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Question by ivanbozovic · Jul 19, 2015 at 03:17 PM · animationmultiplayerphoton

Photon animation syncing

Hi,

I am trying to sync LEGACY animations with Photon. I can't see what is wrong in this script:

 using UnityEngine;
 using System.Collections;
 
 public class NetworkPlayer : Photon.MonoBehaviour {
     
     Vector3 realPosition = Vector3.zero;
     Quaternion realRotation = Quaternion.identity;
 
     public Animation characterModel;
 
     public AnimationClip crouchIdle;
     public AnimationClip crouchWalk;
     public AnimationClip standingIdle;
     public AnimationClip standingWalk;
     public AnimationClip standingRun;
     public AnimationClip jump;
 
     int useThisMove;
 
     void Update()
     {
         if(!photonView.isMine)
         {
             transform.position = Vector3.Lerp(transform.position, realPosition, 0.1f);
             transform.rotation = Quaternion.Lerp(transform.rotation, realRotation, 0.1f);
         }
 
         if(useThisMove == 1)
         {
             characterModel.GetComponent<Animation>().CrossFade(standingRun.name);
         }
         if(useThisMove == 2)
         {
             characterModel.GetComponent<Animation>().CrossFade(standingIdle.name);
         }
 
         if(useThisMove == 3)
         {
             characterModel.GetComponent<Animation>().CrossFade(standingWalk.name);
         }
         if(useThisMove == 4)
         {
             characterModel.GetComponent<Animation>().CrossFade(crouchIdle.name);
         }
 
         if(useThisMove == 5)
         {
             characterModel.GetComponent<Animation>().CrossFade(crouchWalk.name);
         }
         if(useThisMove == 6)
         {
             characterModel.GetComponent<Animation>().CrossFade(jump.name);
         }
     }
     
     public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
     {
         if(stream.isWriting)
         {
             stream.SendNext(transform.position);
             stream.SendNext(transform.rotation);
 
             if(characterModel.IsPlaying(standingRun.name))
             {
                 stream.SendNext(useThisMove = 1);
             }
             if(characterModel.IsPlaying(standingIdle.name))
             {
                 stream.SendNext(useThisMove = 2);
             }
             if(characterModel.IsPlaying(standingWalk.name))
             {
                 stream.SendNext(useThisMove = 3);
             }
             if(characterModel.IsPlaying(crouchIdle.name))
             {
                 stream.SendNext(useThisMove = 4);
             }
             if(characterModel.IsPlaying(crouchWalk.name))
             {
                 stream.SendNext(useThisMove = 5);
             }
             if(characterModel.IsPlaying(jump.name))
             {
                 stream.SendNext(useThisMove = 6);
             }
         }
         else
         {
             realPosition = (Vector3)stream.ReceiveNext();
             realRotation = (Quaternion)stream.ReceiveNext();
             useThisMove = (int)stream.ReceiveNext();
         }
     }
 }

It gives me this error:

ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[System.Object].get_Item (Int32 index) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:633) PhotonStream.ReceiveNext () (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonClasses.cs:1024) NetworkPlayer.OnPhotonSerializeView (.PhotonStream stream, .PhotonMessageInfo info) (at Assets/_Scripts/Networking/NetworkPlayer.cs:94) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) PhotonView.ExecuteComponentOnSerialize (UnityEngine.Component component, .PhotonStream stream, .PhotonMessageInfo info) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonView.cs:536) PhotonView.DeserializeComponent (UnityEngine.Component component, .PhotonStream stream, .PhotonMessageInfo info) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonView.cs:367) PhotonView.DeserializeView (.PhotonStream stream, .PhotonMessageInfo info) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonView.cs:352) NetworkingPeer.OnSerializeRead (ExitGames.Client.Photon.Hashtable data, .PhotonPlayer sender, Int32 networkTime, Int16 correctPrefix) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:3498) NetworkingPeer.OnEvent (ExitGames.Client.Photon.EventData photonEvent) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1924) ExitGames.Client.Photon.PeerBase.DeserializeMessageAndCallback (System.Byte[] inBuff) ExitGames.Client.Photon.EnetPeer.DispatchIncomingCommands () ExitGames.Client.Photon.PhotonPeer.DispatchIncomingCommands () PhotonHandler.Update () (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:83)

Thanks in advance!

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