Animation Replication Overhead

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?)

start the game, and copy player scripts from your starterplayerscripts container and paste it in edit mode then edit your animation ids

issue is, if i do that the idle animation does not change immediately, instead the player has to move again in order for the new idle anim to play

that’s why i did the method with runservice

Shouldn’t cause server throttling.

But you should check if the track is playing before stopping it or playing it.

I’ll trust you on that.

Regarding the if the track is playing check… I did that a moment after I posted this, thank you though.

I won’t give you the solution checkmark just yet though, I want others to let me know what they think.

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