Avatar Masks - remote animations not masked at all
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Hello,
I am working on a first person demo that uses mecanim animations. I have a single Avatar Mask assigned to my animation controller. The Avatar Mask targets the characters head, and I am using the orientation from a mobile device to position the character's head, but it seems the Avatar Mask is just not there for some reason. If I disable the Animator manually in the editor for a clone, it's head will animate/move as expected.
Has anyone run into this issue? Am I missing something really basic??
I am assuming that an Avatar Mask associated with an animation layer will be instantiated with a prefab when PhotonNetwork.Instatiate() is called. Is this correct?
Thanks!
I am working on a first person demo that uses mecanim animations. I have a single Avatar Mask assigned to my animation controller. The Avatar Mask targets the characters head, and I am using the orientation from a mobile device to position the character's head, but it seems the Avatar Mask is just not there for some reason. If I disable the Animator manually in the editor for a clone, it's head will animate/move as expected.
Has anyone run into this issue? Am I missing something really basic??
I am assuming that an Avatar Mask associated with an animation layer will be instantiated with a prefab when PhotonNetwork.Instatiate() is called. Is this correct?
Thanks!
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