Local script working for me in studio but in- game it works for everyone but me

‘’’ if not game:IsLoaded() then
game.Loaded:Wait()
end
local plr = game.Players.LocalPlayer
local char = plr.CharacterAdded:Wait()
local Cameras = workspace:WaitForChild(“Cameras”)
local rs = game:GetService(“ReplicatedStorage”)
local Animations = rs:WaitForChild(“Animations”)
plr.PlayerGui:WaitForChild(“Loading”).Enabled = true
print(“started”)
local cam = workspace.CurrentCamera

local she1ls = rs:WaitForChild(“she1ls”):Clone()
local appearance = char:WaitForChild(“Humanoid”):GetAppliedDescription()
appearance.Face = 520788950

script.Loaded.Event:Connect(function()
plr.PlayerGui:WaitForChild(“Loading”).Enabled = false
end)

she1ls.Parent = workspace
she1ls.Humanoid:ApplyDescriptionReset(appearance)

cam.CameraType = Enum.CameraType.Scriptable
cam.CFrame = Cameras:WaitForChild(“Cam1”).CFrame
print(“successful”)

local sleepingAnim = she1ls.Humanoid.Animator:LoadAnimation(Animations.Sleeping)
sleepingAnim.Looped = true
sleepingAnim:Play()
task.wait()
script.Loaded:Fire()

‘’’

local PlayerService = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local Player = PlayerService.LocalPlayer
local Character =  Player.Character or Player.CharacterAdded:Wait()

local PlayerGui = Player:WaitForChild("PlayerGui")
local Humanoid = Character:WaitForChild("Humanoid")
local CurrentCamera = game.Workspace.CurrentCamera

local LoadingGui = PlayerGui:WaitForChild("Loading")
local CameraFolder = workspace:WaitForChild("Cameras")
local AnimationFolder = ReplicatedStorage:WaitForChild("Animations")
local She1ls = ReplicatedStorage:WaitForChild("she1ls")

local Appearance = Humanoid:GetAppliedDescription()

local function StartGame()
	local NewShe1ls = She1ls:Clone()
	local She1lsHumanoid = NewShe1ls:WaitForChild("Humanoid")
	local She1lsAnimator = She1lsHumanoid and She1lsHumanoid:WaitForChild("Animator")
	
	local SleepingAnim = AnimationFolder:WaitForChild("Sleeping")
	local Cam1 = CameraFolder:WaitForChild("Cam1")
	
	local SleepingTrack = She1lsAnimator and She1lsAnimator:LoadAnimation(SleepingAnim)
	
	LoadingGui.Enabled = false
	NewShe1ls.Parent = workspace
	She1lsHumanoid:ApplyDescriptionReset(Appearance)
	CurrentCamera.CameraType = Enum.CameraType.Scriptable
	CurrentCamera.CFrame = Cam1.CFrame
	SleepingTrack.Looped = true
	SleepingTrack:Play()
end

LoadingGui.Enabled = true
Appearance.Face = 520788950
game.Loaded:Connect(StartGame)

I’ve fixed that now but do you have any idea why the humanoid isn’t moving when i use moveto()?

local plr = game.Players.LocalPlayer
local Cameras = workspace:WaitForChild("Cameras")
local rs = game:GetService("ReplicatedStorage")
local Animations = rs:WaitForChild("Animations")
plr.PlayerGui:WaitForChild("Loading").Enabled = true
print("started")
local cam = workspace.CurrentCamera
local char = plr.Character
local BuffGuy = rs:WaitForChild("BuffGuy")

local pathFindingService = game:GetService("PathfindingService")

local Rig = rs:WaitForChild("Rig"):Clone()
local appearance = char:WaitForChild("Humanoid"):GetAppliedDescription()
appearance.Face = 520788950

script.Loaded.Event:Connect(function()
	plr.PlayerGui:WaitForChild("Loading").Enabled = false
end)

