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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Assets/Scripts/Player/OwnerAuthNetworkTransform.cs
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Assets/Scripts/Player/OwnerAuthNetworkTransform.cs
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using Unity.Netcode.Components;
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namespace Jankenbots.Prototype
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{
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/// <summary>
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/// Owner-authoritative NetworkTransform. The default NetworkTransform is
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/// SERVER-authoritative (right for the host-simulated bot/ball). For a
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/// run-around PLAYER avatar we want the owning client to be the source of
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/// truth so their own movement is lag-free — the owner writes its transform
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/// and NGO replicates it to everyone else. This is the canonical NGO pattern
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/// (override OnIsServerAuthoritative → false).
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/// </summary>
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[UnityEngine.DisallowMultipleComponent]
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public class OwnerAuthNetworkTransform : NetworkTransform
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{
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protected override bool OnIsServerAuthoritative() => false;
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}
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}
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