What I want to achieve is being able to play animations on the server, not on the client for game organisation.
The issue is that I don’t understand what is more efficient between playing animations on the client with ‘client → server → all clients’ or on the server with ‘server → all clients’.
Some solutions I tried is looking on the devforums about this. People say it’s best to play animations on the client but surely you skip a step with playing animations on the server. This is because people told me you don’t need the initial ‘client → server’ part.
Please first elaborate what you want to accomplish, because depending on that certain solutions are better than others.
Playing an animation client-sidedly means you will not be able to sync it up to others.
Playing animations server-wide and then if a client wants to copy their animation, then let them do so as well as get the current time of the animation at hand.
Playing it on the server is better than sending a message to all clients to replicate it as that is already a built in feature when you play an animation. Though the problem with handling a sword server-sidedly is that the player who is using the sword will experience 2x latency (because client -> server -> client), which will seem quite weird and frustrating.
Instead of handling everything server-wide I sugges to handle a big portion client-sided, then verify if the information is correct server-sided, by checking if the distance between player 1 and player 2 is not too big.
I would suggest to probably handle block break, getting parried and such animations server-sided and sending information through back to the client.
You could just put it in the same script if it doesnt get messy, I suggest to put notes near it though if you do, else use a module script instead and connect it with the client to make it more organized.