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Unity multiplayer Animations Over a network etc
Hello everybody,
I have made a script for animations on my characters (walk, idle, side step etc). It works for local player (code is bellow for anyone who would like to use it!!!!). But how would I have it so other players on the network can see?
public class AnimationHandler : MonoBehaviour
{
void Update()
{
CharacterController controller = GetComponent<CharacterController>();
if (controller.isGrounded == true)
{
if (controller.isGrounded)
{
GetComponent<Animation>().CrossFade("Idle");
}
if (Input.GetKeyUp("w") || Input.GetKeyUp("s") || Input.GetKeyUp("a") || Input.GetKeyUp("d"))
{
GetComponent<Animation>().CrossFade("Idle");
}
if (Input.GetKey("space"))
{
GetComponent<Animation>().CrossFade("Jump");
}
if (Input.GetKey("w"))
{
GetComponent<Animation>().CrossFade("Forward");
}
if (Input.GetKey("s"))
{
GetComponent<Animation>().CrossFade("Backward");
}
if (Input.GetKey("a"))
{
GetComponent<Animation>().CrossFade("Leftward");
}
if (Input.GetKey("d"))
{
GetComponent<Animation>().CrossFade("Rightward");
}
}
}
}
It would be nice if someone would be able to show a simple way of doing this so all players could see others walking etc... instead of being stuck in idle animation on other screens... I was reading around the web and found things like:
GetComponent<NetworkView>().RPC("Idleanimation", RPCMode.All);
But that is depreciated... is there a new equivalent to this?
Also when looking at the other players they are stuck in a certain rotation and cant look at the player without it flickering on your screen hard to explain
Thanks in advance!!!
Answer by Rugbug_Redfern · Nov 09, 2017 at 12:02 AM
Add a NetworkAnimator component to the character and change all references of Animator to NetworkAnimator. Make sure to add the current animator to the NetworkAnimator's Animator field.
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