coherence-animation-networking

Synchronizes Unity Animator triggers, parameters, and layer weights across coherence networked clients.

Updated Jul 8, 2026
One-click install
npx skills add https://github.com/cmitchellVFS/Scrabble --skill coherence-animation-networking-cmitchellvfs
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: coherence-animation-networking
Source: https://github.com/cmitchellVFS/Scrabble/tree/main/.claude/skills/coherence-animation-networking
Command: npx skills add https://github.com/cmitchellVFS/Scrabble --skill coherence-animation-networking-cmitchellvfs

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Networked animations in coherence often break in predictable ways: triggers fire locally but remotes stay still, late joiners see characters in T-pose, animator parameters desync, and complex humanoids hit the 32-field schema limit. This Skill provides the correct patterns for each failure mode. ## Core Features & Use Cases - Trigger networking via Command: Broadcast one-shot Animator triggers with SendCommand and MessageTarget.Other so remotes play the action without late joiners replaying it. - Persistent state via [Sync] properties: Sync bools, floats, ints, and layer weights using property getter/setter pairs that map directly to Animator parameters, so late joiners receive correct current state. - Schema sharding past 32 fields: Split locomotion, combat, and emote parameters into sibling MonoBehaviours, each with its own 32-field budget. - Use Case: A player jumps in your multiplayer game but remote clients never see the animation. Apply Pattern 1 to route the trigger through a coherence Command, then sync the resulting grounded state as a [Sync] bool. ## Quick Start Ask the AI to fix a networked Animator trigger that fires locally but does not play on remote clients in a coherence project.

Frequently Asked Questions about coherence-animation-networking

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I sync Animator triggers in coherence multiplayer?▼

Sync Animator triggers by calling SetTrigger locally on the authority and broadcasting a coherence Command with MessageTarget.Other so remotes call SetTrigger too. Triggers are one-shot events, so late joiners correctly do not replay them.

How do I fix late joiners seeing characters in T-pose?▼

Late joiners in T-pose means persistent animator state was never synced. Sync bools, floats, and ints as [Sync] properties that read and write Animator parameters directly, so joining clients receive the current values and their animator transitions naturally.

What is the 32-field limit in coherence schema components?▼

A CoherenceSync schema component holds at most 32 synced fields. For complex humanoids, split parameters into multiple sibling MonoBehaviours on the same prefab, grouped by concern such as locomotion, combat, and emotes, each getting its own 32-field budget.

Should I use [Sync] bool or Command for animation events?▼

Use a Command for one-shot events like a jump trigger, and [Sync] for persistent state like IsGrounded or IsDead. A [Sync] bool toggled for one frame is an anti-pattern; a trigger that late joiners must observe should be modeled as persistent synced state.

Can coherence sync IK or ragdoll animations?▼

Coherence cannot cleanly sync IK positions or ragdoll results as fields. Instead, sync the inputs (look targets, death impulse via Command) and let each client compute IK or run the ragdoll simulation locally and deterministically.

Why do synced animator parameters desync after adding new [Sync] fields?▼

Adding or removing [Sync] fields requires re-baking the coherence schema. Code that compiles will still misbehave at runtime against a stale schema, so always re-bake after changing synced field declarations.