Description
Description
When clients connect to host, they won't receive a packet containing the state of the host's version of NetworkAnimator. So, if the host's version of an animator has transitioned to a state that isn't the default state, the client won't be aware of that transition and so visual desyncs will naturally occur.
Reproduce Steps
- Host a game where the host's player contains a NetworkAnimator, as well as an Animator component.
- Transition to a new state on the host player.
- Have a client join host.
- Notice that on the client, the host's player is still in the Default state.
Actual Outcome
A client will not receive a state sync packet on connection, so the Animator component on the client is desynced.
Expected Outcome
NetworkAnimator should send Animator state on connection so that clients are synced when joining.
Screenshots
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Environment
- OS: Windows
- Unity Version: 2021.3.3f1
- Netcode Version: 1.0.0
- Netcode Commit: [e.g. https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/commit/fddb7cd920e1db9e49d44846d7121e38f59bd137]
Additional Context
Add any other context about the problem here. Logs, code snippets would be useful here but please also consider attaching a minimal Unity project that reproduces the issue.
Activity