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Question by serhanelim · Dec 28, 2020 at 11:47 AM · animationnetworkingmirrorbone

Override animation with bone rotation on Mirror Networking

Hi, I've been starting to work with Unity recently and i'm strugling.

Using Mirror Networking, I want the rotation I make on a bone (the head of my player) to show on all other clients.

I can't figure out a way to override (on non-owner clients) the animation brought by the NetworkAnimator. The NetworkTransformChild linked to the head doesn't affect non-owner clients, since the animation seems to go first.

Let's say I start a server+host = client1 that controlls player1, and then I connect a client2 that controlls player2; At the moment, the player2 rotates and client1 shows the rotation (this is the behavior i want), but while player1 rotates, client2 doesn',t show the rotation.

Here is the part of the script i made that handles the bone rotation.

      void Update()
      {
          if(isLocalPlayer)
          {
              /*some stuff that handles animation*/
          }
          else
          {
              saveHeadRotation = head.transform.localEulerAngles;
          }
      }
  
      void LateUpdate()
      {
          if (isLocalPlayer)
          {
              head.transform.localEulerAngles = new Vector3(-cameraController.xRotation, 0, -cameraController.yRotation);
          }
          else
          {
              head.transform.localEulerAngles = saveHeadRotation;
          }
      }

Here i suppose that the update order on non-owner clients is the same as on owner client and follows the "Updates -> Animations -> LateUpdates". To override the animation on non-owner clients, I save the rotation of the bone and reassign it after the animation. Since this doesn't work, i guess there is a problem in the way I think and what I assume of Mirror.

Can anyone help me understand the way Mirror works with animations... and eventually help me fix my problem ?

Thanks a lot.

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