As far as I can tell, Animation
only exists to store a Content ID, and be passed to Humanoid:LoadAnimation()
. But from an engine design standpoint, why would this be necessary? Why not just make it so that you pass the Content ID directly to LoadAnimation()
instead of needing a middle-man Animation
object? Maybe someone with a more in-depth knowledge of asset loading can enlighten me. Is it that somehow Animation
objects cache their animations, whereas passing a Content ID every time would require re-downloading the same animation over and over? But can’t that be trivially solved with a cache table in the LoadAnimation()
function?
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personally I like having animation objects, I can store animations where I need them at as a physical instance without needing to keep a list of IDs somewhere. I’m sure there are other reasons but for me personally it makes the workflow easier.