; // Distance to consider "controlling" the puck
+    [SerializeField] private float carrierOffset = 1.0f; // How far in front of player when carrying
+
+    [Header("Visual Feedback")]
+    [SerializeField] private Material normalMaterial;
+    [SerializeField] private Material possessedMaterial;
+
+    private Rigidbody rb;
+    private MeshRenderer meshRenderer;
+    private PlayerController currentCarrier;
+    private bool isBeingCarried = false;
+    private Vector3 targetCarryPosition;
+
+    public PlayerController CurrentCarrier => currentCarrier;
+    public bool IsLoose => currentCarrier == null;
+
+    void Awake()
+    {
+        SetupPhysics();
+        SetupVisuals();
+    }
+
+    void SetupPhysics()
+    {
+        rb = GetComponent<Rigidbody>();
+        if (rb == null)
+        {
+            rb = gameObject.AddComponent<Rigidbody>();
+        }
+
+        rb.mass = mass;
+        rb.linearDamping = drag;
+        rb.angularDamping = angularDrag;
+        rb.collisionDetectionMode = CollisionDetectionMode.Continuous;
+        rb.interpolation = RigidbodyInterpolation.Interpolate;
+
+        // Set up collider if not present
+        SphereCollider collider = GetComponent<SphereCollider>();
+        if (collider == null)
+        {
+            collider = gameObject.AddComponent<SphereCollider>();
+            collider.radius = 0.038f; // ~76mm diameter regulation puck
+        }
+
+        // Create physics material for ice-like behavior
+        PhysicsMaterial puckPhysicsMaterial = new PhysicsMaterial("PuckPhysics");
+        puckPhysicsMaterial.dynamicFriction = friction;
+        puckPhysicsMaterial.staticFriction = friction;
+        puckPhysicsMaterial.bounciness = 0.2f;
+        puckPhysicsMaterial.frictionCombine = PhysicsMaterialCombine.Minimum;
+        puckPhysicsMaterial.bounceCombine = PhysicsMaterialCombine.Average;
+        collider.material = puckPhysicsMaterial;
+    }
+
+    void SetupVisuals()
+    {
+        meshRenderer = GetComponent<MeshRenderer>();
+        if (meshRenderer == null)
+        {
+            // Create a basic cylinder for the puck
+            GameObject cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
+            cylinder.transform.SetParent(transform);
+            cylinder.transform.localPosition = Vector3.zero;
+            cylinder.transform.localScale = new Vector3(0.076f, 0.0125f, 0.076f); // Regulation size
+            meshRenderer = cylinder.GetComponent<MeshRenderer>();
+
+            // Destroy the collider from the primitive (we have our own)
+            Destroy(cylinder.GetComponent<Collider>());
+        }
+    }
+
+    void FixedUpdate()
+    {
+        if (isBeingCarried && currentCarrier != null)
+        {
+            // Keep puck attached to player
+            Vector3 carrierForward = currentCarrier.transform.forward;
+            targetCarryPosition = currentCarrier.transform.position + carrierForward * carrierOffset;
+            targetCarryPosition.y = 0.025f;
+
+            // Instant positioning while carried (no lerp to prevent lag)
+            transform.position = targetCarryPosition;
+
+            // Make absolutely sure no velocity while carried
+            if (rb != null)
+            {
+                rb.linearVelocity = Vector3.zero;
+                rb.angularVelocity = Vector3.zero;
+            }
+        }
+        else
+        {
+            // Keep puck at proper height on ice when loose
+            if (transform.position.y < 0.025f)
+            {
+                Vector3 pos = transform.position;
