In a MP configuration, the owner of an avatar sends some information to the authority that is then replicated to the other clients. Obviously the position and aiming/orientation are sent and replicated. But what about the animation state?
Given that a game could have many animation states blending together, I can’t imagine that animation state information is sent, or is it?
And if not, how do the other clients know what animation clips to blend and at what points in their clips?
I looked over the netcode for gameobjects a few months ago and don’t remember seeing anything that addressed animations directly or indirectly.
edit: I came across a video that discussed passing animation state over the network, but that video used a simplistic use case using a single value of +1 (forward), 0 (idle), and -1 (backwards). I am interested to know how others handle animation on replication to clients.