Hello! I work for a train group and in our game we have this annoying problem with animation replication.
First of all, our train door animation is a single one that includes the opening and closing animation plus a short gap between them and a “DoorsOpen” marker so :AdjustWeight(0) can be called just in time.
Basically, I load and play the animation on the server, then :Wait() on GetMarkerReachedSignal and subsequently do :AdjustWeight(0).
And here comes the problem… if the server is busy (laggy), the animation will not “pause” in the correct spot for the players, i.e. it will be “paused” later and thus the door will be already in the closing part of the animation.
What would be a good solution to this? Playing the animation on the server and have all clients :AdjustWeight(0) themselves? Or something else?