Network Animator

This allows you to automatically network any parameter value within the Animator. This component needs to be on the same object as an Animator, otherwise it won't work.

It will expose the values within the animator, of which you can toggle on and off in order to choose which to sync and which not to sync.

Beware: This does not automatically sync "triggers". A trigger would have to be called through the NetworkAnimator component, similar to how it is called on a regular animator.

This is how you'd call a trigger:

private NetworkAnimator _netAnimator;

private void DoPunch() {
    _netAnimator.SetTrigger("Punch");
}

The Network Animator also allows for you to control the animations directly through the Network Animator, so you don't need a reference to both the normal Animator as well as the Network Animator. So you can easily handle parameters as well:

private NetworkAnimator _netAnimator;
private RigidBody _playerRigidbody;

private void DoPunch() {
    _netAnimator.SetFloat("Speed", _playerRigidbody.Velocity.magnitude);
    _netAnimator.SetBool("IsMoving", _playerRigidbody.Velocity.magnitude > 0.1f);
    //This can be done for all actions of the Animator. Above is just two examples.
}

Last updated