ðķNetwork - Unity SDK
Synchronise the Kinetix emotes for your players with our server agnostic solution.
How it works
When you play an animation, the event KinetixCore.Animation.OnAnimationStartOnLocalPlayerAnimator will be fired.
It allows you to use a callback to then pass the ID of the emote played to your network layer, and, using a RPC or a Sync Variable, to trigger the animation on the KinetixCharacterComponentRemote (see below).
For more information about the whole strategy, you can visit Kinanim (Emote streaming) and Emote networking & caching.
Network Implementation
On Remote Player Join
Once a remote peer connects in your same room or is already connected in the room, you can register them by giving their peer network IDs as argument, and their animator:
Then get and store the automatically added KinetixCharacterComponent
On Remote Player Leave
Once a remote peer disconnect in your same room, you can unregister them by giving in argument their peer network ID.
On Local Player Leave
Once a the local peer disconnect of the room, you can unregister all remote peers.
KCC Local vs Remote
We differenciate 2 types of KinetixCharacterComponent: Local and Remote. It's today mostly for semantics, as a Remote KCC will have the same capabilities as the Local one, but represents a Remote Peer.
Integration's exemples
Photon PUNPhoton FusionLast updated