Problem with animations replicating

hello!
i’ve been working on my fighting game, and i decided i’d be latency-friendly, and make the m1s client-sided. (handling hitboxes and animations on the client, then sending an event to register the hit)

animations are fine for the client. however, for other clients… not so much. heres a demonstration:

client:

other clients:

as you can see, the animations for the other clients are really inconsistent, and sometimes, they blend together, making a mess. is there anyway to fix this? it’s driving me crazy.

if needed;
the m1 animations are purely loaded on the client, and played from there using Animator:Play(). the previous m1 animation is stopped with a 0 fadetime.

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I can’t remember the service I think it may be Content provider but their is a function called PreloadAsync use that

I don’t see it.
The animations look the same to me

they dont blend together well!!! some of them r delayed n stuff

ill check it out, thanks ^^ ‎ ‎ ‎ ‎ ‎

I had a similar issue. For some reason it was fixed by sending a RemoteEvent at the same time as the animation. Doesn’t matter if the event is connected to anything

2 Likes

i am baffled. i am completely baffled. What the hell?!

image
i SIMPLY did this… and the problem was resolved. I am completely at a loss for words…
thanks so much bro!!! love you

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