Hello, Disabling EvaluateStateMachine off stops replicating humanoid state stuff and makes the Motor6D’s animation script not to replicate, even with runcontext on client, heres a video
There is no bug. It is explicitly because you are using a Script with RunContext set to client. When it is a LocalScript everything works just fine. Additionally it warns in the console to not have Scripts with non-legacy RunContext inside of StarterCharacterScripts.
Not so fast. you’re using the newer roblox animate script, not the one that i provided in the place files. check it without runcontext on* client, and you’ll see
Also the only reason that your video worked, its cause it is animation, not Motor6D, and for some reason animations replicate, thats why you thought it worked. in my case, it uses the motor6d stuff, right arm, left arm, etc. and it works normally on runcontext client (to workaround about the console warning you just make a script toggling the animate on), and i honestly think its cause the evaluatestatemachine does not replicate 100% what the humanoid state its in for others, since the animate script detects .Running, .FallingDown etc. not sure if thats my case
while i was reading this, i just realized that it was a issue with who was the last player to join, cause whenever a new player joined, the animation wouldnt replicate, but i cant guarantee what im saying cause sometimes none of the players will have their animations replicated. so i made an script that parents the animate to everyone, while being a client script.
while reading the api of evaluatestatemachine i saw that it doenst automatically replicate the states, since my animation script bases off the humanoid states, it wont work. so i will mark your answer as the solution.