I have code which ensures the Character mesh is facing the proper direction when a player is spawned, the following code fixes mesh rotation when a player joins. (Only for pre-spawned players)
Although the mesh rotation now works each time a new player joins, the eyewear that was on the character lost it’s position and rotation.
The following is the hierarchy setup for the character mesh on the NetPlayer entity:
Below shows how it should look when rotating via code, this view is from newly-spawned players though. It works how it should / has no effect towards eyewear & gear.
Not sure what’s the best way to go about rotating strictly meshes with PlayCanvas so I used the setLocalEulerAngles() which seems to be the only one that works.
Any suggestions? I’m using the ReadyPlayerMe API for avatars so eyewear and gear are included with the asset model.