How to sync animator bools
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Hello everybody im using bools and im using photon animator view, it doesnt sync perfectly because the animation will be delayed to other players and it doesnt need to be delayed, my settings: https://imgur.com/a/zHf0L8p https://imgur.com/iBYKEir
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Help?0
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Hi,
What kind of delay do you experience, is it under second or more?
Bye,
Jean0 -
@jeanfabre The delay is about 1 second, which is not what i want.0
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Hello?0
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Hello anyone? please i really need help...0
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Hi,
I don't think there is a problem with the synchronization of the animator values themselves, but rather a problem of delay in the animation itself, is your Animator transition setup to be instant? if not, then even if you raise a bool that triggers a transition, yet that transition is set to wait for the current animto finish you'll have delay.
can you double check this?
https://gamedev.stackexchange.com/questions/98554/in-unity-why-do-my-animator-states-wait-until-the-end-of-each-animation-to-chan
Bye
Jean0 -
@jeanfabre Tried doing that, will test later to see if there is delays or no0
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@jeanfabre There is still a delay in photon animator view, i disabled exit time, made both transition 0 and there is still a delay with photon animator view0
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Hi,
is the delay the same or shorter now?
Bye,
Jean0 -
@jeanfabre shorter0
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@jeanfabre its shorter but the delay is unwanted0
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Hi,
unfortunatly, that delay is down to the network speed. there is nothing much we can do. There are some technics for lag compensation but it's for physics, however you could have a read, maybe this would help.
https://doc.photonengine.com/en-us/pun/v2/gameplay/lagcompensation
if your game is a relying on a true replication between client, we suggest looking for our other solution called Quantum, which provides a true deterministic solution that guarantees the same experience on every client:
https://www.photonengine.com/quantum
Bye,
Jean0 -
@jeanfabre Hi, How does quantum work the exact same way as pun v2?0
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Hi,
It doesn't, it's a totally different approach, but the advantages is that you have a deterministic client execution, all clients will have the exact same experience, no delays or drifts in positions, or any of similar issues you get with regular network solutions.
Bye,
Jean0 -
@jeanfabre So i can still use the same project of my game using pun v2 with quantum0
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Hi,
nop, it's a totally different structure and coding system, it's basically a totally different project to deal with, you can only port graphics, audio, materials and models basically.
Bye,
Jean0 -
@jeanfabre also the link of the lag compensation is of rigidbodys and im using animator0
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Hi,
The lag compensation is a mathematical concept and can be applied to any fluctuating value so you could apply lag compensation, but it means creating a custom observable component to synchronize your character.
Bye,
Jean0