Passing a Punch Animation's GetMarkerReachedSignal to do Foolproof Damage Registry on the Server?

GetMarkerReachedSignal, AnimationTrack | Documentation - Roblox Creator Hub, is a great way to connect a function to the throw’s apex to register a damage hitbox at that moment the arm is most extended.

Animations are ran locally however, and you can’t pass them to the server, that returns nil.

I need to find a legal way equivalent to the server having MarkerReachedEvents connected to the locally ran punch animation (locally ran anims visually replicate by Roblox’s permissions for clients).

Just having the client fire events when it detects the local markers seems messy.

I would even think of how the server could do ok latency compensation by forwarding the animation ahead by the ping/2 to sync with the player, but right now I just want to get the job done.

I was thinking at worst the server would have a dummy underground. And that when it got a punch request it would run the animation in parallel on this dummy to detect the MarkerReachedEvents for each respective client. This seems very messy however it is all I’ve come up with as of right now.

this is such a good question that i cant seem to answer myself, and im having the same exact problem.

i dont want to give the client the power to start and stop checking for damage, however i dont really have much of a choice.

did you end up finding a solution?

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