I'm loading all animations on the client since it works well to cause no delay when you play, but theres a small issue where animation.Stopped:Wait() will always be slightly delayed on the server when played for the first time.
Should I be loading the animations on the server as well as the client? I don't see how using animation.Stopped:Wait() could be secure on the client when I'm using it for stuff like combat abilities. The only other seemingly plausible solution to me would be to use a different method than Stopped:Wait()
#Loading animations, client or server?
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could you atleast try to preload your animations so theres less delay
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also you could technically try to use hitmarkersignals connections instead of animation stopped wait
to get a better control
or check for the AnimationTrack.IsPlaying property
those work very well for me
i do preload, but even if u preload in a local script, animation.stopped is still delayed
'
yeah its still delayed sadly, not sure if any type of alternatives work or if theres a completely different thing needed to be done to fix the delay on the first run
every consecutive play of the animation is fine tho
may i ask how u preload ur anims?
do you use ContentProvider?
but once again im not sure if its doing this because its cuz its done on the client
which is why i was thinking id have to load it on the server too?
you could try that
since client produces the latency
i would assume
so in the side of ur server load anims there
Just pre fire the delay with animation track.time position or something