+                pos.y = 0.025f;
+                transform.position = pos;
+
+                // Dampen vertical velocity
+                if (rb != null)
+                {
+                    Vector3 vel = rb.linearVelocity;
+                    if (vel.y < 0)
+                    {
+                        vel.y = 0;
+                        rb.linearVelocity = vel;
+                    }
+
+                    // Dampen excessive spinning
+                    if (rb.angularVelocity.magnitude > 10f)
+                    {
+                        rb.angularVelocity *= 0.9f;
+                    }
+                }
+            }
+        }
+    }
+
+    public void AssignToPlayer(PlayerController player)
+    {
+        if (currentCarrier != null)
+        {
+            currentCarrier.ReleasePuck();
+        }
+
+        currentCarrier = player;
+        isBeingCarried = true;
+
+        if (player != null)
+        {
+            // IMPORTANT: Stop all physics movement immediately
+            if (rb != null)
+            {
+                rb.linearVelocity = Vector3.zero;
+                rb.angularVelocity = Vector3.zero;
+                rb.isKinematic = true; // Make kinematic while carried
+            }
+
+            // Position puck at player's feet immediately to prevent bouncing
+            Vector3 playerForward = player.transform.forward;
+            Vector3 targetPos = player.transform.position + playerForward * carrierOffset;
+            targetPos.y = 0.025f; // Puck height
+            transform.position = targetPos;
+
+            player.GainPuck(this);
+            UpdateVisualState(true);
+        }
+    }
+
+    public void Release()
+    {
+        if (currentCarrier != null)
+        {
+            currentCarrier.ReleasePuck();
+        }
+
+        currentCarrier = null;
+        isBeingCarried = false;
+
+        // Re-enable physics
+        if (rb != null)
+        {
+            rb.isKinematic = false;
+        }
+
+        UpdateVisualState(false);
+    }
+
+    public void ApplyForce(Vector3 force, ForceMode mode = ForceMode.Impulse)
+    {
+        Release(); // Free the puck first
+        rb.AddForce(force, mode);
+    }
+
+    public void SetVelocity(Vector3 velocity)
+    {
+        Release();
+        rb.linearVelocity = velocity;
+    }
+
+    public bool IsWithinPossessionRange(Vector3 playerPosition)
+    {
+        return Vector3.Distance(transform.position, playerPosition) <= possessionRadius;
+    }
+
+    private void UpdateVisualState(bool possessed)
+    {
+        if (meshRenderer != null)
+        {
+            if (possessed && possessedMaterial != null)
+            {
+                meshRenderer.material = possessedMaterial;
+            }
+            else if (normalMaterial != null)
+            {
+                meshRenderer.material = normalMaterial;
+            }
+        }
+    }
+
+    // Physics collision - check if any player can pick up the puck
+    void OnTriggerStay(Collider other)
+    {
+        // Only auto-pickup if puck is moving slowly (not during passes)
+        if (IsLoose && rb != null && rb.linearVelocity.magnitude < 2f)
+        {
+            PlayerController player = other.GetComponent<PlayerController>();
+            if (player != null && player.CanPickupPuck())
+            {
+                AssignToPlayer(player);
+            }
+        }
+    }
+
+    public float GetSpeed()
+    {
+        return rb.linearVelocity.magnitude;
+    }
+
+    public Vector3 GetVelocity()
+    {
+        return rb.linearVelocity;
+    }
+}

