What problem does it solve? Networked animations in coherence often break in predictable ways: triggers fire locally but remotes stay still, late joiners see characters in T-pose, animator parameters desync, and complex humanoids hit the 32-field schema limit. This Skill provides the correct patterns for each failure mode. ## Core Features & Use Cases - Trigger networking via Command: Broadcast one-shot Animator triggers with SendCommand and MessageTarget.Other so remotes play the action without late joiners replaying it. - Persistent state via [Sync] properties: Sync bools, floats, ints, and layer weights using property getter/setter pairs that map directly to Animator parameters, so late joiners receive correct current state. - Schema sharding past 32 fields: Split locomotion, combat, and emote parameters into sibling MonoBehaviours, each with its own 32-field budget. - Use Case: A player jumps in your multiplayer game but remote clients never see the animation. Apply Pattern 1 to route the trigger through a coherence Command, then sync the resulting grounded state as a [Sync] bool. ## Quick Start Ask the AI to fix a networked Animator trigger that fires locally but does not play on remote clients in a coherence project.