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Question by 0tacun · Feb 22, 2014 at 11:17 PM · animationnetworkmecanimclientsynchronization

Mecanim Network Animation State

Hi all,

I'm new to Unity Networking and currently trying to implement to synchronize the animation states for each player. But I do not really how to engage this matter. This is my idea: (note this is a rough idea taken from my original script which works in singleplayer)

//PlayerRootControl.js

 function Update() {
 if(networkView.isMine) {
  //check animation states
  if(animatorInfo.nameHash == attackHash)
   isAttacking = true
  else
   isAttacking = false
  //check other animation states, for example dashing, jumping
 
  //check input
  if(Input.GetButton("Jump"))
   animator.SetTrigger("jumpTrigger");
  //also for movement and actions
 
  networkViewRPC("SendAnimationState", RPCMode.OthersBuffered); 
   //finally submit my animationStates to others
 }
 }
 
 @RPC
 function SendAnimationState(){
  //Set the Animationstate for my object. But how?
  //right way?
 }
 
 


Or is the right way to submit everytime , for example, animator.SetTrigger to the objects in the client views?

Thanks in advance

0tacun

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Answer by 0tacun · Feb 24, 2014 at 07:51 AM

OK, I got it working:

Example:

 //PlayerRootControl.js
 
 Update(){
  if(networkView.isMine){
   v = Input.GetAxis("Vertical");
   h = Input.GetAxis("Horizontal");
   networkView.RPC("SendFloat", RPCMode.AllBuffered, "dirY", v);
   networkView.RPC("SendFloat", RPCMode.AllBuffered, "dirX", h);
 
  }
 }
 
 @RPC
 function SendFloat(name:String, value:float){
  animator.SetFloat(name, value);
 }


And don't forget to assign a NetworkView to your Player, by draging the script from the inspector alt text


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avatar image ChrisSch · Jul 23, 2014 at 04:05 PM 0
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Thanks! Was looking for a way how to do it and then found your answer. I know its been a few months since this post but, is this still the way you're doing it, or did you find a better way?

avatar image 0tacun · Jul 24, 2014 at 02:46 PM 0
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Well, currently I dropped network multiplayer for my game as I did not managed to get the same results as with offline mode.

The biggest problem here is that too much traffic is produced so I had to check if there is any input at all and only then do a rpc.

I encounterd other problems but I can't really remeber, but I think most internet games serialzie the input in a string to change the position of the players or do a appriote animation.

Don't know if you had heard of Photon https://www.exitgames.com/en/Realtime, I think it is widely used as a network solution.

$$anonymous$$aybe it could be of help.

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