jankenbots/Assets/Hodaart/HodaartLowPolyCharacterCollection3/Scene/Scripts/EventSystemEnsurer.cs
megaproxy beb17eacdf 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

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No EOL
915 B
C#

using UnityEngine;
using UnityEngine.EventSystems;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem.UI;
#endif
namespace LowPolyCharacterCollection3
{
[DisallowMultipleComponent]
public class EventSystemEnsurer : MonoBehaviour
{
private void Awake()
{
if (FindObjectOfType<EventSystem>() == null)
{
var go = new GameObject("EventSystem");
go.AddComponent<EventSystem>();
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
go.AddComponent<InputSystemUIInputModule>();
Debug.Log("[EventSystemEnsurer] No EventSystem found — created one with InputSystemUIInputModule.");
#else
go.AddComponent<StandaloneInputModule>();
Debug.Log("[EventSystemEnsurer] No EventSystem found — created one with StandaloneInputModule.");
#endif
}
}
}
}