Hi there i’m new to Multiplayer in general and as the title say i’m having some problem telling the other clients what the owner Client is doing to other Clients(Host in this case and vice versa)
This is a video of the problem occurring
Prone Crouch Run Slide and Jump are all perfectly syncronized
Reload Lean Shoot and weapon changing are not and i don’t know what should i do to make it work i’m reading all the documentation now to see i could find some solution or hint in the right direction.
Some (maybe) useful infos:
The IK bones are using a NetworkTransform too
There are no SyncVars by now (i don’t think i need to use them for this case)
I’ve changed Animator to NetworkAnimator in the code where i found i could do that(Mainly a Crossfade,and a Signal)
Yeah i absolutely can share Player setup:
This is the Hierarchy
This is the inspector:
The network animator that’s empty get taken at runtime with a GetComponent that’s a just a [SerializeField] i did to make sure
In most cases IK overrides transform movement, so putting NetworkTransform on the IK bones is probably not helping. You can synchronize animator properties which update IK, or variables you want to use with IK such as look target/rotation.
Thank you so much for the answer i still haven’t solved this specific problem but i think i’m ont he right track also the discord is super friendly helped me understand SyncVar and RPC’s much better
Last time I did IK in multiplayer I literally just sent the IK goals and it looked perfect. EG: if I wanted to twist the hips and look with the arms (such as holding a weapon) I would send the look point from the player and ran the IK from that. Essentially I took what the owner used and sent that to others.
Can you elaborate more on this? I’m a beginner to fishnet and multiplayer and am trying to figure out how to send my head tracking IK bones to other players.