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Question by Midas89 · Feb 23, 2013 at 12:58 AM · animationjavascriptmultiplayerrpc

Animation triggers on all instances of player.

Hi, I've hit a snag in my code.

I'm making a multiplayer FPS game and currently working on an animation controller script that is attached to the instantiated player prefab. I havent worked with networking before. I want the player that moves, to broadcast his current animation so that everyone can see it. However it seems like it applies the animation to all instantiated players with the script attached.

Thanks in advance for taking a look.

it looks like this:

 function Update()
 {
     if(networkView.isMine){
         /* A lot of input detectors here and currentAnimation declaration for every combination of input */
         currentAnimation = "StrafeRunRightAim";
     }
     if(currentAnimation != '')
     {
         PlayAnimation(currentAnimation);
     }
 }
 
 @RPC
 function PlayAnimation(a){animation.Play(a);}

Also on a sidenote I did start working on enums but im not sure how to use them for this, if you guys can recommend a better way of broadcasting animations i'm definetly willing to look into it and try it.

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Answer by Midas89 · Feb 23, 2013 at 04:08 PM

Oh, i solved it. It was the RPC call that was iffy.

PRC function:

@RPC function PlayAnimation(a : String){ transform.animation.Play(a);}

 if(currentAnimation != ''){
 networkView.RPC("PlayAnimation", RPCMode.All, currentAnimation);}

Now im one step closer :D

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Answer by DryTear · Feb 23, 2013 at 02:23 AM

  if(networkView.isMine == true)
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avatar image Midas89 · Feb 23, 2013 at 02:23 PM 0
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If i would use that then my player wouldnt animate for anyone else to see.

avatar image DryTear · Feb 25, 2013 at 03:39 PM 0
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oh really - never knew, your answer helped me infact

avatar image Midas89 · Feb 25, 2013 at 07:22 PM 0
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Glad it helped :) Now i'm onto my next obstacle :)

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