# Synchronized non-local CharacterController's velocity is stuck at the last movement in Unity3D

I have CharacterControllers as players in my multiplayer scene, and they got NetworkTransforms attached, with

• Sync Mode = Sync Character Controller.

When I stop running with my character, my character stops on the other players' screens as well.

I've got MonoBehaviours attached to them, where I control the character's animations based on characterController.velocity.

The problem is this:

The animations won't stop because characterController.velocity is the same as it was when I was running.

This only occurs on non-local characters, because the local player got Local Player Authority checked, so its controller isn't synced from the server but to the server.

Why and how could I fix this? Thanks in advance!

• did you try to send characterController.velocity ? – Seyed Morteza Kamali Feb 13 '19 at 17:08
• Yeah, I could do that, but that's just a workaround, not really an explanation or correct solution :\ – Tudvari Feb 14 '19 at 9:37
• can you update your question and add your scripts and insert gif or video that show the problem. – Seyed Morteza Kamali Feb 14 '19 at 14:05
• can you upload a sample I need it for testing purposes – Seyed Morteza Kamali Feb 14 '19 at 15:48
• Just create a character controller, sync them across the network, log their velocity and see that even if they aren't moving anymore, their velocity stays as it was during moving. – Tudvari Feb 15 '19 at 13:46