networking animation problemmm

Hy guys i’m making an’ online game i’ have make with php the registration and the login and with unity i can register an account and log in it i can create room and play the game but i have a problem i don’t se the animation of the connected player… i’ have no idea because i set when some key are pressed the animation start my player do it but i d’ont se the connected player’ animation and per the connected player animation on his compouter he see his animation but don’t see the mine… sorry for the English

The animation won’t sync automaticly over the network, you need to do that yourself.

Ii know that and for this i open this post… this is the script i have make but i have some problem in my pc the animation of my player work correctly but on the connected player i see automatically played the animation run… this is the code:

var targetController : ThirdPersonController;
public var jumpButton : boolean;
public var verticalInput : float;
public var horizontalInput : float;
public var lastJumpButton : boolean;
public var lastVerticalInput : float;
public var lastHorizontalInput : float;
function Update()
{
	// Sample user input	
	verticalInput = Input.GetAxisRaw("Vertical");
	horizontalInput = Input.GetAxisRaw("Horizontal");
	jumpButton = Input.GetButton("Jump");

	var tmpVal : int = 0;
	if (jumpButton) tmpVal = 1;

	if (verticalInput != lastVerticalInput || horizontalInput != lastHorizontalInput || lastJumpButton != jumpButton) {
		if (networkView != NetworkViewID.unassigned){
			networkView.RPC("SendUserInput", RPCMode.Server, horizontalInput, verticalInput, tmpVal);
	}
	}
	
	lastJumpButton = jumpButton;
	lastVerticalInput = verticalInput;
	lastHorizontalInput = horizontalInput;

	
}


@RPC
function SendUserInput(h : float, v : float, j : int)
{
	targetController.horizontalInput = h;
	targetController.verticalInput = v;
	if (j==1)
	targetController.jumpButton = true;
	else targetController.jumpButton = false;
	if(v == 1  !jumpButton || h == -1  !jumpButton  || v == -1  !jumpButton  || h == 1  !jumpButton ){
	animation.Play("run");
	Debug.Log("corroooooooo");
	}
	if(!h == -1  !v == 1  !v ==-1  !h == 1  !jumpButton){
	animation.Play("idlebattle");
	Debug.Log("idleeeeeeeeeeeeeeeeeeeeeee");
	}
	if (jumpButton){
		animation.Play("attack");
		Debug.Log("sta attaccando");
	}
}

You have to have exactly same player or character which call remote player in the other side. So, whenever real player do something like move or shot or jump etc, then you have to send all required information to the other side as well. In that case, remote character should just follow the instruction that it’s receiving from real player. The definition of required information will totally depend on you.

i have the spawnprefab that spawn 2 same gamo object one called third person clone and the second third person clone remote… you say that when the local player excute a function i must send a message and in an’ other script i must do something??? can you explain me better pls sorry…