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Question by oomeroo1999 · Jun 29, 2019 at 11:05 AM · animationmultiplayeranimatormultiplayer-networkingapi

Multiplayer - Host's animation stops but client's doesn't.

Hi. Here is my Update code:

     private void Update()
     {
         if(Input.GetAxis("Vertical") != 0.0f || Input.GetAxis("Horizontal") != 0.0f)
         {
             float translation = Input.GetAxis("Vertical") * speed;
             float rotation = Input.GetAxis("Horizontal") * rotationSpeed;
 
             translation *= Time.deltaTime * 4;
             rotation *= Time.deltaTime * 4;
 
             string msg = "CMOV|" + translation.ToString() + "|" + rotation.ToString() + "|" + client.number;
             client.Send(msg);
         }
         if (Input.GetAxis("Vertical") == 0.0f)
         {
             kontrol = true;
             stopWalking = true;
         }
         else
         {
             stopWalking = false;
             sended = false;
         }
 
         if (stopWalking && kontrol && !sended)
         {
             client.Send("CMOV|0|0|" + client.number);
             kontrol = false;
             sended = true;
         }
     }
 





And here is the Walk function that both host and client calls:

     public void Walk(float translation, float rotation, int who)
     {
         if (who == 1)
         {
             if(translation != 0)
             {
                 animator1.speed = 1;
                 animator1.SetBool("Walk", true);
                 player1.transform.Translate(0, 0, translation);
             }
             else if(rotation == 0)
             {
                 animator1.speed = 0;
                 animator1.SetBool("Walk", false);
             }
 
             if (rotation != 0)
                 player1.transform.Rotate(0, rotation, 0);
         }
         if (who == 2)
         {
             if (translation != 0)
             {
                 animator2.speed = 1;
                 animator2.SetBool("Walk", true);
                 player2.transform.Translate(0, 0, translation);
             }
             else if(rotation == 0)
             {
                 animator2.speed = 0;
                 animator2.SetBool("Walk", false);
             }
 
             if (rotation != 0)
                 player2.transform.Rotate(0, rotation, 0);
         }
     }
 



When I'm playing on host, there is no problem. Animation plays when I walk and stops when I stop.

But when I play the client, when I stop, there is like %50 chance it stops the animation. It's the same code, why are their reactions different ?

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