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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
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      • A unique object with complex state
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      • A simple text chat
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      • Racing
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  • 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
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  • coherence SDK for Unity
    • Upgrade Guide
      • Upgrade 1.1 -> 1.2
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    • Components
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      • Using CoherenceSyncConfig to instantiate GameObjects locally
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      • Supported types
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        • Direct child CoherenceSyncs
        • Deeply-nested CoherenceSyncs
        • Nesting Prefabs at Edit time
      • Animation
      • CoherenceSync references
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
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      • Custom Component Actions
    • Baking (code generation)
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      • Server-authoritative setup
    • Lifetime
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      • Example – a global counter
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        • Authentication Service (Player Accounts)
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  • Schema explained
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  • coherence API reference
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  • How it's set up

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  1. Learn
  2. First Steps tutorial
  3. 1. Basic syncing

1.2. Animation parameters

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

| Bindings

  • WASD or Left stick: Move character

  • Hold Shift or Shoulder button left: Run

  • Spacebar or Joypad button down: Jump

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 keep animation states in sync, making it look like network-instantiated Prefabs on other Clients 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, etc.).

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, just like other regular public properties.

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 can't just enable in the Config window like with other animator parameters. 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.