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Question by lonelycamper · Jul 07, 2017 at 10:38 PM · animationnetworkingmultiplayer

Animations only play for host not client

The host only can view local animations while clients can not Solomon help please

I remade this post since I thought the last one was hard to understand and was poor.

     private GameObject playerCharacter;
     // Use this for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void Update () {
         
     }
 
     public void LongReload()
     {
         
         
             playerCharacter = GameObject.FindGameObjectWithTag("Anim");
             playerCharacter.GetComponent<Animation>().Play("Reload");
         }
         
 
     public void ShortReload()
     {
         playerCharacter = GameObject.FindGameObjectWithTag("Anim");
         playerCharacter.GetComponent<Animation>().Play("Tactical Reload");
     }
 }
 
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avatar image KingSloth · Jul 07, 2017 at 10:53 PM 0
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What are you using, Unity's $$anonymous$$ultiplayer or something else?

avatar image lonelycamper KingSloth · Jul 07, 2017 at 11:04 PM 0
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Yes I am using unet

avatar image lonelycamper · Jul 07, 2017 at 11:49 PM 0
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please help mee ;(

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Answer by Creepercatss · Jul 08, 2017 at 12:01 AM

Hey this should be a simple fix. What you should be doing is playing animations using Unity's Mecanim animation system: https://unity3d.com/learn/tutorials/topics/animation/animate-anything-mecanim

And once you get that done attach a Network Animator component to the object that is being animated. That should work.

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avatar image lonelycamper · Jul 08, 2017 at 12:02 AM 0
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Ahh is there a way other then using unitys mechanim?? since it is just a reload animation

avatar image Creepercatss lonelycamper · Jul 08, 2017 at 02:14 AM 0
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Hmmm, $$anonymous$$ecanim is probably the best way to go to be honest. Cause with that you are able to blend animations, for example say you have a reload animation and a walking animation, you are able to blend them together to have your character still walking but your upper half reloading, makes for a much more realistic feel. Other than $$anonymous$$ecanim i don't know how to sync unity's old Animation system to the network.

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