Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by whisker-ship · Mar 19, 2016 at 08:39 AM · animationnetworkingmultiplayersynchronizationonline

Setting function to run on all clients but only work on the player that called it

I'm making a 2D multiplayer game using Unity Networking.

I've read the documentation section about multiplayer and networking. I still cannot figure out how to solve the following problem:

I have this whole function that controls the animator of the player. I want this function to run on all clients when it is called by the player, but I only want it to run on that particular player.

Example: If player 2 presses the key "Z" I want it to appear on all the clients the animation for pressing key "Z" only on the player that called it, which would be player 2.

This is the function that I am using to control the animator:

 void Animation() {
         //walking
         if (movementVector != Vector2.zero && !animator.GetCurrentAnimatorStateInfo(0).IsName("Roll")) {
             animator.SetBool("isWalking", true);
 
             if (movementVector.x == 1 && movementVector.y == 0)
                 GetComponent<SpriteRenderer>().flipX = true;
             else
                 GetComponent<SpriteRenderer>().flipX = false;
 
             animator.SetFloat("horizontal", movementVector.x);
             animator.SetFloat("vertical", movementVector.y);
 
             //rolling
             if (!animator.GetCurrentAnimatorStateInfo(0).IsName("Roll")) {
                 animator.SetBool("roll", Input.GetKeyDown(KeyCode.X));
             }
         }
         else
             animator.SetBool("isWalking", false);
 
         //slash
         if (Input.GetKeyDown(KeyCode.Z)) {
             animator.Play("Slash", 0, 0);
         }
     }



PS: I have tried using the Network Animator component, but it doesn't work like a want it to because I am also using "Flip X" on the sprite renderer.

I hope my explanation made sense, I basically want all the players to have their own animations. The Network Animator component isn't working like I want it to.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Unet Syncing Flashlights 2 Answers

How to correctly set scoring and player naming in agar.io-like mobile network game? 0 Answers

Delay in synchronization in unity3d Unet 0 Answers

Problems syncing players in multiplayer 0 Answers

Network Animator on child gameobjects 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges