coherence doesn't replicate Animator state, but its parameters. Latency can create scenarios where different clients reproduce different animations. Take this into account when working with Animator Controllers that require precise timings.
Unity Animator's parameters are bindable out of the box, with the exception of triggers.
Triggers
Triggers can be invoked over the network using commands and events. Here's an example where we inform networked clients that we have played a jump animation:
using UnityEngine;
using Coherence.Toolkit;
using System.Collections.Generic;
public class JumpController : MonoBehaviour
{
static List<CoherenceSync> instances = new List<CoherenceSync>();
CoherenceSync coherenceSync;
Animator animator;
void Awake()
{
coherenceSync = GetComponent<CoherenceSync>();
animator = GetComponent<Animator>();
}
void OnEnable()
{
instances.Add(coherenceSync);
}
void OnDisable()
{
instances.Remove(coherenceSync);
}
void Update()
{
if (!coherenceSync.isSimulated)
{
return;
}
if (Input.GetKeyDown(KeyCode.Space))
{
MakePlayerJump();
}
}
void MakePlayerJump()
{
animator.SetTrigger("Jump");
// TODO move your character up
NotifyJumpOverNetwork(coherenceSync);
}
// bind to this method via the Bindings window
public void PlayJumpAnimation(CoherenceSync target)
{
var animator = target.GetComponent<Animator>();
animator.SetTrigger("Jump");
}
void NotifyJumpOverNetwork(CoherenceSync whoJumped)
{
foreach (var s in instances)
{
if (!s || s == whoJumped)
{
continue;
}
s.SendCommand("JumpController.PlayJumpAnimation", whoJumped);
}
}
}
Since we don't have support for events yet, here we use command broadcasting and entity references to notify other clients about our entity performing a jump.
Now, bind to PlayJumpAnimator.
Speed and Pose parameters are available bindings on CoherenceSync