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How to solve animator.Play() problem using Mirror Network for Unity?
To create a network game in my project, I used the Mirror Network, and I ran into one problem:
There is a character on the stage with a shooting animation, which is activated through:
Added all the necessary components to the player, as per the documentation:
... and everything works fine, in addition to the shooting animation:
When the shooting button is pressed, a shot animation will be performed, but if this animation does not reach the end (if it does not end), then the animation of the next shot will not be performed.
But if you let the animation end, then the next time the shot is fired, the animation is done normally.
More clear in this video: https://youtu.be/J-RHqiQzUIo
But for the client, if he looks at himself, then everything works well.
anim.Play("Fire", 0, 0f);
So the problem is in synchronizing the two clients, but by twisting the values, looking for information on the Internet, I did not achieve anything.
If something is not clear or you have ideas, please ask.
Thank you.
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