From client, on Streaming Enabled place, if you play a looped animation on Player1 when Player1 is not streamed to Player2 (away), then bring Player1 to Player2, Player2 can’t see Player1’s animation. But if I go to SERVER view, I can see Player1’s animation which proves replication to server is successful but automatic replication to other players is broken. But in studio if you repeat this in the same session, second try will work so the bug probably only happens like for once then in second try it seems normal (in live game it always happen). I made this conclusion after 10 testings. I also tried playing old versions of the game (in past there was no problem) but they have the same bug. The bug is pretty new like it’s happening for 2 WEEKS that means it was NOT happening before. It affected all guns and motorcycles in my game.
Looping through all descendants and setting network ownership
Removing ragdolls, head movement and anything else that does Humanoid:ApplyDescription()
I tried playing the looped animation on the server rather than client, the issue is still same. The problem is that server doesn’t replicate it to other players.
I tested by deleting ALL scripts and it still happened so this bug is definitely from roblox’s end. The only way it worked was turning off the StreamingEnabled. At this point, even roblox’s own idle animations don’t replicate. I don’t know why no one else reported this bug for weeks. So I will quit the further effort and I will find a temporary fix for this. But I think roblox should fix this asap because literally everything animation-wise is broken and so annoying.
Yep! Can vouch, I’ve run into this issue on my end as well.
I use custom characters in my game (characters that start their lifecycle owned by the server, and in extension, all animation logic handled on the server.) When the player takes control of their assigned character, if there was any animations playing inside of the Character’s animator at the time of streaming in, they do not replicate. This also extends to characters who aren’t controllable.
I’m surprised no one else has replied to this issue thus far.
I’m working on fixing this issue in my own project, I would honestly suggest using a replication proxy using Instances. Use collection service to mark characters as entities, and include a folder for animation instances. Once I finalize my system, I will update you here.
Hi, thanks for your report. We’re not able to repro this on our end. Would you be able to send us a small repro place that demonstrates the behavior you see in Studio ?
Hey gamer. This seems to be an issue with the replication model. I made a repro file showcasing this issue. If an animation is loaded, and subsequently played on an avatar BEFORE entering replication range of a player, or if a player loads in after an animation is loaded and played on an entity, the animation will not replicate to the player.
This repro is as bare bones as I could get it, I turned character autoloads OFF, a default rig is inside the workspace and on runtime a walk animation is loaded to it and played. When the player joins, they are assigned ownership of the character, but doesn’t receive any of it’s animations. This can be seen in the output log, the server says “1 animation is playing” while the client says “0 animations are playing.” Switch between the server and client view to see the difference, and peep the output log.
Thanks Aiden for your reply and repro case. That does indeed reproduce on our end. We’re not sure it relates to the issue initially reported for characters streaming in however.
We’ll reply when we have identified the root cause and a fix.
I said it’s about streaming because the bug didn’t occur in my case when player is always streamed or streaming is completely disabled. Maybe it’s caused by the problem aiden mentions.
Hi, thank you for the report. We’ve found and fixed the issue. With it, the animation plays locally on client and the above repro file outputs 1 animations are playing on the client.