Animations

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.

Guard, Walk, MovX and MovY parameters available on CoherenceSync as variables

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:

Now, bind the PlayJumpAnimator method as a command.

PlayJumpAnimation command

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