Server authorative player animations using Animator instance

Currently creating server authorative player animations is not possible (or not easily possible) using the Animator instance.

Currently in my game I have a server sided animation handler for players which removes the animator instance server side when a character is loaded, and then I make animators for every player client sided and do manual animation replication. I then replicate these animations to clients manually, however a limitation of AnimationTrack instances is that you cannot Play an animation at a set TimePosition while also allowing for smooth fade in. This results in choppy looking animations or out of sync animations.

Being able to set a property on an animator to disable client > server replication for played animations would be incredibly useful to ensure exploited clients cannot play a phrone/crouch animation while still having the advantage of full mobility/visibility.

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Something you could do is replicate the animation state of each character to each client, then get the animation to play individually on each client so no client can intercept it and the server controls the animations

I already do this but it has downsides.