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.