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Online Rpg Animation does not work
Hello, I have a game that I would like to make online, in the current step I am testing the movement of two players in Match Maker, one in unity and another in an android. When I connect the two, I can move and see the movement of the two players, but the player can not see animation of the other player, only yours. (Knowing that it needs a transition in the animator to perform) Follow the drive code, and images of each device at the same time. Thanks any help or tip.
using UnityEngine; using System.Collections; using UnityStandardAssets.CrossPlatformInput; using UnityEngine.Networking;
public class MoveJoystick : NetworkBehaviour {
 public float moveSpeed = 5;
 private bool playerMoving;
 private Vector2 lastMove;
 private Animator anim;
 private Rigidbody2D myBody;
 private float velocityX;
 private float velocityY;
 void Start ()
 {
     anim = GetComponent<Animator>();
     myBody = GetComponent<Rigidbody2D>();
 }
     
 void Update ()
 {
     if (!isLocalPlayer) {
         return;
     }
     Walking();
 }
     
 void Walking(){
         playerMoving = false;
         if(CrossPlatformInputManager.GetAxisRaw("Horizontal")>0.4f || CrossPlatformInputManager.GetAxisRaw("Horizontal")<-0.4f)
         {
             velocityX = CrossPlatformInputManager.GetAxisRaw("Horizontal") * moveSpeed;
             // transform.Translate(new Vector3(CrossPlatformInputManager.GetAxis("Horizontal"), 0f, 0f) * moveSpeed * speedModificator);
             playerMoving = true;
             lastMove = new Vector2(CrossPlatformInputManager.GetAxisRaw("Horizontal"), 0f);
         }
         if (CrossPlatformInputManager.GetAxisRaw("Vertical") > 0.4f || CrossPlatformInputManager.GetAxisRaw("Vertical") < -0.4f)
         {
             velocityY = CrossPlatformInputManager.GetAxisRaw("Vertical") * moveSpeed;
             // transform.Translate(new Vector3(0f, CrossPlatformInputManager.GetAxis("Vertical"), 0f) * moveSpeed * speedModificator);
             playerMoving = true;
             lastMove = new Vector2(0f,CrossPlatformInputManager.GetAxisRaw("Vertical"));
         }
         myBody.velocity = new Vector2(velocityX, velocityY);
         if (CrossPlatformInputManager.GetAxisRaw("Horizontal") < 0.4f && CrossPlatformInputManager.GetAxisRaw("Horizontal") > -0.4f)
         {
             myBody.velocity = new Vector2(0f, myBody.velocity.y);
         }
         if (CrossPlatformInputManager.GetAxisRaw("Vertical") < 0.4f && CrossPlatformInputManager.GetAxisRaw("Vertical") > -0.4f)
         {
             myBody.velocity = new Vector2(myBody.velocity.x, 0f);
         }
         if (HurtEnemy.isAtk == true) {
             lastMove = PlayerTurn.lastMovem;
         }
         anim.SetFloat("MoveX", CrossPlatformInputManager.GetAxisRaw("Horizontal"));
         anim.SetFloat("MoveY", CrossPlatformInputManager.GetAxisRaw("Vertical"));
         anim.SetBool("PlayerMoving", playerMoving);
         anim.SetFloat("LastMoveX", lastMove.x);
         anim.SetFloat("LastMoveY", lastMove.y);
     }
 
               }
 
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