The character movement and animations aren't perfectly synched for remote players. When the player comes in for a stop , the character keeps moving for a moment but the animation has already stopped.
The CharacterTransformMonitor does a little extrapolation based on Velocity and Lag, then a little interpolation applying the calculated position to the character. This is so the character moves smoothly and you don't get jittery movement.
While the CharacterAnimationMonitor applies the animations parameters immediately. My theory is that this results in the animation not being fully synchronised with the movement.
If this is what is happening, it might be outside the scope of the PUN Multiplayer asset to handle this.
But, I was wondering, if I might be missing something and this is just my setup? I have played with interpolation to get it as snappy as possible. But I still get some slip.
If it is a limitation, do you have any suggestions on how to make it better? I was thinking to try and implement a synchronsiation mechanism between the transform movement and animation movement parameters (Obviously don't want to slow down shooting/reload/etc).
I am not using root motion. I tried turning it on, but it did not make it better.
The CharacterTransformMonitor does a little extrapolation based on Velocity and Lag, then a little interpolation applying the calculated position to the character. This is so the character moves smoothly and you don't get jittery movement.
While the CharacterAnimationMonitor applies the animations parameters immediately. My theory is that this results in the animation not being fully synchronised with the movement.
If this is what is happening, it might be outside the scope of the PUN Multiplayer asset to handle this.
But, I was wondering, if I might be missing something and this is just my setup? I have played with interpolation to get it as snappy as possible. But I still get some slip.
If it is a limitation, do you have any suggestions on how to make it better? I was thinking to try and implement a synchronsiation mechanism between the transform movement and animation movement parameters (Obviously don't want to slow down shooting/reload/etc).
I am not using root motion. I tried turning it on, but it did not make it better.
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