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Two bugs, one symptom each. attachWeapons() ran at the end of applyEquipment(), past an early return taken by any character whose body skin could not be composited. Those characters showed no weapon at all, and kept the previously selected character's weapon and enchant, because detaching happens in attachWeapons() too. Weapon attachment depends on nothing in the geoset/skin work, so do it first and unconditionally. Weapon and effect models were also loaded under fixed ids. CharacterRenderer's model cache is keyed by id and skips loading when the id is present, so every character after the first was handed the first one's weapon model. Key the id by the asset path instead. Also drop the renderUnlit plumbing added for the backdrop: preview instances take the simple-texture shader path, which never reaches the lighting branch it changed, so it was a no-op.