i have a runservice connection like this:
runs = game:GetService("RunService").RenderStepped:Connect(function()
if hum.MoveDirection.Magnitude <= 0 and StyleEquip and not blocking and not isDodging.Value then
idletrack:Play()
midletrack:Stop()
elseif hum.MoveDirection.Magnitude > 0 and StyleEquip or isDodging.Value or blocking then
idletrack:Stop()
midletrack:Play()
end
end)
for whatever the reason is… even if the tracks are played locally, the animation played is replicated to all clients as far as I am concerned.
My question is, can a runservice connection like this make server throttle due to let’s say some people decide to be funny and start to do some jittery walking movement?
If yes… how do I replace the idle animation in a more efficient way? (currently, the style idle animation overlaps the core one, but could I replace the idle animation in ‘Animate’ local script without much issues?)