NetworkAnimator.SetParameterAutoSend, no sync....

Please internet help, i cant figure what i’m doing wrong, i have tried several helpful guides to sync my triggered Animator

The Animator works with the trigger anim.SetTrigger("walk");
but when i try switshing to trigger the networkanimator, nothing happens. No triggering of animation and no sync over network.

This is my “cleaned” OVRplayer script:

using UnityEngine;
using UnityEngine.Networking;
 
[RequireComponent(typeof(CharacterController))]
public class OVRPlayerController_TEST : NetworkBehaviour
{
 
    public GameObject Walk;
 
    // Animator anim;
 
 
    void Start()
    {
       // anim = Walk.GetComponent<Animator>();
    }
 
 
    public override void OnStartLocalPlayer()
    {
        NetworkAnimator netAnim = Walk.GetComponent<NetworkAnimator>();
 
        netAnim.SetParameterAutoSend(0, true);
     
        Walk.GetComponent<NetworkAnimator>().SetParameterAutoSend(0, true);
       
    }
 
    public override void PreStartClient()
    {
 
        NetworkAnimator netAnim = Walk.GetComponent<NetworkAnimator>();
 
        netAnim.SetParameterAutoSend(0, true);
 
        Walk.GetComponent<NetworkAnimator>().SetParameterAutoSend(0, true);
       
    }
 
   
    void Update()
    {
       
               
            if (OVRInput.Get(OVRInput.Button.One))
            {
 
                Walk.GetComponent<NetworkAnimator>().SetTrigger("walk");
 
                //anim.SetTrigger("walk");
        }
 
                                   
        }
    }

alt text

Please help this noob to fullfill my dream of a working Multiplayer “Polygon Nightmare” game FREE for all! :slight_smile:
Polygon Nightmare

Ok. i found out the trigger cant be on a child object. moved everything to root of the “Networkplayer” and added this code sugested from a JP blog: unet-networkanimator

And added this for firing my trigger:

using UnityEngine;
using UnityEngine.Networking;

public class simpleNetworkTester : NetworkBehaviour
{
    Animator m_Animator;
   
    
    void Start()
    {
        m_Animator = GetComponent<Animator>();
    }


    void Update()
    {
        if (!isLocalPlayer)
            return;

        if (Input.GetKeyUp(KeyCode.Space))
        {
            m_Animator.enabled = false;
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            m_Animator.enabled = true;
            m_Animator.SetTrigger("walk");
            CmdWalk();
        }
    }

    [Command]
    void CmdWalk()
    {
        RpcWalk();
    }

    [ClientRpc]
    void RpcWalk()
    {
        
        if (!isLocalPlayer)
        {
            m_Animator.SetTrigger("walk");
        }
    }
}