Animations are looping for other players.
I'm trying to create basic sit animation for players and i'm using 2 animation bools for that. Here is my code:
private void Update() { if (!PV.IsMine) return; if (can_sit) { if (Input.GetKeyDown(KeyCode.F) && !is_sitting) { is_sitting = true; sit_object.GetComponent<sit_point>().off_object(); transform.position = sit_transform.position; transform.rotation = sit_transform.rotation; animator.SetBool("Sit", true); animator.SetBool("StandUp", false); } else if (Input.GetKeyDown(KeyCode.F) && is_sitting) { StartCoroutine(w8_for_is_sitting()); animator.SetBool("StandUp", true); animator.SetBool("Sit", false); transform.position = sit_transform.position; transform.rotation = sit_transform.rotation; sit_object.GetComponent<sit_point>().on_object(); } } }
Here is the video that shows my problem:
As you can see in the video, my player can sit down and stand up but for other players, "Sit" and "StandUp" animations staying true so animations are looping. How can i fix that? I'm also using Photon Animator View and they are sync anims.
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