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SDK 1.0
SDK 1.0
  • Welcome
  • Overview
    • What is coherence?
    • How does coherence work?
    • Rooms and Worlds
    • Features and Roadmap
    • Release Notes
    • Known Issues and Troubleshooting
  • Learning coherence
    • Beginner's Guide to Networking Games
    • First Steps tutorial
      • 1. Basic syncing
        • 1.2. Animation parameters
        • 1.3. Sending commands
      • 2. Physics / Authority transfer
      • 3. Areas of interest
      • 4. Parenting entities
      • 5. Complex hierarchies
      • 6. Persistence
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      • Game mechanics
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      • A unique object with complex state
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  • coherence SDK for Unity
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  • Topics covered
  • In this scene
  • How it's set up

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  1. Learning coherence
  2. First Steps tutorial
  3. 1. Basic syncing

1.2. Animation parameters

Last updated 1 year ago

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Using the same scene as in the , let's see how to easily sync animation over the network.

Key controls

  • WASD or Left stick: Move character

  • Hold Shift or Shoulder button left: Run

  • Spacebar or Joypad button down: Jump

Topics covered

| Bindings

In this scene

We haven't mentioned it before, but the character Prefab does a lot more than just syncing its position and rotation.

When you move around, you will notice that animation is also replicated across Clients. This is done via synced Animator parameters (and Network Commands, but we cover these in the ).

Very much like in the example about position and rotation, just sending these across the network allows us to synchronize the animation state, making it look like network-instantiated Prefabs on other Clients (the other players) are performing the same actions.

How it's set up

Open the player Prefab located in the /Prefabs/Characters folder. Browse its Hierarchy until you find the child GameObject called Workman. You will notice it has an Animator component.

Select this GameObject and open the Animator window.

As is usually the case, animation is controlled by a few Animator parameters of different types (int, bool, float).

Make sure to keep the GameObject with the Animator component selected, and open the coherence Configure window:

You will see that a group of animation parameters are being synced. It's that simple: just checking them will start sending the values across, once the game starts.

There is only one piece missing: animation Triggers. We use one to trigger the transition to the Jump state.

Did you notice that we are able to configure bindings even if this particular GameObject doesn't have a CoherenceSync component on it? This is done via the one attached to the root of the player Prefab. These parameters on child GameObjects are what we call deep bindings. Learn more in the lesson, or on .

Since Triggers are not a variable holding a value that changes over time, but rather an action that happens instantaneously, we will see how to sync them in the using Network Commands.

Complex hierarchies
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The parameter MoveSpeed makes the player transition from the Idle state to Running.
The Animator controller of the player.