At the moment the bug we are attempting to fix is the following -
(Player 1) can see their own animations but can’t see the animations of (player 2). If (player 2) unsheaths their weapon in front of (player 1). What’s weird is if (player 2) joins the game and unsheaths it before (player 1) joins, it lets (player 1) see their own animations as well as (player 2’s) animations but doesn’t let (player 2) see (player 1’s) animations because they would have to unsheath I front of them.}
In case you don’t know, here is what some of the following words mean in this context-
Unsheath: When a player pulls out their weapon from it’s resting position to prepare to attack
Sheath: When a player puts the weapon back into the resting position such as (at the side or on the back)
Photo of the Bug below (the player named cheetahvenomstrike unsheathed in front of me which caused me, not to be able to see the animation) The animation that should be playing is the one shown by (Chris_Burton)
Here is a side view of what the animation should look like
Solutions we have tried
- Setting all the animations in action priority
- Having the animations present on the server side and replicating them to the client and server with that instance
- Inserting the Animation into where you need the script, not using
Instance.new("Animation") - inputting the physical animation instance and then in the LocalScript, we did
Humanoid:WaitForChild("Animator"):LoadAnimation(anim)sinceHumanoid:LoadAnimation(anim)is deprecated.
Image of the weapon in explorer

