Hi, I am using the NetworkAnimator component to synchronise enemy actions in my game including attacks. The enemy behaviour is implemented via animator transitions, so for example an enemy may follow up an attack if parameters are met such as the distance from the player being below a threshold and if the attack can currently follow up.
The parameters are definitely only set on the server, I've checked every instance of SetBool/SetFloat and it is guarded by a check for if the code is runniing on the server. However, occasionally attacks play on the client while not playing on the server. I'm not sure if this is due to network lag as there may be a slight delay in updating the parameters or something I haven't configured in the NetworkAnimator settings
Are there any changes I can make to the settings or alternatives to the NetworkAnimator to mitigate this? Thanks