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beb17eacdf
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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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2026-07-12 18:43:39 +01:00 |
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1be4730756
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M1: add replicated Player capsule prefab, set as NetworkConfig.PlayerPrefab
Capsule with Rigidbody (mass 2, upright constraints) + NetworkObject +
NetworkTransform + PlayerDriver; auto-spawned per client, host-authoritative
motion via input->ServerRpc->host AddForce->NetworkTransform replication.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2026-07-10 23:28:59 +01:00 |
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