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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namespace LowPolyCharacterCollection3
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{
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public class DragRotateController : MonoBehaviour,
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IPointerDownHandler, IDragHandler, IPointerUpHandler
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{
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[SerializeField] private Transform targetToRotate;
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[SerializeField] private float rotationSpeed = 0.3f;
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[SerializeField] private float smoothSpeed = 10f;
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private float targetY;
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private float currentY;
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private float lastPointerX;
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private bool isDragging;
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void Start()
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{
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currentY = targetY = targetToRotate.eulerAngles.y;
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}
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void Update()
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{
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currentY = Mathf.Lerp(currentY, targetY, Time.deltaTime * smoothSpeed);
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targetToRotate.rotation = Quaternion.Euler(0f, currentY, 0f);
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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isDragging = true;
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lastPointerX = eventData.position.x;
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}
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public void OnDrag(PointerEventData eventData)
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{
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if (!isDragging) return;
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float deltaX = eventData.position.x - lastPointerX;
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lastPointerX = eventData.position.x;
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targetY -= deltaX * rotationSpeed;
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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isDragging = false;
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}
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}
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}
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