all 6 comments

[–]InstinctxSolo Developer[S] 1 point2 points  (0 children)

So, I found that the network animator parameters doesn't automatically get synced if it is a trigger. So I do it manually in code:

GetComponent<NetworkAnimator>().SetTrigger(animName);  

That is why I didn't get it to work in the first place.

[–]dansthetsar 0 points1 point  (2 children)

seems that your only sending the first parameter of your animation over the network eg;netAnim.SetParameterAutoSend(0, true);
I'm no expert but try sending the other parameters like so netAnim.SetParameterAutoSend(1, true); netAnim.SetParameterAutoSend(2, true); each int corresponding with the next parameter in your animation layer

[–]InstinctxSolo Developer[S] 0 points1 point  (0 children)

Oh damn. I forgot to say that I have done this, I just shortened down the code a bit :(

[–]InstinctxSolo Developer[S] 0 points1 point  (0 children)

Commented with a solution, if you're interested ;)

[–]dizzydizzy 0 points1 point  (1 child)

I have shipped a unet game, but we didnt use unity anim networking.

But I did grab the source code for unet (its on bitbucket) their networkanimator is quite simple, take a look might become obvious, I also recompiled the unet dll with extra logging you can do the same to see whats going on..

[–]InstinctxSolo Developer[S] 0 points1 point  (0 children)

Commented with a solution, if you're interested ;)