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Question by darkcookie · Apr 14, 2012 at 11:24 PM · animationnetworkrpc

play animations (multiplayer)

my problem is that i want animations to play for example "walk""run" and so on but when I join my server it doesn't play any animations.....i already added a "network view" to the character to look at the position and rotation ....and added this script to update the position on the server ....but how can i make this work for animations???? please some one help im completely stuck, ive tried to read about PRC's but i just don't get it:(..

the update character position script:

 using UnityEngine;
 using System.Collections;
 
 /// <summary>
 /// This script is attached to the player and it 
 /// ensures that every players position, rotation, and scale,
 /// are kept up to date across the network.
 /// </summary>
 
 
 public class MovementUpdate : MonoBehaviour {
     
     //Variables Start___________________________________
     
     private Vector3 lastPosition;
     
     private Quaternion lastRotation;
     
     private Transform myTransform;
     
     //Variables End_____________________________________
     
     // Use this for initialization
     void Start () 
     {
         if(networkView.isMine == true)
         {
             myTransform = transform;
             
             
             //Ensure taht everyone sees the player at the correct location
             //the moment they spawn.
             
             networkView.RPC("updateMovement", RPCMode.OthersBuffered,
                             myTransform.position, myTransform.rotation);
         }
         
         else
         {
             enabled = false;    
         }
     }
     
     // Update is called once per frame
     void Update () 
     {
         //If the player has moved at all then fire off an RPC to update the players
         //position and rotation across the network.
         
         if(Vector3.Distance(myTransform.position, lastPosition) >= 0.1)
         {
             //Capture the player's position before the RPC is fired off and use this
             //to determine if the player has moved in the if statement above.
             
             lastPosition = myTransform.position;
             
             networkView.RPC("updateMovement", RPCMode.OthersBuffered,
                             myTransform.position, myTransform.rotation);
         }
         
         
         if(Quaternion.Angle(myTransform.rotation, lastRotation) >= 1)
         {
             //Capture the player's rotation before the RPC is fired off and use this
             //to determine if the player has turned in the if statement above.    
             
             lastRotation = myTransform.rotation;
             
             networkView.RPC("updateMovement", RPCMode.OthersBuffered,
                             myTransform.position, myTransform.rotation);
         }
     }
     
     
     [RPC]
     void updateMovement (Vector3 newPosition, Quaternion newRotation)
     {
         transform.position = newPosition;
         
         transform.rotation = newRotation;
     }
     
     
 }
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Answer by jeijei · Oct 11, 2014 at 04:03 AM

you need to have rpc calls for your animations too, networkview by default only does character position im not sure how this goes like

 photonView.RPC("anim", PhotonTargets.AllBuffered, "animstate");

where anim is the animation function and animstate is some parameter for which animation is being played

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