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SDK 1.2
SDK 1.2
  • Welcome
  • Overview
    • How does coherence work?
    • Rooms, Worlds and Lobbies
    • Features and Roadmap
  • Learn
    • Beginner's guide to networking
    • Package samples
    • 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
    • Campfire project
      • Game mechanics
      • Leveraging object pooling
      • Remote interactions: Chairs
      • Remote interactions: Trees
      • A unique object with complex state
      • Custom instantiation and destruction
      • Running a server-side NPC
      • Playing audio and particles
      • A simple text chat
    • How to network [genre]…
      • Racing
      • Turn-based
      • First-Person Shooter
      • MMO
      • Fighting
    • Video tutorials
  • Get started
    • Install coherence
    • Scene Setup
      • Sample UIs
    • Prefab setup: CoherenceSync
    • Local Development
      • Local Testing via Player Builds
      • Local Testing via Unity's Multiplayer Play Mode (MPPM)
      • Local Testing via ParrelSync
    • coherence Cloud
      • Create a free account
      • Deploy a Replication Server
      • Share builds
  • coherence SDK for Unity
    • Upgrade Guide
      • Upgrade 1.1 -> 1.2
      • Upgrade 1.0 -> 1.1
      • Upgrade 0.10 -> 1.0
      • Upgrade 0.9 -> 0.10
    • Components
      • CoherenceSync
      • CoherenceBridge
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • Order of execution
    • Asset Management
      • Using CoherenceSyncConfig to instantiate GameObjects locally
    • Networking State Changes
      • Supported types
      • Messaging with Commands
      • Syncing child GameObjects
      • Parenting network entities
        • Direct child CoherenceSyncs
        • Deeply-nested CoherenceSyncs
        • Nesting Prefabs at Edit time
      • Animation
      • CoherenceSync references
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Creating your own syncable member
      • Custom Component Actions
    • Baking (code generation)
    • Scene Management
    • Authority
      • Authority transfer
      • Server-authoritative setup
    • Lifetime
      • Persistence
      • Uniqueness
      • Example – a global counter
    • Optimization
      • Simulation Frequency
      • Areas of Interest
      • Level of Detail (LOD)
    • Profiling
    • Interpolation
    • Rigid Bodies
    • Settings
    • Simulation Frame
    • Replication Server
    • Simulators
      • Scripting: Client vs Simulator
      • Local Development
      • World Simulators
      • Room Simulators
      • Simulator Slugs
      • Multi-Room Simulators
      • Build and Publish
      • Command-line arguments
      • Load Balancing
    • Client-Hosting
    • Client Connections
    • Rollback Networking Support
    • World Origin Shifting
    • Offline gameplay
    • CLI
    • Code Stripping
    • Version Control Integration
  • Hosting & Cloud
  • coherence Cloud
    • Developer Portal
    • Dashboard
    • Worlds
    • Rooms
    • Lobbies
    • Game Services
      • Account
      • Key-Value Store
    • Using coherence Cloud in Unity
      • Worlds
      • Rooms
      • Lobbies
      • Game Services
        • Authentication Service (Player Accounts)
        • Key-value store
  • Schema explained
    • Overview
    • Specification
    • Field settings
    • Archetypes
  • coherence API reference
  • Additional resources
    • Community
    • Continuous Integration
    • Unreal Engine Support
    • WebGL Support
    • Peer-to-Peer Support (P2P)
    • Glossary
  • Credit cost & pricing
  • Known Issues and Troubleshooting
  • Release Notes
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  • Multiple AnimatorControllers
  • Triggers

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  1. coherence SDK for Unity
  2. Networking State Changes

Animation

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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.

Multiple AnimatorControllers

While coherence doesn't officially support working with multiple AnimatorControllers, there's a way to work around it. As long as the parameters you want to network are shared among the AnimatorControllers you want to use, they will get networked. Parameters need to have the same type and name. Using the example above, any AnimatorController featuring a Boolean Walk parameter is compatible, and can be switched.

Triggers

using UnityEngine;
using Coherence;
using Coherence.Toolkit;

public class JumpController : MonoBehaviour
{
    CoherenceSync coherenceSync;
    Animator animator;

    void Awake()
    {
        coherenceSync = GetComponent<CoherenceSync>();
        animator = GetComponent<Animator>();
    }

    void Update()
    {
        if (!coherenceSync.HasInputAuthority)
        {
            return;
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            MakePlayerJump();
        }
    }

    void MakePlayerJump()
    {
        coherenceSync.SendCommand<JumpController>(nameof(PlayJumpAnimation), MessageTarget.All, coherenceSync);
    }

    // bind to this method via the Bindings window
    public void PlayJumpAnimation(CoherenceSync jumpSync)
    {
        animator.SetTrigger("Jump");
    }
}

Triggers can be invoked over the network using . Here's an example where we inform networked Clients that we have played a jump animation:

Now, bind the PlayJumpAnimator method as a .

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