RunAnim overrides other animations with higher priority

I have a few animations that are supposed to play while the player is moving. It’s something that has worked for me before but one of these last updates must have broken it:

As you can see, everything looks fine for Player 1. But for Player 2, “RunAnim” overrides “Animation” even though it has a higher priority.


You can repro this by replacing the animation ID with one of your own in StarterCharacterScripts > LocalScript > Animation and test run with 2 player Local Server.

animation bug.rbxl (12.6 KB)

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This is a major issue in Adopt Me that is really breaking the user experience by making our core feature look silly and unrealistic.

Issue run anim (click to view animation):
https://i.gyazo.com/aa8e7896f7385f8b6bac6a2cf3d0fe18.gif

Issue idle anim:
https://i.gyazo.com/a628a5ce288546392333aea64e88f8a8.gif

Working run anim:
https://i.gyazo.com/c64a99f7e411eb440bbca3c2ac774b8a.gif

Working idle anim:
e74c1c54a955aac959e5b3da6b7c739c

We looked into it, and a lot of the animations have their priority set to “Action” instead of “Core.” Even the default run animation has this problem.

Because getting these animations patched soon is very important to our game, we’ve gone ahead and done the heavy lifting by compiling a list of problematic animations across all animation packs to make a staff member’s life easier:

Thank you in advance to the staff member who handles this issue!

2 Likes

Do you guys know if there is a work around? This is affecting Wild Revolvers too D:

You could reupload the animations yourself and then dynamically replace a player’s animations with yours on PlayerAdded. This is viable if you only care about a small subset of all the animations, such as just the default animations. But probably not worth your time if you want all of them.

I’ve been seeing this happen in games as well, and no longer just with purchasable animation packs, any looping animation can be interrupted by the default idle. I’ve reported it internally.

4 Likes