I’m doing some research regarding root motion and multiplayer games. I’ve found out so far that it’s recommended to use animation montages in multiplayer environments but this leads to some problems as far as I understand.
So by using montages, you can replicate the play rate across the network, which makes totally sense for me. But unfortunately there seems to be a big drawback by using this method as you are not able to use montages in a state machine like in this great tutorial here:
My question is if it’s possible to use a setup like the one showed in the video in a multiplayer environment? If not, how would you implement smooth transitions between animations with rm in multiplayer games?
Well as far as the tech goes it does not get better than root motion but until there is a proper movement component as like in the one available for in-place RM is not a good choice when it comes to games requiring networked features like proper error correction and priority replication.
The actual implementation of a root motion based character control is straight forward as what you need as far as direction and speed is built into the animation as another form of a data set so to run it as smooth as possible one would only need to build 8-way blend spaces and wire the blend space to a “make it go” button but with out a RM movement component you would have to do all of the error correction and replication by hand (kind of).