Hello I have a problem for syncing animations with unity network. My idling and running animations are correctly syncing but not the others and I don't get why. Code (CSharp): using UnityEngine; using UnityEngine.Networking; [RequireComponent(typeof(GestureRecognizer))] [RequireComponent(typeof(Animator))] public class PlayerController : NetworkBehaviour { public float smoothAnimationSpeed = 0.15f; private GestureRecognizer gestureRecognizer; private Animator animator; private float horizontal; private float vertical; void Awake() { gestureRecognizer = GetComponent<GestureRecognizer>(); animator = GetComponent<Animator>(); return; } void Start() { if (isLocalPlayer) { MainCameraBehavior.target = transform; } } void FixedUpdate() { if(!isLocalPlayer) { return; } if (horizontal != 0.0f || vertical != 0.0f) { if (!animator.GetBool("isMoving")) { animator.SetBool("isMoving", true); } animator.SetFloat("horizontal", horizontal, smoothAnimationSpeed, Time.fixedDeltaTime); animator.SetFloat("vertical", vertical, smoothAnimationSpeed, Time.fixedDeltaTime); } else { if (animator.GetBool("isMoving")) { animator.SetBool("isMoving", false); } } if(Input.GetButtonDown("Fire1") && !animator.GetBool("isSpelling")) { animator.SetTrigger("fireball"); } if (Input.GetButtonDown("Fire2") && !animator.GetBool("isSpelling")) { animator.SetTrigger("invisibility"); } if(Input.GetButtonDown("Jump") && !animator.GetBool("isSpelling")) { animator.SetTrigger("protect"); } } void Update () { if (!isLocalPlayer) { return; } horizontal = Input.GetAxis("Horizontal"); vertical = Input.GetAxis("Vertical"); if (Input.GetKeyDown(KeyCode.LeftShift)) { gestureRecognizer.Begin(); } if(Input.GetKeyUp(KeyCode.LeftShift)) { gestureRecognizer.End(); } return; } }