Commit f98e7a2
fix: client authoritative NetworkAnimator skips sending to 2nd player when in server mode (#2127)
co-authored-by: Vadim Tsvetkov
co-authored-by: Andrei Soprachev
* fix: animator syncronization for >2 clients
* fix: remove redundant rpc call when host
* test
This includes coverage for running in server mode only as well as validates the fix where a second client will receive updates.
co-authored-by: Noel Stephens - Unity
* fix
Fixed some additional issues with trigger synchronization.
Removed the bool from ProcessAnimationMessageQueue as it was no longer needed.
* fix
This is a new approach to synchronizing transitions with late joining players without having to actually set the associated conditional trigger. By building a small list of all states and then building a quick lookup table, we can just synchronize the "transition state" which for late joining clients is a cross fade between the start and destination state. We synchronize the normalized time (where it was in the transition on the server side when the client connected) of the transition this way as well. Now, we just synchronize states (which some can be transition states).
* test
increased number of clients
Fixed issue where the late joining client was not being shutdown at the end of the LateJoinSynchronizationTest.
* update
NetworkAnimator uses ISerializationCallbackReceiver to build its transition to states table for late joining client synchronization when a transition is ocurring.
Co-authored-by: Vadim Tsvetkov <florius0@ninsar.pro>
Co-authored-by: Andrei Soprachev <soprachev@mail.ru>
Co-authored-by: Unity Netcode CI <74025435+netcode-ci-service@users.noreply.github.com>1 parent adc6432 commit f98e7a2
5 files changed
Lines changed: 582 additions & 115 deletions
File tree
- com.unity.netcode.gameobjects
- Components
- testproject/Assets/Tests
- Manual/NetworkAnimatorTests
- Runtime/Animation
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