Switching between different idle and walk animations breaks replication

The animations play the way I intended on the client playing them, but the server doesn’t see the same thing the client does.

Left side is Server, right side is client:

I have modified the default Animate script to switch between different walk and idle animations, but the server doesn’t pick up on that. I am also letting the client’s Animator handle all the replication, which is where the problem stems from.

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Just play them on the server or client, it will replicate automatically, unless the animator was created locally.

I rather not play them on server, I want instant feedback for the player.

And the animator replication is not flawless, it is very buggy and needs some much needed upgrades, I wish they would address this problem because every fighting-esque game gets affected by this.

But thanks for the suggestion, it might be the only option left.

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My question is why r u replicating? There is no need 4 tht, just do Animator:LoadAnimation() in the client.

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Just for client makes for less server lag you’re also probably on a local script not server

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What do you mean why I am replicating? I am already using :LoadAnimation(), I am not manually replicating anything, I am letting the Animator handle that for me, and I can’t have movement related animations be played on the server, that’ll make the client experience very delayed and just unplayable.

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