Using the same scene as in the previous lesson, we now take a look at another way to make Clients communicate: Network Commands. Network Commands are like sending direct messages to objects, instead of syncing the value of a variable.
WASD or Left stick: Move character
Hold Shift or Shoulder button left: Run
Spacebar or Joypad button down: Jump
Q or D-pad up: Wave
Building on top of previous examples, let's now focus on two key player actions. Press Space to jump, or Q to wave. For both of these actions to play their animation, we need to send a command over the network to call Animator.SetTrigger()
on the other Client.
Like before, select the player Prefab located in the /Prefabs/Characters
folder, and browse its Hierarchy until you find the child GameObject called Workman.
Open the coherence Configure window on the Methods tab:
You can see how the method Animator.SetTrigger(string)
has been marked as a Network Command. Once this is done, it is possible to invoke it over the network.
You can find the code doing so in the Wave
class (located in /Scripts/Player/Wave.cs
):
With this simple line of code, we're asking to:
Find a recipient to the command that is of the class Animator
.
Invoke a method called Animator.SetTrigger
.
Do so only for network entities other than the one with authority (MessageTarget.Other
).
Pass the string "Wave"
as the first parameter (which is the name of the animation trigger parameter).
Because we don't invoke this on the one with authority, you will notice that just before invoking the Network Command, we also call SetTrigger
locally in the usual way:
An alternative to avoid this would have been to pass MessageTarget.All
to CoherenceSync.SendCommand()
.
In this example we used Network Commands to trigger a transition in an animation state machine, but they can be used to call any instantaneous behavior that has to be replicated over the network. As an example of this, it is also used in the Persistence lesson to change a number in a UI element across all Clients.