Player swimming animations consistently not replicating for certain animation packs

Hello,

I’ve noticed a bug within my custom swimming system where the old-school animation pack’s animations will not replicate. This is happening consistently, and not with any other animation pack that I have tested. My custom swimming mechanics uses the players swimming animations and swimidle animations which replicate just fine on the client, but not to others. To others, your just stuck endlessly falling.

Ive tried quite a bit and now I’m unsure of what to do. I could always change the players swimming animation to the rthro swim or a different pack, but I would really like to not do that so players can use the animation pack of their choosing.

Oldschool pack: - incorrect behavior

Rthro pack: (also happens with all other packs) - correct behavior


This is what I’m currently doing in case this could help

self.Animations = {}
	local Character = Player.Character
	local Animator = Character.Humanoid:WaitForChild("Animator")

	self.Animations.Swim = Animator:LoadAnimation(Character.Animate.swim:FindFirstChildOfClass("Animation"))
	self.Animations.Idle = Animator:LoadAnimation(Character.Animate.swimidle:FindFirstChildOfClass("Animation"))
	self.Animations.Jump = Animator:LoadAnimation(Character.Animate.jump:FindFirstChildOfClass("Animation"))

	self.Animations.Up = Animator:LoadAnimation(script.Animations.SwimUp)
	self.Animations.StraightUp = Animator:LoadAnimation(script.Animations.SwimStraightUp)
	self.Animations.Straight = Animator:LoadAnimation(script.Animations.SwimStraight)
	self.Animations.StraightDown = Animator:LoadAnimation(script.Animations.SwimStraightDown)
	self.Animations.Down = Animator:LoadAnimation(script.Animations.SwimDown)
	
	if self.Animations.Swim.Priority ~= Enum.AnimationPriority.Core then
		self.Animations.Swim.Priority = Enum.AnimationPriority.Core
	end
	if self.Animations.Idle.Priority ~= Enum.AnimationPriority.Core then
		self.Animations.Idle.Priority = Enum.AnimationPriority.Core
	end
	if self.Animations.Jump.Priority ~= Enum.AnimationPriority.Core then
		self.Animations.Jump.Priority = Enum.AnimationPriority.Core
	end

One thing that I have noticed is that the priorities for the animations that work are all Core, and the animations for the old-school animations are a mix of movement, idle, and action. Changing the animationtracks priority to Core does not fix it.

Im pretty confident this isn’t a me thing as I’ve seen it only happen with this animation pack and I’m not doing anything special with those animations. Im unsure what to do. Any help is appreciated.

1 Like

Hey! I’m actually a builder, so I’m not an expert, but I do make animations now and then. The priority “Core” is the lowest animation priority, which means all other ‘pack animations’ will overwrite your custom animations. If you change the priority of your custom animations to action, that could fix your problem (if this doesn’t help, then I have no clues to help you out :sweat_smile:)

Hey. I just mentioned the priorities cause I noticed that every other animation pack(besides old-school) has the 3 animations I’m looking at set to Core as priority, with the old-school set to other ones. Ive tried messing with the animation priorities a lot and nothings worked. The only reason I can assume why this is happening is because the old-school pack released a few years after the initial wave of all the other packs, and I haven’t noticed this with any other pack so I really don’t think its anything on my end. The animations replicate perfectly on the client, but its something with sending it to the server.

Its waiting for the Animator object created by the server and all of that correctly, so its not creating its own Animator object on the client. Its something up with this specific animation pack.

The only custom animations I have are ones that determine the orientation of the lowertorso, to kinda rotate the player in the direction they are swimming, which is set to the highest priority. The other animations I yoink from the characters Animate script to respect the players chosen animations.

Worst comes, I can just replace their swimming animations with the R15 standard ones. Thanks for trying anyways. Still haven’t been able to figure this out since making this post.