Is loading and playing player animations on the server really that bad?

If I want the animations to have almost no discrepancy wouldnt playing them on the server make all clients see the same thing? Ofc the players connection to the server could affect it but thats better than playing the animation locally right? Since it has to go to the server then go to the players. And if the animation has to go through the server to play doesnt that mean the animation is loaded on the server as well?

That probably isnt the case but either way is playing important player animations on the server really as bad as its made out to be? I dont plan on doing this for movement related animations but for actions that require the server to check something why not just load and play it on the server?

Im looking for more info on how the replication in like the most fundamental level and if what i said was malarkey or actually viable.

Well if you are playing animations on the server, then the animations will be choppy. At least I think so

nah i tried it it plays smoothly

if you’re trying it on studio, sure.

the thing is, playing an animation on the server isn’t actually “playing it for everyone”, but rather, the animation is being played on the server, and the changed properties of the animated object are being replicated to the client
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theres no “smoothness” they’re just network calls. entirely dependent on ping

playing it in the client isn’t the perfect solution either, what you sacrifice here is that they’re no longer truly synchronized.

reason to do it on the client is for quality

I just realized you were talking about player animations. yes, playing them from the server will benefit this purpose, i believe this is exclusively done by fighting games, as the Animator object actually does replicate the animations to the player and doesn’t suffer from what I described

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