Stopping tracks on the Server and then the Client causes AnimationPlayed to fire on the Server

If you stop tracks on the Server:

for _, track in animator:GetPlayingAnimationTracks() do
    track:Stop()
end

and then stop the tracks on the client after, the server will fire animator.AnimationPlayed for the tracks.

This seems to cause an issue in my game where the character will be stuck in a run animation after all tracks are stopped (though I couldn’t recreate that in the repro).

Reproduction
You can see the output in this video:

Place the video was taken in:
repro.rbxl (133.1 KB)

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Thanks for the report! We’ll investigate and follow up with updates.

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Hey Nezuo - this is a pretty recent thread, but I’m using your file and it’s working normally for me.

Can you confirm that this is still happening?

-:skull:

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Yes, I just tried again and got the same output:

To be clear, the last line SERVER Played Animation is the bug. Since, the animation wasn’t played, it was stopped.

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That’s super interesting. What platform are you on?

Oh, wait, crazy - NOW it’s happening. Hold on

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Hey there Nezuo - I’ve spoken to a few of my team members, and the consensus is that it’s generally a bad idea to try controlling an animation from multiple sources at once. Is there an effect you’re trying to get specifically where you absolutely need to do this?