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.

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:

using UnityEngine;
using Coherence;
using Coherence.Toolkit;
using System.Collections.Generic;

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");
    }
}

Now, bind to the PlayJumpAnimator.

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