- Home /
Unity Multiplayer - Animations - mesh subobject movements conveyed
How are animations conveyed across Unity multiuser? Are submesh rotations/transforms conveyed? If I had a rigged character with arms, wrists, legs, feet etc how would changing the submesh transforms look on other multiuser clients? Would it be a local change, or would all connected players see it?
Answer by roamcel · Aug 04, 2011 at 07:30 AM
As I've recently found out, using networkview on correctly connected multiplayer environment characters will automatically convey their transforms, but not their animations.
As a matter of fact animations are local changes, and you need to synchronize them. There seem to be a few methods of doing this, and unfortunately I myself am still trying to find the most indicated based on each situation (most common method so far is using RPC remote procedure calls)
If anything, you can start from here http://unity3d.com/support/documentation/Components/net-StateSynchronization.html and here http://forum.unity3d.com/threads/79993-Bootcamp-Multiplayer-Demo
Your answer
Follow this Question
Related Questions
Change Pivot Point- Maya 3 Answers
How to rotate my character properly while using Head Look Controller 2 Answers
Multiplayer Animation 1 Answer
Animation won't play when changing position 0 Answers
Vertex transformation - MissingFieldException error 2 Answers