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megaproxy 94951ec70a 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>
2026-07-12 18:43:39 +01:00
Assets M1: add networked rigged player avatar (run-around character) 2026-07-12 18:43:39 +01:00
Packages Add ParrelSync 1.5.2 for local two-client testing 2026-07-10 23:54:41 +01:00
ProjectSettings Add Materials folder meta + settings churn from build 2026-07-12 18:19:33 +01:00
.gitattributes Set up Git LFS for binary art/audio/model assets 2026-07-12 18:00:50 +01:00
.gitignore M1: apply junkyard dirt ground material (URP/Lit, 8x tiling) 2026-07-12 18:19:12 +01:00
.mcp.json.example Consolidate onto F:\jankenstein; seed Unity MCP config + runbook, Unity .gitignore/.gitattributes 2026-07-10 22:13:26 +01:00