MirrorNetworking / MirrorNetworking/Mirror
Possible Animator Bug
Nobody has claimed this yet.
- Dominant language
- C#
- Stars
- 6.3k
- Forks
- 870
- PR merge metrics
- No merged PRs in 30d
Description
Describe the bug
Animations were not syncing....
How to reproduce the issue, step by step
Tell us EXACTLY how to reproduce the issue.
-stateHash was always syncing as 0. I was able to discover what fixed it though...
We will 100% look into every bug report. but if you aren't around and we can't figure out how to reproduce your bug then we can't fix your bug.
Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):
- OS: Windows
- Build target: Windows
- Unity version: 2021.1.10f1
- Mirror branch: master
Additional context
I didn't look at the code long enough to understand how it works to know if this is a bug or just something weird in my project, just know that everything started to work after switched it from != to == everything worked synced nicely, guessing it only applies to .Play transitions.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the report on Windows with Unity 2021.1.10f1 and the master branch, focusing on Animator stateHash synchronization during Play transitions. Trace why stateHash remains 0 and compare the reported != and == behavior. Done means animations synchronize correctly without requiring the workaround.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- game-dev, networking
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100