ðķNetwork - Unity SDK
Synchronise the Kinetix emotes for your players with our server agnostic solution.
Last updated
Synchronise the Kinetix emotes for your players with our server agnostic solution.
Last updated
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 .
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
Once a remote peer disconnect in your same room, you can unregister them by giving in argument their peer network ID.
Once a the local peer disconnect of the room, you can unregister all remote peers.
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.