Show Sidebar

Bolt Tutorial - Chapter 4

<< Prev Chapter

Animations (Mecanim)

In this chapter we will explain how to replicate animations over the networking using Bolt. There are many ways to do this, even many ways inside Bolt, we are going to look at the default way of replicating mecanim parameter state over the network. This chapter will be rather short, as there is not that much to write about mecanim replication, but it's such an important topic that it deserves its own chapter.

Creating a mecanim asset

The first thing we are going to do is to hook up the Animator Controller for the character we are using, you can find the controller in bolt_tutorial/art/models/sgtBolt/sgtBolt4merged. Drag it into the Controller slot on the sgtBolt4Merged-ModelOnly sub-object on your TutorialPlayer prefab. Also do the following settings:

  1. Disable Root Motion
  2. Set Update Mode to Animate Physics

When the animator controller is connected, open it up on the unity animator editor.

Here you can see the parameters available, for now we are only going to use MoveZ, MoveX and Jump. MoveZ and MoveX are floats and Jump is a trigger. Go to the Window/Bolt Engine/Assets window and open up the TutorialPlayerState we created earlier.

We are going to define three new properties here, called the same thing as the three ones from the mecanim animator we are using.

  • MoveX, Float
  • MoveZ, Float
  • Jump, Trigger

In the settings for each property, switch the mecanim setting from Disabled to Parameter.

There is one more option we need configure, to the right of the Disabled/Parameter/Layer Weight selector for mecanim you also have the option of selecting between Use Animator Methods and Use Bolt Properties.

  • Use Animator Methods means that you want to use the normal SetFloat, SetInteger, etc. methods of mecanim and have Bolt automatically pull the value out.
  • Use Bolt Parameters means that you want to use the Bolt parameters to set the mecanim values and have Bolt apply them to mecanim for you.

You can also configure this state wide at the top in the state specific settings. We are going to select Use Bolt Properties on MoveZ, MoveX and Jump.

We are almost done, it's time to compile Bolt again, go to Assets/Compile Bolt Assets (All) and let Bolt do it's thing. Now open up the TutorialPlayerController.cs script.

We are going to add a new method called AnimatePlayer, its pretty much standard mecanim code where we set a MoveZ parameter to -1 or +1 depending on if we are moving forward/backward and the same with MoveX for left/right.

Inside of the ExecuteCommand function we are going to call our new AnimatePlayer function, we are going to access a very specific property on our command called IsFirstExecution. If this is true that means that this is the first time this command is being executed.

If this is the first time this command executes, we want to apply our animations. You can start the game and run around with our character now, you can choose to just Play As Server or also connect clients if you want.

The last thing we need to do is to pass in the correct animator to Bolt, we will do this inside the Attached callback where we are setting our transform:

We are going to tweak a couple of things before we are done. If you tested the game you will see that our characters animations are super snappy, and it doesn't look that good. On the MoveZ and MoveX properties add a damping of 0.05.

Now you should be able to play, the animations will transition smoother!

Next Chapter >>

 To Document Top