M1: player stand + control handoff + Cinemachine camera system
- Install Cinemachine 3.1.7 - Stand (raised platform behind north wall) with StandPoint_0/_1 - PlayerAvatar: seat-ownership drives the mode — hold a seat => teleport to your stand, freeze, refuse input (control transfers/locks to your tread); release => teleport back, resume on-foot. Resolves the WASD overlap off one flag. - CameraDirector on Main Camera: 4 Cinemachine vcams (AvatarFollow / RobotFollow / StandView / CinematicOrbit), Brain blends; V cycles; default auto-follows the seat flag (on-foot=Avatar, driving=Robot). Retires the old FollowCamera. - Verified in play: claim->teleport+freeze+RobotFollow, release->return+AvatarFollow Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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"dependencies": {
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"com.coplaydev.unity-mcp": "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main",
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"com.unity.ai.navigation": "2.0.13",
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"com.unity.cinemachine": "3.1.7",
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"com.unity.collab-proxy": "2.12.4",
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"com.unity.ide.rider": "3.0.38",
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"com.unity.ide.visualstudio": "2.0.26",
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