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Animation syncronization for first person shooters - How?

Discussion in 'Animation' started by Redux, Jan 18, 2014.

  1. Redux

    Redux

    Joined:
    Nov 10, 2011
    Posts:
    141
    I'm interested in how games typically tackle the issue of synchronizing animation between clients for first person shooters. Or just random thoughts on the topic.

    I worked on an FPS title a while back, and the biggest problem I encountered, by far, was synchronizing the animation state over the network. I'm curious about strategies that are used to accomplish this, as well as the downsides they may have.

    The first thing that comes to mind is to explicitly send the animation state of the local client to all other clients, thus ensuring a reasonable synchronization. This is probably used in plenty of real world situations. I don't know of the pitfalls here.

    What other options can you guys think of? And how would you personally approach them in the unity environment if that applies to your strategy?

    Thanks in advance.
     
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