In this code, the animator is synced just when i jump, for example, if i jump while i run, when i touch the ground, the animation is stuck on Running.: I am using Unity Standard Assets Characters. Code 1: Code (CSharp): Animator animator; NetworkAnimator networkAnimator; void Start() { animator = GetComponent<Animator>(); networkAnimator = GetComponent<NetworkAnimator>(); networkAnimator.SetParameterAutoSend(0, true); } void Update() { if (isLocalPlayer) { float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); float vertical = CrossPlatformInputManager.GetAxis("Vertical"); float animSpeed = Mathf.Abs(vertical); float strafeSpeed = Mathf.Abs(horizontal); Animations(animSpeed, strafeSpeed); } } FPS Controller: Code (CSharp): private void Update() { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); animator.SetBool("IsJumping", m_Jump); //Animation } if (m_Jump) { animator.SetBool("IsGrounded", false); //Animation } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); animator.SetBool("IsGrounded", true); //Animation m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } if(!m_CharacterController.isGrounded) { animator.SetBool("IsGrounded", false); //Animation } m_PreviouslyGrounded = m_CharacterController.isGrounded; } Image: P.S. this problem is after i made the animations on Jump, before the jump animations, this worked fine.