Root Motion in Multiplayer Games - How to?

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).