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Network Animation Based on player state
Hello, I know this has been asked alot but im a bit stumped on how to go about doing this. Ok so what I have is a controller script that set the state and moves the character around the game. This work well. The animation play and everything so now Im going to network the game. I got it so that the two game screens can see each other and everything but the animation does not play in both screens. I was thinking on how to send the state to the other players in the game. I have read the RPC stuff and kind of get it.
So basically what I want to do is send the enum value to everyone using a RPC call right? But how do i do that and how do I set the other players to see my character animation? So my player is animated on there computer and visa versa.
Thanks for any help with this
Answer by vincefryer · Jan 04, 2013 at 11:25 PM
You don't need to set up an RPC to propagate states. Take a look at Network.OnSerializeNetworkView()
Once your object is serializing its animation state, all it needs to do is play animations based on this state, which, presumably, it is already doing.
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