Why does animation not load for other players?

I want this animation to load for all players so all players can see it.

Here is what I did:

local anim2 = Humanoid:LoadAnimation(script.sworddown)
anim2:Play()

This script is inStarterPlayerScripts. The animation is the child of this script.

Here is what happens:

Animation on my screen (for me):
https://gyazo.com/36ea0d4b205730c3051a397aa6bed2b9

What I see from other players:
https://gyazo.com/f38de86a67971bb45b6145d02f414cf7

Why is the animation only showing for me and not other players? I am confused if I should have the animation on server side or whatever.
Also, I use moon animator, and I put a motor inside the player’s right arm then connect it between the sword and the right arm then load the animation. I am confused on what is happening.

Is this issue similar?

1 Like

yes it’s exactly what I mean, that is my issue

I have an issue where the animation only shows for the player that’s playing, and the player doesn’t see the same animation load in for other players. I used :LoadAnimation though.

A post earlier described about a solution on it:

Might be the issue, or otherwise could be a different issue.

I’m still confused, what do I do? Also my issue is that animations 100% appear for the player that’s playing, but the animation doesn’t play/display/show from other players doing it.

Humanoid.LoadAnimation() has been deprecated since November and may cause serious issues with your scripts. Instead, you should use the Animator followed by this code below:

local Animator = Humanoid:FindFirstChildOfClass"Animator"

if not Animator then
   Animator = Instance.new("Animator", Humanoid)
end

local AnimTrack = Animator:LoadAnimation(AnimId)
AnimTrack:Play()


Just a note on this: it won’t. Humanoid’s LoadAnimation has always been a sort of soft redirect to the Animator object. It’s not quite an independent function on its own and your code won’t experience issues using it. It’s almost certainly unrelated.

1 Like

So what do I do to fix this issue?

I found the solution, my idle and walking animations were custom animations with action priority. I fixed this by setting my walk animation to movement, and idle animation to idle priority. Turns out I had the wrong priority which caused animation bugs!