Make NetworkTransform and NetworkAnimator share a packet and update cycle #656
Closed
Ovahlord
started this conversation in
Feature Request
Replies: 1 comment
-
They already do share the same packet if modified at the same time. The update cycle is also relatively the same long as the interpolation values are identical. |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
-
So I've been doing some character movement related things recently and I stumbled across a slightly inconvenient issue:
When using the Animator and Animation Events (for example one when playing the landing animation when hitting the ground), the NetworkTransform may be still behind position-wise.
How is this a problem?
When spawning objects locally via animation event and you're in need of an up-to-date transform position, you may end up with a position that is behind, causing us having to deal with unreliable data.
Here is an example:
2024-04-22.18-59-34.mp4
As you can see on the large screen, the other client is jumping and suposed to spawn a particle system at the foot of the characters (transform.position) when landing, since the landing fires an Animation Event also via NetworkAnimator, you can clearly see the consequences of having two network components not synchronizing at the same time: the particles spawn mid air on another player's client because the animator triggers the event already while the network transform still has work to do.
So my request would be implementing a synchronization mode that allows linking NetworkTransform and NetworkAnimator to synchronize their timings better.
Beta Was this translation helpful? Give feedback.
All reactions