Search Issue Tracker
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
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
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Disabled assets in Import Unity Package window aren't tracked but count as being selected by user
- [Windows] Crash on GetManagerFromContext when video is playing and creating High Definition 3D Projects after FMOD failed to switch back to normal output Error appeared
- GC Alloc produced when adding items to MultiColumnListView with Auto Assign Binding
- Mouse and Pointer Events are called incorrectly in ScrollView with XRUIInputModule
- Scene view freezes when "NullReferenceException" is thrown in a .delayCall
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.
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
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.
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.