Implementing Action Synchronization with Pass-Through States in Unity Mecanim
Recently, our company launched a casual mini-game, and I handled the animation part, developing a basic yet functional action synchronization solution in the project. It is based on broadcasting states for synchronization, and the principle is not complicated. However, what works best is what fits the needs—this solution is sufficient for most mini-games that are not sensitive to latency, and it can be quickly set up without relying on third-party plugins. Therefore, I would like to share the thought process behind building it.
