(Intentionally) Flickering Emote is Different in Game

I recently helped in creating an emote that quickly flickers between two positions at a rate of around 60 FPS. They call this mirage in the catalogue. The character is to quickly shift between two points to produce a cool two-person effect. Everything looked fine until I published it - and the emote functions completely different when ran in game, compared to in studio, the website and animation editor.

This is the emote in question: Clone Aura Float - Roblox

Expected behavior

I expect the results to be consistent between making it in studio, and playing the animation in game. It does not function like this however and only plays properly in studio and on the website preview. However instead, many of the in-between frames that are supposed to show a clone of yourself seem entirely removed or otherwise unnoticeable.

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Hi Wizardasaurus,

This flickering behaviour, while an exciting use of the emote system, is not an intended feature of the emote animation system. It’s very likely that while your Studio experience is running at 60fps, various experiences will run at differing framerates on different platforms. I do not expect us to alter the underlying technologies behind emotes to support this edge case.

But, to try and be at least a little bit helpful here - have you tried augmenting the emote to flicker at 30fps instead? That may be more consistent across the litany of platforms Roblox supports.

Best,

yungzrk

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Oh I was more asking if there was any way to change it so people didn’t get scammed as the results just aren’t what I saw in studio. There also doesn’t appear to be any way for me to update it after it’s uploaded to the store, so it seems like a lost cause. Thanks for the reply it’s appreciated