So question is very simple, how to sync animation rigging over the network? I know that I must set animator triggers with rpc calls, but I can’t handle animation rigging that way or I don’t know something. Any suggestions?
hi, did you find any solution?
Hi @XeLLLeR , what do you mean by sync animation rigging ? Are you already using the ClientNetworkAnimator script?
using Unity.Netcode.Components;
public class ClientNetworkAnimator : NetworkAnimator
{
protected override bool OnIsServerAuthoritative()
{
return false; //allows the client to send animations data over the network
}
}
You probably need to rebuild the Rig for all clients. I will try this solution and post the result here
i have the code
rigbuilder.Build();
the rigged anims still dont synch,
i also have client networktransform components on the constrained and source objecs,still doesnt work
anyone found a solution for this yet,
i found a solution, from an idea i got from code monkey, apart from attaching networktransform to the ik targets also you need to change the rig layer weights with a networkvariable
i still have some problems setting it up you around for a quick chat im lose to fixing it i just think im missing somthing
I still have the same issues. What should I do in the following video my character animations does not sync. I do animations on two animators, one of them is a rigcontroller and used animation rigging. Both of the objects have clientAnimatorTransform component. Should I add networkObject for all the bones?
@PaoloAbela
subscribe to your networkvariable onvaluechanged, when u need to change the weights change its value instead then update the rig weights in the onvaluechanged delegate
you don need a network object n client network transform on the camera, just set it to player when the player spawns
Thank you very much! The problem I was having got fixed.
thank you bro, you saved me so much time



