So my player char has some manually driven old school animations that run from the controllerscript based on velocity… so when I networkified the scene, of course they only run locally on the client. PSUEDOCode is like this:
Update()
if(!isPlayer)
if forward velocity pressed
calculate forward velocity
if(forwardVelocity > 0)
animate[forwardanimation].play()
So after reading the docs, I thought making the animation run for that player on other clients should be as simple as creating a command:
[Command]
CmdAnimateForward
{
animate[forwardanimation].play();
}
Works PERFECTLY when the client is moving and I’m viewing him from the host!!! But when driving the host, the animation command for that guy never seems to reach the client and he just skates around!!! Any ideas on what I’m missing here???