+ 2 - 0
Assets/Scripts/PuckController.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: d6bc6fa3c8c8d0542b2823ea634d66bf

+ 181 - 0
Assets/Scripts/PuckDebugVisualizer.cs

@@ -0,0 +1,181 @@
+using UnityEngine;
+
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+/// <summary>
+/// Helper script to visualize puck-related debug information in the scene
+/// Attach this to any GameObject to see possession ranges, puck trajectory, etc.
+/// </summary>
+public class PuckDebugVisualizer : MonoBehaviour
+{
+    [Header("Visualization Settings")]
+    [SerializeField] private bool showPossessionRanges = true;
+    [SerializeField] private bool showPuckTrajectory = true;
+    [SerializeField] private bool showPlayerLabels = true;
+    [SerializeField] private float trajectoryTime = 2.0f;
+
+    [Header("Colors")]
+    [SerializeField] private Color possessionRangeColor = new Color(1f, 1f, 0f, 0.3f);
+    [SerializeField] private Color hasPuckColor = new Color(0f, 1f, 0f, 0.5f);
+    [SerializeField] private Color noPuckColor = new Color(1f, 0f, 0f, 0.3f);
+
+    private PuckController puck;
+    private PlayerController[] allPlayers;
+
+    void Start()
+    {
+        puck = FindObjectOfType<PuckController>();
+        allPlayers = FindObjectsOfType<PlayerController>();
+    }
+
+#if UNITY_EDITOR
+    void OnDrawGizmos()
+    {
+        if (!Application.isPlaying)
+        {
+            puck = FindObjectOfType<PuckController>();
+            allPlayers = FindObjectsOfType<PlayerController>();
+        }
+
+        if (showPossessionRanges && allPlayers != null)
+        {
+            DrawPossessionRanges();
+        }
+
+        if (showPuckTrajectory && puck != null)
+        {
+            DrawPuckTrajectory();
+        }
+    }
+
+    void DrawPossessionRanges()
+    {
+        foreach (PlayerController player in allPlayers)
+        {
+            if (player == null) continue;
+
+            // Choose color based on possession
+            bool hasPuck = player.HasPuck();
+            Gizmos.color = hasPuck ? hasPuckColor : possessionRangeColor;
+
+            // Draw sphere showing pickup range
+            Gizmos.DrawWireSphere(player.transform.position, 1.5f);
+
+            // Draw label
+            if (showPlayerLabels && player.stats != null)
+            {
+                Vector3 labelPos = player.transform.position + Vector3.up * 2f;
+                string label = $"{player.stats.playerName}\n{player.stats.position}";
+                if (hasPuck) label += "\n[HAS PUCK]";
+
+                Handles.Label(labelPos, label);
+            }
+        }
+    }
+
+    void DrawPuckTrajectory()
+    {
+        if (puck == null) return;
+
+        // Draw current puck position
+        Gizmos.color = Color.yellow;
+        Gizmos.DrawWireSphere(puck.transform.position, 0.15f);
+
+        // If puck is moving, draw predicted trajectory
+        Vector3 velocity = puck.GetVelocity();
+        if (velocity.magnitude > 0.1f)
+        {
+            Gizmos.color = Color.cyan;
+            Vector3 currentPos = puck.transform.position;
+            float timeStep = 0.1f;
+
+            for (float t = 0; t < trajectoryTime; t += timeStep)
+            {
+                Vector3 nextPos = currentPos + velocity * timeStep;
+                Gizmos.DrawLine(currentPos, nextPos);
+                currentPos = nextPos;
+
+                // Approximate drag
+                velocity *= 0.98f;
+            }
+
+            // Draw end point
+            Gizmos.DrawWireSphere(currentPos, 0.1f);
+        }
+
+        // Draw line to current carrier
+        if (puck.CurrentCarrier != null)
+        {
+            Gizmos.color = Color.green;
+            Gizmos.DrawLine(puck.transform.position, puck.CurrentCarrier.transform.position);
+        }
+    }
+#endif
+
+    // Runtime debug GUI
+    void OnGUI()
+    {
+        if (!Application.isPlaying) return;
+
+        GUILayout.BeginArea(new Rect(10, 10, 300, 400));
+        GUILayout.BeginVertical("box");
+
+        GUILayout.Label("<b>Puck Debug Info</b>", new GUIStyle(GUI.skin.label) { richText = true, fontSize = 14 });
+
+        if (puck != null)
+        {
+            GUILayout.Label($"Puck Position: {puck.transform.position}");
+            GUILayout.Label($"Puck Velocity: {puck.GetVelocity().magnitude:F2} m/s");
+            GUILayout.Label($"Puck Speed: {puck.GetSpeed():F2} m/s");
+
+            if (puck.IsLoose)
+            {
+                GUILayout.Label("<color=yellow>Puck Status: LOOSE</color>", new GUIStyle(GUI.skin.label) { richText = true });
+            }
+            else if (puck.CurrentCarrier != null)
+            {
+                GUILayout.Label($"<color=green>Carried by: {puck.CurrentCarrier.stats.playerName}</color>",
+                    new GUIStyle(GUI.skin.label) { richText = true });
+            }
+        }
+
+        GUILayout.Space(10);
+        GUILayout.Label("<b>Players with Puck</b>", new GUIStyle(GUI.skin.label) { richText = true });
+
+        if (allPlayers != null)
+        {
+            foreach (PlayerController player in allPlayers)
+            {
+                if (player != null && player.HasPuck())
+                {
+                    GUILayout.Label($"• {player.stats.playerName} ({player.stats.position})");
+                }
+            }
+        }
+
+        GUILayout.Space(10);
+
+        // Test buttons
+        if (GUILayout.Button("Trigger Faceoff (F)"))
+        {
+            FaceoffManager manager = FindObjectOfType<FaceoffManager>();
+            if (manager != null)
+            {
+                manager.StartFaceoff();
+            }
+        }
+
+        if (puck != null && puck.CurrentCarrier != null)
+        {
+            if (GUILayout.Button("Release Puck"))
+            {
+                puck.Release();
+            }
+        }
+
+        GUILayout.EndVertical();
+        GUILayout.EndArea();
+    }
+}

