#Best way to handle animations for all clients

1 messages · Page 1 of 1 (latest)

vital grail
#

Once again working on my tower defense code. Got it extremely optimized and everything is client rendered, however i'm not sure what the best method is for handling animations. Currently, I fire all clients every time the tower attacks and play the animation client side, however I would be spamming the event if a tower has a very low cooldown like 0.05 for example. Is there a better method to this?

open mason
#

if played on the client?

vital grail
#

Honestly I have no idea. If they do, then I can give the client it's own "attack" function but minus the damage of course. Server handles all calculations, client just visual

#

So I wouldn't need remotes then?

open mason
#

i think for animations to replicate you need an animator or a humanoid instance in the model

vital grail
#

animation controller applies right lol

open mason
#

maybe

#

why an animation controller though

#

arent animators better?

vital grail
#

honestly haven't used. All my enemies and towers have no humanoids, so I though animation controller was the only way

rancid thunder
#

animtions replicate when played on client

#

tested