@genex-ai/multiplayer 0.12.0 → 0.12.1

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Files changed (2) hide show
  1. package/README.md +1 -1
  2. package/package.json +1 -1
package/README.md CHANGED
@@ -65,7 +65,7 @@ for (const [id, p] of room.players) {
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  Remote players glide instead of teleporting between network updates — see **[Smoothing remote players](#smoothing-remote-players)**.
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- Each player also carries `p.avatarUrl` — the VRM avatar that player picked on their genex profile (guests get a per-session pick), verified server-side from their identity token so it can't be spoofed. Render each player's own look with it (e.g. `loadVrm(p.avatarUrl || "./assets/avatar.vrm")` in a VRM-lane game); it's `''` when unknown (older relay/API), so always keep a bundled fallback. Don't put an avatar URL in your `me.set` state — this field replaces that.
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+ Each player also carries `p.avatarUrl` — the VRM avatar that player picked on their genex profile (guests get a per-session pick), verified server-side from their identity token so it can't be spoofed. It's the **fallback** body, not the default one: in a game that generated its own character, every player wears that character, and `p.avatarUrl` renders each player's own look only when the game has none. The genex controller kit's `loadRemotePlayerCharacter({ avatarUrl: p.avatarUrl })` makes that decision for you and shares one parsed base across remotes. The field is `''` when unknown (older relay/API), so always keep a bundled fallback. Don't put an avatar URL in your `me.set` state — this field replaces that.
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  ## `shared` — shared room state
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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@genex-ai/multiplayer",
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- "version": "0.12.0",
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+ "version": "0.12.1",
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  "description": "The multiplayer client wrapper + shared room schema for genex.",
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  "type": "module",
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  "main": "./dist/index.js",