x


Animations via network

Good day, I am busy with a simple adventure game, and I am working on the online animations. The movement and positions is working fine, but the character does not walk (animate) on the partner's screen. Now I know accurate animations can eat bandwidth, and in my case it is not critical. My question is how to get the animations to work via network. I have asked in the forum, with no concrete answers here. In fact I cannot find ONE tutorial on how to transmit ANIMATIONS via network. not movement and positions,but ANIMATIONS.

If someone could help me I will really appreciate it.

Best regards,

more ▼

asked Apr 29, 2013 at 11:09 AM

Jakesie gravatar image

Jakesie
1 6 7 8

What I plan to do in my game is to just stream an int.

1 = forward walk. 2 = backwards walk. 3 = idle.

Etc.

And then play the appropiate animations based on the received int.

Apr 29, 2013 at 12:35 PM OrangeLightning

@OrangeLightning Please convert your comment to an answer, as it answers the question perfectly :)

May 22, 2013 at 01:47 AM Benproductions1

Actually, he didn't answer the question, He merely stated how he plan to do it. Remember, for us indie folks, "stream an int" means nothing if you don't know how to do it. If there is no form of guide, for example say "place this or that in your networking script", I/we are just as lost as in the beginning. Yes, I know there is documentation, and I have read through most of it, but some of us just do tjis as a hobby, with limited knowledge, and learns more by examples than by documentation ;)

I appreciate the answer, though. It gives me a new direction on my search for answers.

Thanks,

Jakes

May 22, 2013 at 06:10 AM Jakesie

The docs do provide plenty of examples at times.

May 22, 2013 at 11:51 AM OrangeLightning
(comments are locked)
10|3000 characters needed characters left

1 answer: sort voted first
 enum animations { idle, forward, backwards };
 
 @RPC
 function NetworkAnimate (anim:int) {
     switch (anim) {
         case animations.idle:
             animation.Play("idle");
             break;
         case animations.forward:
             animation.Play("forward");
             break;
         case animations.backwards :
             animation.Play("backwards");
             break;
     }

When you want to call an animation, you need to call :

 networkView.RPC("NetworkAnimate", RPCMode.All, 0); 

to play idle for example.

more ▼

answered May 22, 2013 at 07:21 AM

KiraSensei gravatar image

KiraSensei
3.4k 93 95 108

Thank you for this example. I had a different approach where I tried to sync the State names.. Didn't really work. But with Integers it works really nice.

Nov 27, 2013 at 06:34 PM apple92

Glad I could help someone, the person who asked the question never answered to me :)

Nov 27, 2013 at 10:50 PM KiraSensei
(comments are locked)
10|3000 characters needed characters left
Your answer
toggle preview:

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this question

By Email:

Once you sign in you will be able to subscribe for any updates here

By RSS:

Answers

Answers and Comments

Topics:

x1469
x351

asked: Apr 29, 2013 at 11:09 AM

Seen: 853 times

Last Updated: Nov 27, 2013 at 10:50 PM