Skip to content

NetworkAnimator not sending state to clients on connection #2056

Closed
@fernando-cortez

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

  1. Host a game where the host's player contains a NetworkAnimator, as well as an Animator component.
  2. Transition to a new state on the host player.
  3. Have a client join host.
  4. 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

If applicable, add screenshots to help explain your problem.

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

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Assignees

No one assigned

    Labels

    priority:highThis issue has high priority and we are focusing to resolve itstat:importedStatus - Issue is tracked internally at Unitytype:bugBug Report

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions