How to replicate character arms on your client to the server SMOOTHLY?

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    I really really want to know how they made the arm sway work both flawlessly and smoothly for the client and server. I made my own arm swaying system that is almost perfect in what im trying to make as a game ( reference : Watch unhelmet - Roblox Studio 2025-04-19 20-47-22 | Streamable ), im only missing third person replication to the server that is smooth, so other people can see your arms moving in-line with the client. My only question is, how do games like HELLMET and Project Apex, and also Blood Debts accomplish this?

  2. What is the issue? Include screenshots / videos if possible!
    While I do have my own arm swaying system, it doesn’t replicate to the server smoothly no matter what I do. I technically made it replicate to the server, however it makes both the arms on the client and server unsmooth.

  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    I have tried to make my own script to make it replicate smoothly, which only led me half of the way to completing it, since it does replicate, not smoothly. I looked all over devforum looking for specifically CHARACTER ARMS, not viewmodels replication, and I even asked ChatGPT for help which I NEVER do, yet it hasn’t helped me even the slightest bit.

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You need to make other clients do the same operations on the host client’s character arms to replicate.

This really involves a design approach but the main idea is sending the required values with a RemoteEvent, and on server side a script will fire other clients than the client who sent the event with this value, and these clients will use these values to do the same operations on the target client’s character arms. Since they won’t replicate, it can’t mess up what the host client is seeing.

There are some problems here which you need to have a design approach on:
1- How frequent are you going to fire this remote event? If you use a RunService event which depends on client’s frame rate, you might risk putting a lot of load on the server and other clients and create unnecessary network traffic for something cosmetic. You can try using UnreliableRemoteEvents, and/or use a combination of both the max. number of replications per some timeframe (both on client and server side) to prevent intended or unintended crashes/lag on clients. Since there will be less values sent compared to the host client, it won’t look as perfect, but if you interpolate the missing values then it will look smooth.

2- What exactly will you send to the server? You might want to send only the differences or the exact calculated values from the host client, both have positives and negatives.

3- What about the extra network load? You can reduce the effects of this with not sending these values to the clients who are really far from the target player, have some sort of a system which decides on what to send to which players depending on their ping, a combination of both or none at all, it all depends on you. Keep in mind that skipping sending some of these values to one or more clients might result in a desync if you are only sending the changes, which might require some other methods to prevent this.

This applies for replicating almost all local character modifications which depend on position and/or rotation which you want to replicate to other players.

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thank you for the feedback, i won’t reply with a very long text but i can see the first way working, since my older script that made the arm sway server replication janky is just sending the values to the server and having it replicate there, rather than to other clients. Anyway yes, those 3 problems are absolutely gonna be a pain in the (youknowwhat), I won’t mark it as a solution yet until i do find a way to make it work, thanks