local Players = game:GetService("Players")
local function onCharacterAdded(character)
-- Get animator on humanoid
local humanoid = character:WaitForChild("Humanoid")
local animator = humanoid:WaitForChild("Animator")
-- Stop all animation tracks
for _, playingTrack in pairs(animator:GetPlayingAnimationTracks()) do
playingTrack:Stop(0)
end
local animateScript = character:WaitForChild("Animate")
animateScript.run.RunAnim.AnimationId = "rbxassetid://12909454732"
animateScript.walk.WalkAnim.AnimationId = "rbxassetid://12909454732"
--animateScript.jump.JumpAnim.AnimationId = "rbxassetid://"
animateScript.idle.Animation1.AnimationId = "rbxassetid://12908517075"
--animateScript.idle.Animation2.AnimationId = "rbxassetid://"
--animateScript.fall.FallAnim.AnimationId = "rbxassetid://"
--animateScript.swim.Swim.AnimationId = "rbxassetid://"
--animateScript.swimidle.SwimIdle.AnimationId = "rbxassetid://"
--animateScript.climb.ClimbAnim.AnimationId = "rbxassetid://"
end
local function onPlayerAdded(player)
player.CharacterAppearanceLoaded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)
So as you can see I have a basic script that changes the player walk and rest animation. As it were, in Roblox Studio I have everything working.
But as soon as I go into the mode itself, the animations just don’t work. What’s the problem? The script global is in serverscriptstorage.
For the animations you used, if you made them, in the animation editor under the three dots, you will see something called “AnimationPriority”
Normally, for anything like tools or any other animation like crouching, you’d want to set it to “Action.” However, for custom movement animations, you’re going to want to set it to “Movement.”
If they are your own custom animations, then check the animation priority. It can be changed from the animation editor or from a script, but since you’d already be that far into checking it, then just change it there and republish the animation. If you overwrite the asset (which is recommended), you won’t have to switch out the asset ID, but if you publish it as an entirely new animation asset, you will have to change the ID
I’ve seen some other people have the same problem, and I think it might be a bug. Try reverting the version of the animation to a version before 2023 or create a new animation.