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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.

Postponed

Votes

3

Found in

5.3.4p5

Issue ID

794443

Regression

No

[NetworkAnimator] Only first layer animations are synced through network

Networking

-

Steps to reproduce:

1. Open attached project "NetworkAnimatorMultipleLayers.zip"
2. Build and run project as host
3. In editor, open scene "SceneStart" and run it
4. Notice that idle animation is playing on client and host
5. In build (host) click "Layer0_Walk" button. This will play animation from base/first layer
6. Notice that animation is played on client and host - as expected
7. Now in build (host) click "Layer1_Attack" and notice that this time client doesn't play animation

Reproduced with: 5.3.6p2, 5.4.0p1, 5.5.0a5

Comments (4)

  1. sponger94

    Feb 07, 2018 04:55

    Having the same issue in Unity 2017.2p2. Thats pretty sad that this issue is not resolved for 2 years.

  2. Eagles_rule_der

    Jan 15, 2018 00:54

    I went into the source code in an attempt to manually write a resolution

    As per commit 5.3: Networking / Runtime / NetworkAnimator.cs
    (https://bitbucket.org/Unity-Technologies/networking/src/78ca8544bbf4e87c310ce2a9a3fc33cdad2f9bb1/Runtime/NetworkAnimator.cs?at=5.3)

    CheckAnimStateChanged() lines 118, 120, 131 read only from Layer(0)
    HandleAnimMsg() line 206 plays only on layer(0)

    Finally note, UnityEngine.Networking.NetworkSystem.AnimationMessage doesnt have any allocation for the layer index OR weight, so weight needs to be included in this for layers to work properly

  3. ViniciusSanctus

    Mar 26, 2017 03:21

    I'm having the same issue, only works when the 1st layer is also used, else it just ignores the second layer.

  4. am1goo_41

    Sep 07, 2016 08:30

    This bug not reproduced in 5.4.0p4.
    Maybe you wrong using this feature?
    For trigger animation you nead use Animator.SetTrigger and NetworkAnimator.SetTrigger.
    And maybe your second/third/etc layers has wrong weight?
    In my version all layers via network works good.

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