Rig.Parent = workspace
Rig.Humanoid:ApplyDescriptionReset(appearance)
Rig.Humanoid:ChangeState(Enum.HumanoidStateType.Physics)

cam.CameraType = Enum.CameraType.Custom
cam.CFrame = Cameras:WaitForChild("Cam1").CFrame
print("successful")

local sleepingAnim = Rig.Humanoid.Animator:LoadAnimation(Animations.Sleeping)
sleepingAnim.Looped = true
sleepingAnim:Play()
task.wait()
script.Loaded:Fire()
local BuffGuyClone = BuffGuy:Clone()
BuffGuyClone.Parent = workspace
task.wait(1)

local path = pathFindingService:CreatePath({
	AgentRadius = 2,
	AgentHeight = 5,
	AgentCanJump = true
})

path:ComputeAsync(BuffGuy.HumanoidRootPart.Position, Rig.HumanoidRootPart.Position)
for i,v in path:GetWaypoints() do
	print(#path:GetWaypoints())
	print("yo")
	BuffGuy.Humanoid:MoveTo(v.Position)
	BuffGuy.Humanoid.MoveToFinished:Wait()
end
for i = 1,5 do
	BuffGuy.Humanoid.Jump = true
	task.wait(1.2)
end

Is the character anchored or is it’s walkspeed set to 0? That could be a cause of your problem.

I fixed it now, I think it had to do with the rig being created locally because when I stopped it from beiing created locally it started working, but now i’ve got another issue, the run animation isn’t playing:

local plr = game.Players.LocalPlayer
local Cameras = workspace:WaitForChild("Cameras")
local rs = game:GetService("ReplicatedStorage")
local Animations = rs:WaitForChild("Animations")
plr.PlayerGui:WaitForChild("Loading").Enabled = true
print("started")
local cam = workspace.CurrentCamera
local char = plr.Character
local BuffGuy = rs:WaitForChild("BuffGuy")

local pathFindingService = game:GetService("PathfindingService")

local Rig = rs:WaitForChild("Rig"):Clone()
local appearance = char:WaitForChild("Humanoid"):GetAppliedDescription()
appearance.Face = 520788950

script.Loaded.Event:Connect(function()
	plr.PlayerGui:WaitForChild("Loading").Enabled = false
end)

Rig.Parent = workspace
Rig.Humanoid:ApplyDescriptionReset(appearance)
Rig.Humanoid:ChangeState(Enum.HumanoidStateType.Physics)

cam.CameraType = Enum.CameraType.Scriptable
cam.CFrame = Cameras:WaitForChild("Cam1").CFrame
print("successful")

local sleepingAnim = Rig.Humanoid.Animator:LoadAnimation(Animations.Sleeping)
sleepingAnim.Looped = true
sleepingAnim:Play()
task.wait()
script.Loaded:Fire()
local BuffGuyClone = BuffGuy
BuffGuyClone.Parent = workspace
task.wait(1)

local path = pathFindingService:CreatePath({
	AgentRadius = 2,
	AgentHeight = 5,
	AgentCanJump = true
})

path:ComputeAsync(BuffGuy.HumanoidRootPart.Position, Rig.HumanoidRootPart.Position)
local walkAnim = Rig.Humanoid.Animator:LoadAnimation(Animations.RunAnim)
walkAnim.Looped = true
Rig.Humanoid.StateChanged:Connect(function(old, new)
	if new == Enum.HumanoidStateType.Running then
		walkAnim:Play()
	end
end)
for i,v in path:GetWaypoints() do
	print(#path:GetWaypoints())
	BuffGuy.Humanoid:MoveTo(v.Position)
	BuffGuy.Humanoid.MoveToFinished:Wait()
end
for i = 1,5 do
	BuffGuy.Humanoid.Jump = true
	task.wait(0.6)
end

Try applying a different priority to the walkAnim via

walkAnim.Priority = Enum.AnimationPriority.Action

Unfortunately not working, this is what it looks like

when he is walking it just looks liike hes sliding no animation