I'm making a multiplayer but I got stuck at syncing animations. My current player hierarchy is following:
The problem is that Marine object uses IK to aim up/down which means that I use OnAnimatorIK function. In order to use OnAnimatorIK, the Animator component must be attached to the same gameobject as the script using OnAnimationIK. This means I must attach the Animator to the Marine gameobject. If I do this everything works fine (if not trying to Network animations).
Now, if I attach Network Animator to the Player object, animations will not update remotely. When I try to attach the Network Animator to the Marine object, Network Identity component is automatically added too and it can not be removed. If I try to build with Network Identity component attached to Marine object I get error saying "You can only have one Network Identity attached and it must be attached to the root object". This means I should move my Animator component as well as the PlayerIKHandler script to the Player object to get rid of the duplicate Network Identity component.
If I do move the Animator component to the Player object it breaks my animations (model stands in T-pose) and I don't see anything animating even locally.
Clearly I'm doing something wrong I just don't know why. How could I sync animation using animator on child object OR how can I animate the model if the animator component is attached to the Player (just a dummy Capsule with scripts on it).