Comments (2)
Hi! I am not familiar with network animator, but probably the problem is that this component sends the information right after the animator is run, but before motion matching, or it simply synchronizes the animator state machine (which is independent from the motion matching system).
For multiplayer, I would suggest either synchronizing the trajectories for the different character controllers and running motion matching locally; or sending the final skeleton transforms after the MotionMatchingSkinnedMeshRenderer is executed.
In any case, I will try to include a solution to integrate this package with unity's net code
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Thank you that will be perfect
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