RunService Afterimage Effect

I am currently working on a afterimage effect which is triggered through the client. But I want it to be replicated through the server.

But when I use it on the server it’s not synced correctly. But when I run it in the client, nobody can see it except me.

Any help?

Here is a video of it.

Server Code:

	elseif (v == 'Accelerator') then
		local WalkAnim = char.Animate.walk.WalkAnim
		local RunAnim =
		local AnimationTracks = Animator:GetPlayingAnimationTracks()
		for i, track in pairs (AnimationTracks) do track:Stop() end
		WalkAnim.AnimationId = "rbxassetid://8796383264"
		RunAnim.AnimationId = "rbxassetid://8796383264"
		ability:FireClient(player, 2)
		hum.WalkSpeed = 60

Client Code:

	if (v == 2) then
		local connect
		connect = RunService.Heartbeat:Connect(function()
			for i,v in pairs(char:GetChildren()) do
				if (v:IsA('BasePart')) then
					local Shadow = v:Clone()
					if (v.Name == 'Head') then
						local HeadShape ='SpecialMesh')
						HeadShape.MeshType = Enum.MeshType.Head
						HeadShape.Scale =, 1.25, 1.25)
						HeadShape.Parent = Shadow
					Shadow.CFrame = char:FindFirstChild(Shadow.Name).CFrame
					Shadow.Color = Color3.fromRGB(170, 6, 235)
					Shadow.CanCollide = false
					Shadow.Anchored = true
					Shadow.Parent = workspace.Assets.VFX
					TweenService:Create(Shadow,, {Transparency = 1}):Play()

					Debris:AddItem(Shadow, 0.3)

If there is any alternatives, it would be appreciated to see any.

1 Like

try firing all clients instead of making it visible through the server

I tried this but this is what it ended up being.

Am I doing something wrong? If so, can you upload a snippet of code demonstrating how FireAllClients() is supposed to work?

if this doesn’t work i dont know what the issue could be

also I’m on mobile so I can’t really help in any way

I fixed the issue, thank you for the help.

Nice Topic Now I can be Speedy Boi