Syncing Inverse Kinematics
Options
Hello,
I am currently making a first person game using Photon and I am using Inverse Kinematics when I pick up a certain item. I have both Animations on my character models as well as Inverse Kinematics. The animations are synced over the network however the Inverse Kinematics only appear locally. I am doing my logic in this function:
I attempted to make the logic inside OnAnimatorIK() go into an RPC however I got plenty of warnings saying that I cannot use SetIKPosition and SetIKRotation outside of OnAnimatorIK(). So my main question is how I can update the position of the hand for all players on the network rather than just for the local player.
Thank you
I am currently making a first person game using Photon and I am using Inverse Kinematics when I pick up a certain item. I have both Animations on my character models as well as Inverse Kinematics. The animations are synced over the network however the Inverse Kinematics only appear locally. I am doing my logic in this function:
void OnAnimatorIK() { if(animator) { if(ikActive) { if (handObj != null) { animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1); animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1); animator.SetIKPosition(AvatarIKGoal.RightHand, handObj.position); animator.SetIKRotation(AvatarIKGoal.RightHand, handObj.rotation); } } else { animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 0); animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 0); } } }
I attempted to make the logic inside OnAnimatorIK() go into an RPC however I got plenty of warnings saying that I cannot use SetIKPosition and SetIKRotation outside of OnAnimatorIK(). So my main question is how I can update the position of the hand for all players on the network rather than just for the local player.
Thank you
0
Comments
-
Okay I solved it no problem1
-
Hi, I have the same problem, how did you solve it?
0