I'm currently loading my animations from the client. and I use keyframe reached to have certain effects happen at certain times.

Currently whats happening is

Client - The client loads an loads animation and plays it setups key-frame reached so that an effect can play then fires to the server so that the server can handle the physics

Server - (should): Get all running animations, check them using pcall and get time of keyframe and then yield until the time is reached if it's early play or it immediately if the request was late.

(but instead): happens immediately because the playing animation wouldn't replicate through get playing animations

I believe the animation track won't replicate over via getplayinganimations that's why I didn't post code I'm mostly just looking for a solution to this problem that doesn't involve me just playing the animation from the server and making the client instead wait.

2 comments

0

It's not going to be exactly on time because there is a slight delay with RemoteEvents.

0

I know that. I'm asking if anyone has a method to fix this issue.