switched interp step to FixedUpdate()
got IJ's sprites in, added middle horizontal raycast
moved animation to PlayerAnimation.
set State Sync to Reliable Delta Compressed, set interp step to Update from FixedUpdate, set player to transform.translate only when he owns the player, upped sendrate of network to 30 from 15.
moved all personal assets to Resources folder.  added 2nd player animations.
fixed animations and player 2 is completely in and working.
daggers colored based on who threw them.  players tagged based on who they are.  daggers tagged based on who threw them.  moved artwork out of resources folder so i can actually edit them (wut),
thrown dagger faces correct direction and moves in correct direction.
now it really faces correct way in all cases
collision components set for everyone properly, dagger dies on wall hit, removed stand frame from throw animation, at in with same behavior as the purple ghost from BB.  needs to be networked properly which means need to work on level initiation.
changed isKinematic to true for all prefabs so that rigidbody physics is ignored.
Title screen buttons tied to repurposed NetworkManager (now called NetworkTitleUI)
added background to titlescreen
spergin about tiled sprite background
fixed bat movement on walls.