I’ve been making a 3D fps shooting game.
If you watch each animation after accessing the host(server) and client through Network manager HUD component, you’ll able to find that it’s accurately synchronized.
However, it looks a little bit slower when you see the animation on the server and client upon match-making.
If an opponent is damaged by a grenade, it should rise into the air though.
Those motions are not synchronized well and a shooting display can be seen a little later on the opponent’s view after shooting.
Characters are synchronized by using Network animator component and functions which have [Command] and [ClientRpc] attribute. Please let me know how the animation can be synchronized accurately when the match-making is used.