Search Issue Tracker
Fixed in 2017.1.X
Votes
0
Found in
5.6.0b5
Issue ID
886044
Regression
No
Other clients do not receive Network Animator parameter changes until a different animation is played
Steps to reproduce on this project:
1. Download and open the attached project
2. Build for standalone
3. Launch 3 instances
4. Set one to run as server
5. Log in with user provided credentials on the other 2
6. Open inventory with E and P and equip the sword
7. Press Tab to enter combat mode
8. Move next to another player and click on him
Expected result: animation plays on both clients
Actual result: animation plays only on the attacking client
Reproduced on 5.5.3f1, 5.6.0p3, 2017.1.0b2
Notes:
- Animator value gets updated once another animation is played(e.g movement)
- Can be fixed by using [ClientRpc] instead of [TargetRpc] for the animation in PlayerCombatManager.cs, line 97
-Reproduced in both the editor and standalone build
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Add comment