+ 2 - 0
Assets/Scripts/PuckDebugVisualizer.cs.meta

@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 52db5bda8ea67c9428557d29caf35dbf

+ 145 - 0
Assets/Scripts/QUICK_REFERENCE.md

@@ -0,0 +1,145 @@
+# Faceoff System - Quick Reference
+
+## 🎯 Quick Start (3 Steps)
+
+1. **Create Puck**: GameObject → Add PuckController
+2. **Tag Teams**: HomeTeam / AwayTeam tags on players
+3. **Create Manager**: GameObject → Add FaceoffManager → Link puck
+
+**Test**: Press `F` in play mode
+
+---
+
+## 🏒 Key Concepts
+
+### Puck States
+- **Loose** → Free on ice, anyone can grab
+- **Carried** → Attached to player
+
+### Faceoff Outcomes
+- **Home Win** → Puck to home defender
+- **Away Win** → Puck to away defender  
+- **Struggle** → Puck bounces loose, scramble!
+
+### Possession Indicator
+- **Yellow ring** = Player has puck
+- Ring rotates for visibility
+
+---
+
+## 💻 Code Examples
+
+### Start a Faceoff
+```csharp
+FaceoffManager manager = FindObjectOfType<FaceoffManager>();
+manager.InitiateFaceoff(centerIcePosition);
+```
+
+### Check Who Has Puck
+```csharp
+if (playerController.HasPuck())
+{
+    // Player has possession
+}
+```
+
+### Shoot
+```csharp
+Vector3 goalDirection = (goal.position - transform.position).normalized;
+playerController.Shoot(goalDirection, powerMultiplier: 1.0f);
+```
+
+### Pass
+```csharp
+PlayerController teammate = FindBestTeammate();
+playerController.Pass(teammate);
+```
+
+### Body Check
+```csharp
+PlayerController opponent = GetNearbyOpponent();
+playerController.Check(opponent); // May dislodge puck
+```
+
+---
+
+## 🔧 Common Adjustments
+
+### Make Faceoffs More Random
+`FaceoffManager.cs` line ~30:
+```csharp
+[SerializeField] private float struggleChance = 0.5f; // 50% struggles
+```
+
+### Change Pickup Range
+`PuckController.cs` line ~14:
+```csharp
+[SerializeField] private float possessionRadius = 2.0f; // Easier pickup
+```
+
+### Adjust Ice Friction
+`PuckController.cs` line ~17:
+```csharp
+[SerializeField] private float friction = 0.1f; // Slides further
+```
+
+---
+
+## 🐛 Quick Fixes
+
+**Puck won't pickup:**
+- Add trigger collider to player
+- Check player tag (HomeTeam/AwayTeam)
+
+**Faceoff won't start:**
+- Verify each team has a Center (Position = C)
+- Check tags are correct
+
+**No visual indicator:**
+- PlayerController.Start() must run
+- Check possessionIndicator GameObject created
+
+---
+
+## 📊 Stat Weights (Faceoffs)
+
+| Stat | Weight | Impact |
+|------|--------|--------|
+| Strength | 30% | Physical win |
+| Stick Handling | 30% | Puck control |
+| Awareness | 20% | Read the drop |
+| Agility | 20% | Quick reaction |
+
+---
+
+## 🎮 Testing Checklist
+
+- [ ] Press F → Faceoff starts
+- [ ] Console shows outcome (Home/Away/Struggle)
+- [ ] Puck moves after faceoff
+- [ ] Yellow ring appears on player with puck
+- [ ] Puck can be picked up when loose
+- [ ] Both teams have centers tagged correctly
+
+---
+
+## 📁 Files Created
+
+1. `PuckController.cs` - Puck physics & possession
+2. `FaceoffManager.cs` - Faceoff logic & sequencing
+3. `PlayerController.cs` - Updated with puck methods
+4. `FaceoffSetupGuide.cs` - Auto-setup helper
+5. `PuckDebugVisualizer.cs` - Debug visualization
+6. `FACEOFF_SYSTEM_README.md` - Full documentation
+
+---
+
+## 🚀 Next Steps
+
+1. Test faceoff with F key
+2. Adjust stats on center players
+3. Watch console for outcome messages
+4. Try different faceoff positions
+5. Integrate with your game loop
+
+**Need help?** Check `FACEOFF_SYSTEM_README.md` for detailed docs!

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