Unity Issue Tracker - Network Animator does not sync FixedTransition/Transition Time properly when using SetTrigger
Closed
MTTB-1412
Network Animator does not sync FixedTransition/Transition Time properly when using SetTrigger
Package: Multiplayer Netcode for GameObjects
Won't Fix
2.4.X
2.2.X
There are no fixes planned for this Bug
Reproduction steps:
1. Open the attached “IN-105445.zip” project
2. Open the “MainScene” Scene
3. Enter Play mode
4. Input any name and click “Create” (to create a session)
5. Open the “Multiplayer Play Mode” Window (Window > Multiplayer > Multiplayer Play Mode)
6. Activate Player 2 by clicking the checkmark next to it
7. Join the previously created session
8. In the first Player Window click the “Z” button on the keyboard
9. Observe the animation on the second Player Window
Expected result: The animation smoothly transitions on both Players sessions
Actual result: The session on the client (second Player) plays animation instantly, without respecting the configured transition duration
Reproducible with: 2.2.0, 2.4.3 (6000.0.53f1, 6000.1.11f1, 6000.2.0b9, 6000.3.0a1)
Couldn’t test with: 2022.3.63f1 (Multiplayer Play Mode not supported)
Reproducible on: Windows 11
Not reproducible on: no other environment tested
The main issue is that the Network Animator does not syncs properly and other clients don't see the transition specified on the animation layer "Slash" when using SetTrigger
Project also includes 2 non-bugged versions of the same call to this animation. This can be observed by pressing “X” which uses the CrossFade function with the same transition time specified in the transition from "Any State" to "Slash" (0.1f). By pressing “C” it calls a RPC on other clients to run the "Slash" animation, this also works properly with the animation included
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