Hi,
I am using Playmaker and Photon. I use Photon Network Instantiate to load my player. For animation I am using an animator and human mecanim.
The player has a hierarchy like this:
Player
HumanName
Skin_1
Head,etc.
Hip_Bone (plus nested rest of bone structure)
Skin_2
Head,etc.
Hip_Bone (plus nested rest of bone structure)
Skin_3
Head,etc.
Hip_Bone (plus nested rest of bone structure)
Camera
I start with all "skins" disable but one. If I want a different character I deactivate the "active" one and enable another one. I noticed that the player's animator only appears to work so the player is not stuck in t-pose when the enabled one is the first one (top most one). When the player is stuck in t-pose the actual animator is showing that animator states are active. I also have a playmaker mecanim sync FSM on it and it too shows the correct "active" state - the player just stands in t-pose. The topmost skin works fine.
What am I doing wrong - or how do I otherwise manage the potential for the player to chose the "skin" they want?
Thanks,
Sandi