Animations are fine in studio, but choppy in game

Here is what it looks like in studio:


Here is what it looks like in game:

I don’t know why this is happening, can anyone help me?

Please do not ask people to write entire scripts or design entire systems for you. If you can’t answer the three questions above, you should probably pick a different category.

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Sometimes for some random reason scripts might work better in studio than in-game it happened to me quite some times but i don’t think that that’s the case here.

I think it has to do with roblox auto weight animations since alot of bigger games that had alot of animations were also broken like this

Do you have anyway to fix this, since I am using roblox’s default animate script.

Do you have extra lag in your server game that’s not there in the Studio session?
It may not even be a scripting issue with this script, lag might be for a number of reasons.

Also are you sure you published the game before playing since in the studio video i see the hearts gui and in the in-game gui i dont see it

I dont think i do, when i open the console, I see no repetitive prints, or any major issues.

No i mean it’s up to the animations maybe but if it’s not and if lag is the problem you could give us the link to your game and we could see if it’s up to the lag.

Yes, the hearts gui is only shown when on the death screen, it is shown in the first clip because i am using the client. Also i do publish it each time i need to test something.

(1) Help Wanted version2 - Roblox

Roblox removed the select animation weight feature so it might be beacuse of that, if it’s not that then i dont know.

I sent the link, can you test it and see if you have any lag?

I think i know what is the problem so basically do you have a pathfinding script?
If you do replace all the wait() with task.wait()

The other thing is, when you are playing in Studio what are your settings at? Studio settings are 21 (or 22 max?), while in game is graphics setting 10 max.
What is your actual graphics setting while you are playing online? Not Automatic, but the actual number.

Yes, but I also use movetofinished:Wait(), does this also need to be changed?

Its the highest I can set it, at 10.

You could try doing that, if it works just let us know.

Yea, I replaced all the wait, but they werent really inside the script, it was more of waiting before the script started, I use movetofinish:wait() as a wait, so it didnt change much.

So here is the explanation of what is happening:

When even smaller lag happens wait() will wait a little bit longer meaning that there will be stops between your NPC moving since his path would not be generated yet.

try publishing and testing, also i really like your game and i hope to see it on the front page in the future, building and everything else is amazing maybe just make it more obvious that when they are in the elevator that they got to start the game manually because i was waiting like 2 minutes thinking it would automaticly start the game.

Do I need to replace hum.MoveToFinished:Wait(), It does not work since i dont use “wait()” inside my pathjfinding script, i use “hum.MoveToFinished:Wait()”, what do I need to replace about this?
Also thank you, I going to make a gui that says press “Start” on the console to begin the game. I made it that way to allow players to begin the game when they are ready.