coherence only replicates animation parameters, not state. 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. Here's an example where we inform networked clients that we have played a jump animation:
usingUnityEngine;usingCoherence;usingCoherence.Toolkit;usingSystem.Collections.Generic;publicclassJumpController:MonoBehaviour{CoherenceSync coherenceSync;Animator animator;voidAwake() { coherenceSync =GetComponent<CoherenceSync>(); animator =GetComponent<Animator>(); }voidUpdate() {if (!coherenceSync.isSimulated) {return; }if (Input.GetKeyDown(KeyCode.Space)) {MakePlayerJump(); } }voidMakePlayerJump() {coherenceSync.SendCommand<JumpController>(nameof(PlayJumpAnimation),MessageTarget.All, coherenceSync); } // bind to this method via the Bindings windowpublicvoidPlayJumpAnimation(CoherenceSync jumpSync) {animator.SetTrigger("Jump"); }}