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17 changes: 10 additions & 7 deletions com.unity.netcode.gameobjects/Components/NetworkAnimator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,12 @@ private void FlushMessages()
}
m_SendParameterUpdates.Clear();

foreach (var sendEntry in m_SendAnimationUpdates)
{
m_NetworkAnimator.SendAnimStateClientRpc(sendEntry.AnimationMessage, sendEntry.ClientRpcParams);
}
m_SendAnimationUpdates.Clear();

foreach (var sendEntry in m_SendTriggerUpdates)
{
m_NetworkAnimator.SendAnimTriggerClientRpc(sendEntry.AnimationTriggerMessage, sendEntry.ClientRpcParams);
Expand Down Expand Up @@ -781,12 +787,11 @@ private unsafe void SendParametersUpdateServerRpc(ParametersUpdateMessage parame
return;
}
UpdateParameters(parametersUpdate);
if (NetworkManager.ConnectedClientsIds.Count - 2 > 0)
if (NetworkManager.ConnectedClientsIds.Count - 1 > 0)
{
m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
m_ClientSendList.Remove(NetworkManager.ServerClientId);
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersUpdate, m_ClientRpcParams);
}
Expand Down Expand Up @@ -824,12 +829,11 @@ private unsafe void SendAnimStateServerRpc(AnimationMessage animSnapshot, Server
return;
}
UpdateAnimationState(animSnapshot);
if (NetworkManager.ConnectedClientsIds.Count - 2 > 0)
if (NetworkManager.ConnectedClientsIds.Count - 1 > 0)
{
m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
m_ClientSendList.Remove(NetworkManager.ServerClientId);
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
m_NetworkAnimatorStateChangeHandler.SendAnimationUpdate(animSnapshot, m_ClientRpcParams);
}
Expand All @@ -840,7 +844,7 @@ private unsafe void SendAnimStateServerRpc(AnimationMessage animSnapshot, Server
/// Internally-called RPC client receiving function to update some animation state on a client
/// </summary>
[ClientRpc]
private unsafe void SendAnimStateClientRpc(AnimationMessage animSnapshot, ClientRpcParams clientRpcParams = default)
internal unsafe void SendAnimStateClientRpc(AnimationMessage animSnapshot, ClientRpcParams clientRpcParams = default)
{
if (IsServer)
{
Expand Down Expand Up @@ -873,12 +877,11 @@ private void SendAnimTriggerServerRpc(AnimationTriggerMessage animationTriggerMe
// trigger the animation locally on the server...
m_Animator.SetBool(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);

if (NetworkManager.ConnectedClientsIds.Count - 2 > 0)
if (NetworkManager.ConnectedClientsIds.Count - 1 > 0)
{
m_ClientSendList.Clear();
m_ClientSendList.AddRange(NetworkManager.ConnectedClientsIds);
m_ClientSendList.Remove(serverRpcParams.Receive.SenderClientId);
m_ClientSendList.Remove(NetworkManager.ServerClientId);
m_ClientRpcParams.Send.TargetClientIds = m_ClientSendList;
m_NetworkAnimatorStateChangeHandler.SendTriggerUpdate(animationTriggerMessage, m_ClientRpcParams);
}
Expand Down