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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@ -7274,7 +7274,7 @@ MonoBehaviour:
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NetworkConfig:
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ProtocolVersion: 0
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NetworkTransport: {fileID: 1571629440}
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PlayerPrefab: {fileID: 0}
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PlayerPrefab: {fileID: 7281996686721133410, guid: fd5a3cebd649c7242a055ff7fcd550a2, type: 3}
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Prefabs:
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NetworkPrefabsLists:
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- {fileID: 11400000, guid: 26dc7ddf766d17a4f81221bfec5c38f7, type: 2}
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