While doing this, I refactored all the animations (player animations + dust particle animations) into one game object called "animations".
I differentiated between a falling animation (where player has no more jumps left) and jumping animation (where player has one more jump left). This is a great way to signal to users on how many jumps they have left.
You will notice that the Command and ClientRPC functions relevant to animations still live in the Player script. It was done this way due to Mirror limiting the ownership of Network Identity to one gameobject within a prefab (e.g. the Player game object).
Feel free to checkout "27playersprite" branch and try it out!
Feel free to checkout "27playersprite" branch and try it out!