Only the local player can see the animation?

Situation:
I am playing a sleep animation in a localscript when someone sleeps
Currently only the local player can see it bc it is being played in a local script in starterplayerscripts
How do I fix this?

Animations are automatically replicated to server. The animation must be owned by the same user who owns the ganme

It is owned by the group, which is why I’m confused. code below:

-- SERVICES --
local UserInputService = game:GetService("UserInputService")
local ProximityPromptService = game:GetService("ProximityPromptService")


-- CONSTANTS --
local Player = game:GetService("Players").LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local Humanoid = Character:WaitForChild("Humanoid")
local Animator = Humanoid:WaitForChild("Animator")
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")

local animation = Instance.new("Animation")
animation.AnimationId = "rbxassetid://10214821046"
local Track = Animator:LoadAnimation(animation)
Track.Priority = Enum.AnimationPriority.Action
Track.Looped = true

-- SLEEP --
local sleep = false
local promptSave

local function onPromptTriggered(prompt, player)
	if prompt.Name == "Sleep" then
		sleep = true
		HumanoidRootPart.Anchored = true
		Track:Play()
		HumanoidRootPart.CFrame = CFrame.new(Vector3.new(prompt.Parent.Position.X, prompt.Parent.Position.Y+3, prompt.Parent.Position.Z)) * CFrame.Angles(0, prompt.Parent.Orientation.y+270, 0)
		prompt.Parent.Parent.SleepPart1.Sleep.Enabled = false
		prompt.Parent.Parent.SleepPart2.Sleep.Enabled = false
		promptSave = prompt
	end
end

UserInputService.JumpRequest:Connect(function()
	if sleep == true then
		sleep = false
		Track:Stop()
		HumanoidRootPart.Anchored = false
		promptSave.Parent.Parent.SleepPart1.Sleep.Enabled = true
		promptSave.Parent.Parent.SleepPart2.Sleep.Enabled = true
	end
end)

ProximityPromptService.PromptTriggered:Connect(onPromptTriggered)```

Try to move it to starter pack and c if it works

I see your waiting on the animator which should replicate when used
maybe try parenting the animation to the character before loading it and also try unanchoring the player and see if that has anything to do with it