M1: add networked rigged player avatar (run-around character)
- Import Hodaart Low Poly Character Collection 3 (humanoid-rigged, LFS) - PlayerAvatar.cs: owner-authoritative CharacterController movement, animation derived from measured speed on every client (no NetworkAnimator needed) - OwnerAuthNetworkTransform.cs: owner-authoritative NetworkTransform - PlayerLocomotion.controller: Idle/Walk/Run 1D blend tree on Speed (reuses Hodaart clips) - PlayerCharacter.prefab (Character 01 + CC + NetworkObject + owner NT + PlayerAvatar + Animator w/ humanoid avatar); registered as PlayerPrefab - Verified in play: spawns, visible, Idle pose (rig animates), owner-auth Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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using UnityEngine;
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using UnityEngine.EventSystems;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem.UI;
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#endif
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namespace LowPolyCharacterCollection3
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{
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[DisallowMultipleComponent]
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public class EventSystemEnsurer : MonoBehaviour
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{
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private void Awake()
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{
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if (FindObjectOfType<EventSystem>() == null)
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{
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var go = new GameObject("EventSystem");
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go.AddComponent<EventSystem>();
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#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
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go.AddComponent<InputSystemUIInputModule>();
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Debug.Log("[EventSystemEnsurer] No EventSystem found — created one with InputSystemUIInputModule.");
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#else
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go.AddComponent<StandaloneInputModule>();
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Debug.Log("[EventSystemEnsurer] No EventSystem found — created one with StandaloneInputModule.");
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#endif
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}
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}
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}
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}
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