Looking through docs regarding the animation state machine/etc., doesn't look like any of this supports network synchronization?
If server were to diverge from client, how should I enforce animations/skeleton updates on the client?
As an example, I have my camera relative to an actor's "Bip01 Look" joint.
I calculate where the player is aiming by accessing camera orientation, so it's important that the skeleton matches up.
Otherwise if I override the camera orientation for 1 frame, it'd diverge again next frame since the skeleton ain't in sync.
Which is why Server would have to override and enforce animation/skeleton stuff.
Also good to keep animations in sync.
Any tips welcome, hard to find much info on this or the animation core system.
Re: Synchronization of Animations across network
#2Is it possible to somehow synchronize animations between players, I tried to do something similar, but in the end the player using the animation just occasionally twitches and nothing more, thanks in advance for the answer.
Re: Synchronization of Animations across network
#3To have animations/etc. in sync would require a substantial amount of changes to the system (which I have done) specifically timers
You will quite large divergences with how they have it setup rn.
Full animation sync is very heavy bandwidth wise.
You will quite large divergences with how they have it setup rn.
Full animation sync is very heavy bandwidth wise.
Re: Synchronization of Animations across network
#4Thank you for asking, now I have the answer ! ))
Last edited by PhilCampbell on Fri Mar 26, 2021 7:44 am, edited 2 times in total.