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Question by EBR · Aug 18, 2014 at 12:54 PM · networkinganimatormecanimloopplay

Animator.Play()?

I am making a 2d mutiplayer game and to sync the animations I thought I would send the name hash of the current state and play the state on the other end. The only problems is the animations don't play properly, they briefly play for a very short time (In game it looks like a flicker). Does Animator.Play() only play the animation once? even if it is on loop? If so is there any way I can loop the animation?

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Answer by mediumal · Aug 18, 2014 at 11:04 PM

Perhaps the conditions for the state's exit transitions are triggering immediately. You may need to set the appropriate animator parameters before playing the state to prevent the exit condition from occurring.

In my multiplayer game I don't use Animator.Play(). Instead I sync all the animator controller parameters using a custom script that is observed by the animating object's NetworkView. That works well for me.

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avatar image EBR · Aug 19, 2014 at 10:00 AM 0
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I will mess around with it, and try your method as well. The only reason I was using this method was that I thought it would be less information being sent over the network

avatar image mediumal · Aug 29, 2014 at 04:30 PM 0
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As an update I am seeing issues where just syncing animation parameters can sometimes lead to remote nodes getting into a bad state. I am going to be investigating using Animator.Play() ins$$anonymous$$d of or in addition to setting animation parameters.

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