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Sync Animation State Unity3D Using RPC C#

Sync Animation State Unity3D Using RPC C#

 

Simple RPC  call to sync animation state, it could be used to send what ever data you wanted to sync eg health, object held by a player ect. I am really not sure if using RPC for animation states is good practice but it will get you going on how to use it.

In my example we have the following

  • void WalkAnimation()
  • void RunAnimation()
  • void SyncAnimation()

 


 

So say I wanted to sync the walk animation animation when I pressed the “W” key I could call it from the function like this

 

if(Input.GetKeyDown(KeyCode.W)) {

//player is walking lets sync the animation
WalkAnimation();
}

if(Input.GetKeyDown(KeyCode.R)) {

//player is running lets sync the animation
RunAnimation();
}

That is a really simple way of implementing it and not really recommended.

networkView.RPC(“SyncAnimation”, RPCMode.All, 0);


networkView.RPC

This tells unity we want to send an RPC


“SyncAnimation”

This is the function we want to send


RPCMode.All

We want to sent it to ALL other networkviews


0

This is the data we are actually sending in this case we are only sending and integer which saves on bandwidth.


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