#Loading animations, client or server?

1 messages · Page 1 of 1 (latest)

lavish geyser
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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()

worldly oysterBOT
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studio** You are now Level 1! **studio

upper gorge
worldly oysterBOT
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studio** You are now Level 2! **studio

upper gorge
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also you could technically try to use hitmarkersignals connections instead of animation stopped wait

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to get a better control

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or check for the AnimationTrack.IsPlaying property

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those work very well for me

lavish geyser
upper gorge
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okay then

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did u try my alternatives?

lavish geyser
# upper gorge did u try my alternatives?

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

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every consecutive play of the animation is fine tho

upper gorge
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do you use ContentProvider?

lavish geyser
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i just use preloadasync

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yes

upper gorge
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yes

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hm

lavish geyser
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but once again im not sure if its doing this because its cuz its done on the client

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which is why i was thinking id have to load it on the server too?

upper gorge
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you could try that

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since client produces the latency

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i would assume

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so in the side of ur server load anims there

dusk glacier
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Just pre fire the delay with animation track.time position or something