I’ve consistently had problems attempting to get this method to work properly. I would LOVE to use it as its shown and described through examples and on the off chance it works the first time. I would prefer not to use the deprecated method of AnimationTrack.KeyFrameReached
, as we never know when it might just break.
Things I have tried before they are mentioned:
- Reupload animation
- Check for whitespace in event names
- Redo event names
- Bind the events before playing the animation
- Debugging with prints and breakpoints
- Tested ingame as opposed to studio (Ideally this shouldn’t be necessary, even if it works, it just defeats the test environment of studio)
There is nothing that causes the animation to not reach the event signals, there is nothing that is done incorrectly as this works perfectly fine for some animations with events that i already use.
local function onEnd()
--Stuff
end CurrentSwing:GetMarkerReachedSignal("Swing"):Connect(onEnd)
I do not see under what circumstance this would not work, it works for other things that I have done animation events with and it follows pretty closely to the example roblox themselves provide on the create page, though instead they just wrap a function directly into the event signal.
Is this simply a matter of waiting for the event signals to register with roblox because of the animation approval process? Is that even a thing? If it is, thats immensely frustrating because I would strongly prefer to not have to wait over an hour, or any measurable length of time rather, to test an animation event signal change.