fix: NetworkAnimator delay/desync on host's own character observed by clients - #1062
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…tead of one entry per tick
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FirstGearGames
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Sep 2, 2026
- Fixed ZigZagDecode improperly decoding values in IL2CPP with specific backing CPP libraries. - Fixed Scene object expecting prefab ID (#1032). - Fixed eliminated or significantly reduced wobble in local reconcile resimulations on server-authoritative objects. - Fixed NetworkAnimator delay/desync on host owned object, observed by clients (#1062). - Fixed NetworkCollider/2D tick comparison error (#1041). - Fixed prefab objects generator cannot include folders with spaces in the path (#1045). - Fixed large writers pooling incorrectly, causing them to not be re-used (#1054). - Fixed LiteNetLib wrong data length after BasePacketLayer modification (#1064). - Fixed NetworkTrigger2D by uncommenting entire file. - Fixed nested NetworkObjects not spawning recursively when spawned via OnStartServer of their parent. - Fixed SyncType values being reset to default before OnStopServer as clientHost (#1036). - Fixed disconnecting clients not being cleared on Transport shutdown (#1044). - Fixed Quaternion ScaleToFloat helper math, cause of marginal rotational errors (#1067). - Fixed loading scenes by path not loading the scene for clients under certain conditions (#1060). - Obsoleted SceneLookupData.Name in favor of SceneLookupData.FullName. - Added NetworkBehaviour.ToString null safety (#1046). - Added Unity 6.5 scene handle change support (#1052 / #1051 merge). - Added Unity 6.5 GetEntityId/GetInstanceId support. - Added NetworkCollider2D use PhysicsScene2D.OverlapCollider as a fallback (#1042). - Added NetworkCollider/2D.RemoveEnteredCollider. - Added NetworkCollider/2D InvokeStayOnEnter. - Added NetworkAnimator channel option - under Beta menu, Animator Channel (#1039).
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Problem
Clients observing the host's own character saw its animation lag noticeably behind its position, host moves, animation catches up later. Only affected the host, client-to-client stayed in sync.
Fix
_fromServerBuffer drains one entry per tick in TimeManager_OnPreTick. The host's own data bypasses the ClientAuthoritativeUpdate buffer cap and sends on every OnPostTick, so a burst can enqueue faster than the fixed drain rate and the client falls behind. Changed it to drain the full backlog per tick instead of one entry. AnimatorUpdated diffs against last-sent values so applying several entries back-to-back loses nothing, including triggers and layer states.
2026-08-08.mp4