Animations of characters : idle and walking

Hello, I try to make a little multiplayer project with a character and his animations (idle and walk).
But i didnt see anywhere a simple solution.

I know how to make a server with Unity Network and join it.
I know also how to sync positions and rotations wih a network view wich observe the player script with a stream inside (onserialize)

But, how to sync animations of the characters ?
I dont want to use an rpc because its a regular information, is it the best solution ?
I did this test : if (charactercontroller.velocity.z > 0) { transform.animation.crossfade(“walk”) } but it doesnt work.
Maybe we cant check the controller with several prefabs.
Is it a good idea to put a variable wich represents the animation in the stream ?


Here is is my code attached to the prefab and observed in network view.
There is another code to setup the server or join it and instantiate this prefab.
(i let some test lines commented) :

using UnityEngine;
using System.Collections;

public class persoScript : MonoBehaviour {

CharacterController control;
private float mooveSpeed = 2f;
private float rotSpeed = 150f;
private Vector3 vectorMoove = Vector3.zero;

private Vector3 correctPlayerPos;
private Quaternion correctPlayerRot;

//private int animState = 0;
//private int animStateRec = 0;

void Start () {

control = transform.GetComponent();

}//Start

void Update () {

if (networkView.isMine)
{
InputMovement();
}

else
{

transform.position = Vector3.Lerp(transform.position, this.correctPlayerPos, Time.deltaTime * mooveSpeed);
transform.rotation = Quaternion.Lerp(transform.rotation, this.correctPlayerRot, Time.deltaTime * rotSpeed);

if (this.control.velocity.z !=0)
{
transform.animation.CrossFade(“walk”); // IT DOESNT WORK
}
// else { transform.animation.CrossFade(“idle”); }

}

Debug.Log (this.control.velocity.z);

}//Update

void InputMovement()
{
transform.Rotate(0, Input.GetAxis(“Horizontal”)rotSpeedTime.deltaTime, 0);

Vector3 vectorMoove = new Vector3(0,-0.1f,Input.GetAxis(“Vertical”)mooveSpeedTime.deltaTime);
//vectorMoove = transform.forward * Input.GetAxis(“Vertical”)mooveSpeedTime.deltaTime;

vectorMoove = transform.TransformDirection(vectorMoove);
control.Move (vectorMoove);

if (Input.GetAxis(“Vertical”) !=0)
{
transform.animation.CrossFade(“walk”);
//animState = 1;
}
else
{
transform.animation.CrossFade(“idle”);
//animState = 0;
}
}//InputMov()

void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
{
if (stream.isWriting)
{
Vector3 pos = transform.position;
Quaternion rot = transform.rotation;
stream.Serialize(ref pos);
stream.Serialize(ref rot);
// stream.Serialize(ref animState);
}
else
{
Vector3 posReceive = Vector3.zero;
Quaternion rotReceive = Quaternion.identity;

stream.Serialize(ref posReceive);
stream.Serialize(ref rotReceive);

// stream.Serialize(ref animStateRec);
this.correctPlayerPos = posReceive;
this.correctPlayerRot = rotReceive;
//this.animStateRec = animStateRec;
}
}//Onserialize()

}//class

If this help: I am using animation name in the stream (almost exactly like your commented lines in OnSerializeNetworkView) and looks working well togheter with position and rotation.

Hello thanks for your reply.
Yeah it seems to work, putting the animation in the stream. I pass the info with an int.
But there is a little problem : the character observed does the animation well but continues to moove without walking due to lerp function.
Hmm should i change the lerp factor or… ?