Syncing animation states over the network

Alright let me rewrite this because I’ve been killing myself over this problem for the last 48 hours

I just cannot find an answer anywhere, I’ve spent hours on youtube looking at unity networking, I’ve look through the documentation on mecanim, I’ve rewritten code countless times.

All I want to do is have x number of clients connect to a server, choose a team out of 2 possible teams, have them spawn in a random location on their side and initiate character animations based on the player states

So far I’ve managed to do everything up to the character animations. Everything else is working perfect.

So I choose a side and I’m spawned in the world with my character model in the T state humanoid form. (Image attached)

I can verify that I am able to track character state changes via Debug.Log monitoring the animation state manager stored in an integer, the integer is replicated to other players via a networkView RPC call

in the RPC function the states are checked if for example the active state is walking is true mecanim should be changing the animation to the walking animation but it doesn’t.

It just stands there with the current T state humanoid form. Nothing I do changes it’s animation. It’s stuck. I’ve tried pushing an RPC call via Input.GetKey but nothing changes.

I’m out of ideas. I’ve read somewhere try OnSerializeNetworkView which I did to no avail.
I’ve tried two Network views, practically everything I could think of… No go.

Out of ideas. Don’t know where to turn, I know its possible because I’ve found unity games with working mecanim animations but no examples of how to get it to work.

What do I need to do to fix it? What steps should one take to get animations working over a network?

1869806--120247--errorState.PNG

Oh. I’ve tried the exact same animations on single player and they work correctly.

If the player is instantiated on the network and an animation is set to play via setbool the animation does not work. I do not know why…

I can also verify that the boolean names are correct eg. isWalking matches the bool parameters name “isWalking” in the animator.