Describe the bug
Of the 4 parameters that can be synced on an animator (Float, Int, Bool, Trigger), Trigger is the only one that does not get synced via a network connection.
To Reproduce
Steps to reproduce the behavior:
- Create a player prefab with the following components:
NetworkObject, Animator, NetworkAnimator, and a generic Player script.
- Create an Animator Controller inside your project. Add just a trigger parameter.
- Assign this Animator Controller to your player prefab's Animator's "Controller" field.
- The NetworkAnimator component should display this trigger field with an empty checkbox. Make sure it is checked on (presumably to make sure it syncs over the network).
- Create a GameObject with a
NetworkManager component inside your scene. Add the Player prefab to the list of NetworkPrefabs.
- Inside the player script, include a way to toggle on/off the trigger if you are the local player (ie.
NetworkBehaviour's IsLocalPlayer). Set/reset the animator's trigger with Animator.SetTrigger(..) & Animator.ResetTrigger(..).
- You should be able to run a game locally as a host and notice that your local animator's trigger's parameter is modified.
- However, if you create a build and do this while in a networked game, you'll find that the networked player's animator is never altered.
Expected behavior
If the trigger parameter is displayed under the NetworkAnimator component with a checkmark next to it toggled on, I would assume that triggers are networked from clients->host & vice-versa.
Screenshots

Environment (please complete the following information):
- OS: Windows 10.
- Unity Version: e.g. 2020.2.0f1.
- MLAPI Version: release/0.1.0
Describe the bug
Of the 4 parameters that can be synced on an animator (Float, Int, Bool, Trigger), Trigger is the only one that does not get synced via a network connection.
To Reproduce
Steps to reproduce the behavior:
NetworkObject,Animator,NetworkAnimator, and a generic Player script.NetworkManagercomponent inside your scene. Add the Player prefab to the list ofNetworkPrefabs.NetworkBehaviour'sIsLocalPlayer). Set/reset the animator's trigger withAnimator.SetTrigger(..)&Animator.ResetTrigger(..).Expected behavior
If the trigger parameter is displayed under the
NetworkAnimatorcomponent with a checkmark next to it toggled on, I would assume that triggers are networked from clients->host & vice-versa.Screenshots

Environment (please complete the following information):