- Home /
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");
}
}
What are you using, Unity's $$anonymous$$ultiplayer or something else?
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.
Ahh is there a way other then using unitys mechanim?? since it is just a reload animation
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.
Your answer
Follow this Question
Related Questions
Unity networking tutorial? 6 Answers
Animation with root motion synchronization in multiplayer 1 Answer
Animation over network using rpcs 0 Answers
Animation & sound over network 1 Answer
Unity Photon: animation syncing 1 Answer