In my game, I have a lot of server-sided animations spread across many scripts. These include tweens, humanoid animations, and particle emitters.
All of this is handled on the server, so even though it runs smoothly in Studio it becomes very unpleasant in play mode. I want to try to port these animations to the client so that the client renders everything locally for a smoother experience.
Does anyone have any tips to make this transition as smooth as possible? Is there a better approach to making many, many remote events and firing them when the animation is supposed to be played?
I think a module may be helpful in this situation. Storing a function for playing animations and since they’re also client sided it should play for the client.
Store functions in there and the server can call it Obviously somewhere like replicated storage so each client has their own version
Sorry if I am wrong
Remotes would work too though.
Obviously I will need some sort of server-client communication via remote events but there are two main problems I am concerned about:
The significant workload of actually porting everything over
The associated lag with controlling animations through remote events. The client could see the event too late and play the animation at the wrong time, making the visuals de-synchronize with the game state.