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Absolutely tried that. The most basic functionality was hell to implement and then the animation didn't work.

Is this a technical limitation, or you just need coding assist?

No way past it as far as I could tell. A product of the way Unity handles networked animation. The dedicated component can only take up to 32 variables while my animation system is built on a lot more.

you can cram much more that the cookie cutter UNet syncvars 'allow'

source: am developer.

This is getting into lower-level UNet coding, isn't it? I can't even work my way around a custom Inspector.