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Question by liamunterstrich · Jun 17 at 10:32 AM · animationnetworkingmirror

Mirror Network Animation Issue,Mirror Network Animation plays on other players

Hi, I'm trying to make a multiplayer game in 2D and have the animations work on their own, but when a player walks in and moves, their animation plays on my character as well.

If you don't understand me, here is an explanation: Player1 presses the d key, the animation plays, but so does player2's animation.

Here is the code of the CharacterMovement:,

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using Mirror;
 
     public class PlayerController : NetworkBehaviour
     {
         [SerializeField] public Rigidbody2D theRB;
 
         [SerializeField] public float moveSpeed, jumpForce;
 
         [SerializeField] public Transform groundCheckPoint;
         [SerializeField] public LayerMask whatisGround;
 
         [SerializeField] private bool isGrounded;
 
         [SerializeField] public Animator anim;
 
         [ClientCallback]
 
         // Start is called before the first frame update
         void Start()
         {
 
         }
 
         // Update is called once per frame
         void Update()
         {
 
             theRB.velocity = new Vector2(Input.GetAxisRaw("Horizontal") * moveSpeed, theRB.velocity.y);
 
             isGrounded = Physics2D.OverlapCircle(groundCheckPoint.position, .2f, whatisGround);
 
             if (Input.GetButtonDown("Jump") && isGrounded)
             {
                 theRB.velocity = new Vector2(theRB.velocity.x, jumpForce);
             }
 
             //flip direction
             if (theRB.velocity.x > 0)
             {
                 transform.localScale = Vector3.one;
             }
             else if (theRB.velocity.x < 0)
             {
                 transform.localScale = new Vector3(-1f, 1, 1f);
             }
 
 
             anim.SetFloat("speed", Mathf.Abs(theRB.velocity.x));
             anim.SetBool("isGrounded", isGrounded);
         }
     }

}

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