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Description
Description
I copy paste this OwnerNetworkAnimator script, and find it has issue when the owner is server.
And am using the traditional CS mode, not the DistributedAuthorityMode.
The issue is here NetworkAnimation.cs.

When the server is the owner(and sure it's the host), its SetTrigger will not immediately call InternalSetTrigger() function.
But if it's not the server, then everything goes well, it will immediately trigger(because we override OnIsServerAuthoritative function and IsServerAuthoritative actually the delegate call of it).
From my understanding, the OwnerNetworkAnimator is to make the owner trigger any animation changes immediately, so it should do same for the server = owenr case, and i do believe this is a bug.
Reproduce Steps
I've already explained in Description section.
Actual Outcome
When the owner is the server, its SetTrigger not immedidately triggered in local client.
Expected Outcome
Neither the owner is server or not, it's SetTrigger call should be immediately triggered.
Screenshots
Already posted the screenshot for the code.
Environment
- OS: Windows.
- Unity Version: Unity 6
- Netcode Version: 2.4.4
- Netcode Commit: N/A
- Netcode Topology: Client-Server
Additional Context
N/A