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Question by BloodMarked · Jan 31, 2018 at 01:28 PM · animatornetworkbug-perhapsbug report

[possible Bug] NetworkAnimator only synchronizes first animation layer

when using the NetworkAnimator to synchonize my Animator, only the first Animation Layer is Synchronized. which is a bit awkard because i use the second layer for walking animations.

am i missing something / is only one layer supported or is this a bug?

thers no mention of layers in the Manual / ScriptingApi.

furthermore, can i replicate the NetworkAnimator behaviour for the second layer in a script?

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Answer by BloodMarked · Jan 31, 2018 at 05:19 PM

this is the custom script i made to synchronize animation layers via network. there you can select which layer to synchronize or add more layers.


any recommendations for optimizations etc hugely appreciated

 using System.Collections;
 using UnityEngine;
 using UnityEngine.Networking;
 
 public class simpleNetworkTester : NetworkBehaviour {
 
     Animator anim;
 
     [SyncVar (hook = "OnServerVarUpdate")] 
     float XPos = 0f;
     [SyncVar]
     int animStateHash;
     [SyncVar]
     float animStateTime;
 
     void Start(){
         anim = GetComponent<Animator> ();
     }
 
     void Update () {
         if (!isLocalPlayer)
             return;    //only do input and logic on the own player
 
         Vector3 newPos = transform.position;
         newPos.x += Input.GetAxis ("Horizontal")*.1f;
         transform.position = newPos;
 
         AnimatorStateInfo animSI = anim.GetCurrentAnimatorStateInfo (0);
 
         CmdUpdateServerVars (newPos.x, animSI.fullPathHash, animSI.normalizedTime);
     }
 
     void OnServerVarUpdate(float newValue){
         if (isLocalPlayer)
             return;    //do not apply changes on own player

         Vector3 syncPos = transform.position;
         syncPos.x = newValue;
         transform.position = syncPos;    
  
         anim.Play (animStateHash, 0, animStateTime);
     }
 
     [Command(channel = 1)] //send it through the default unreliable channel
     void CmdUpdateServerVars(float newXPos, int _animStateHash, float _animStateTime){
         XPos = newXPos;
         animStateHash = _animStateHash;
         animStateTime = _animStateTime;
     }
 }
 




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