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Question by FieryGrave · Jun 20, 2013 at 05:53 PM · animationnetworking

Animating over a network not working

Im trying to animate my networked game (just walking around right now) and im using the models velocity & rotation to figure out what movement animation to play (so i dont need to send anything over the network besides the objects current position)but i end up with choppy animations that look like they are lagging for everyone but the current client.

this is my current code

void Animate () { float velocityZ = (this.transform.position.z -lastPosition.z); float roatationY = this.transform.eulerAngles.y;

     if ( velocityZ > 0)
     {
         if (roatationY > 270 || roatationY < 90)
         {
             animation.CrossFade("run", aniSpeed);
         }
         else
         {
             animation.CrossFade("back", aniSpeed);
         }
     }
     else if (velocityZ < 0 )
     {
         if(roatationY > 90 && roatationY <270)
         {
             animation.CrossFade("run", aniSpeed);
         }
         else
         {
             animation.CrossFade("back", aniSpeed);
         }
     }
     else if (this.transform.rotation != lastRotation)
     {
         animation.CrossFade("turn", aniSpeed);
     }
     else if(velocityZ == 0)
     {
         animation.CrossFade("idle", aniSpeed);
     }
     
     lastPosition = this.transform.position;
     lastRotation = this.transform.rotation;
 }

any way i can improve this?

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