I'm a bit confused about the functionality and purpose between the Animator component and the NetworkAnimator. From my understanding since the debut of 5.0, the NetworkAnimator was simply responsible for relaying the state of the Animator's parameters across the network. ...and that's how I've been using it to date. However, with the recent addition to the Animator of .SetTrigger I've switched from using booleans to trigger certain Animator states to using triggers. Therein lies my problem/confusion. Everything works properly up until the point of needing to synchronize triggers over the network. My speed parameter determines if the player is idle, walking, or running. Via script I modify it (on the client that has authority) using Animator.SetFloat(). This works just fine. On all other clients the animation is synchronized. However, when I use Animator.SetTrigger() for attacks, the animation is not synchronized. The animation occurs on the client, but it does not happen on the server or on other clients. I've looked into using NetworkAnimator.SetTrigger(). This DOES synchronize the proper animation to the server and other clients. However, it's a bit wonky. It's as is the animation starts, and then a few frames into it, it resets and starts again.