I have an animation handler that checks which animation is supposed to play next, but it lags a ton.
When I remove this handler, it lags a lot less.
It there a way to get the functionality of the block handler, but reduce the lag?
Also why is the lag happening??
here is the code
local function DetectBlock()
if hold and equipped == true then
if hit1 == true then
stopBlock()
if debound31 == false then
Block1:Play()
elseif debound31 == true then
BlockSound:Play()
Special31:Play()
end
wait(0.15)
if hold == true then
Idle1:Play()
end
elseif hit2 == true then
BlockSound:Play()
stopBlock()
Block2:Play()
wait(0.15)
if hold == true then
Idle2:Play()
end
elseif hit3 == true then
BlockSound:Play()
stopBlock()
Block3:Play()
wait(0.15)
if hold == true then
Idle3:Play()
end
end
end
end
The IdleAnimation is the last keyframe of the animation from switching. How do I make this less laggy its kind of unplayable???