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Question by ZenithCode · May 10, 2013 at 03:06 PM · animationmultiplayernetworkmecanimulink

Mecanim animation over network - uLink

Hi,

What I need is to re-animate my character movements over to a proxy character using Mecanim and uLink.

With the legacy animation system, I would transfer the position, rotation and the currently playing animation over the network and use this information to re-animate my character.

This does not work properly with Mecanim. Reason being is that the speed and direction move the character transform and rotation. Following some suggestions from this forum, I tried the following:

  1. I sent the speed and direction over the network (25 times per second) and use this information to re-animate my character. However this results in my proxy character in a different position than the 'real' character.

  2. Then I sent a position correction (4 times per second) if current position is different than the real position. However this leads to a 'sliding' movement to correct the position.

Does anyone suggest any better way on how to do this? Thanks.

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avatar image ZenithCode · May 13, 2013 at 07:05 AM 0
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Any ideas please? If question is not clear, please let me know and I'll rephrase.

avatar image Fuffidish · May 24, 2013 at 12:10 PM 0
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Did you solve this?

avatar image ZenithCode · May 24, 2013 at 03:22 PM 0
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Still working on it. Will post my solution soon!

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