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something’s gone funky and too many animationtracks are being loaded. Cancelling them all like this would be a hotfix:
local AnimationTracks = humanoid:GetPlayingAnimationTracks()
-- Stop all playing animations
for i, track in pairs (AnimationTracks) do
track:Stop()
end
(source: Humanoid:GetPlayingAnimationTracks (roblox.com))
As the above source link suggests, non-playing animations aren’t returned by this, and it recommends how to hold a table of them should you want to do so, it’d help track where all these animations are coming from.
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i think i solved it by doing this
but i’ll check