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Question Is Root Motion Animation possible using Netcode?

Discussion in 'Netcode for GameObjects' started by SamohtVII, Apr 25, 2023.

  1. SamohtVII

    SamohtVII

    Joined:
    Jun 30, 2014
    Posts:
    368
    I have made a character controller using root motion animations from Mixamo.
    It's a very basic scene and animation but my NetworkAnimator and NetworkObject aren't working. The character on the network stays in place and just rotates. No animations play.

    I can't find much information on root motion and syncing animations across the network. Not at least with introducing input lag and other negative quality of life changes.

    Have I gone down the wrong path here with root motion and networked gameobjects?

    I am making a hyper competitive shooter so I will need very accurate hitboxes. Do I need to change from root motion? I can't really see how root motion and regular animations differ in implementation.

    If someone can explain what the difference is and why and maybe a solution I would appreciate it.
    It's early in dev so scraping root motion isn't the end of the world I just like how it feels better.

    It seems I need the server to say to all players, "Play the animation for this player" (Is that right?) which would obviously cause an input delay of RTT which I couldn't possibly handle.

    Thanks
     
  2. codeBatt

    codeBatt

    Joined:
    Feb 12, 2020
    Posts:
    40
    I have the same questions, for some reason I guess, my characters can not shoot them in the proper poses. have you come up with any solution?