In Part 3 of the series, we dive into implementing animations in a server-authoritative multiplayer setup using Unity and the Kinematic Character Controller.
You’ll learn how to:
Sync player animations (like idle, run, and jump) across server and clients
Ensure animations are driven by authoritative movement data
Avoid animation glitches and desyncs in a networked environment
Keep animations smooth for both the local player and remote clients
This step is crucial to making your multiplayer characters feel alive and responsive—without sacrificing server authority or prediction accuracy.
🔧 Tools used:
Unity (LTS)
Kinematic Character Controller (Free)
Netcode for GameObjects
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Unity Multiplayer Kinematic Character Controller | Part 3 – Server-Authoritative Animations | NatokHD