[PLY-ALL] Animations don't sync between clients & Hitbox desync with animations
**Version:** 14.0.2
**Branch:** Release (stable) branch
**Timestamp:** 2025/03/31 12:14:25
**Server Name:** EU 2 QA Community
## Description
This report will describe issues tied to animations and inverse kinematics.
It seems that the idle animation, doesn't properly sync between clients. This can be tested by having one player go into the facility, and the other stay with a dummy. When the first player comes back, even with slight delays due to discord connection and server connection, the animations are not synced for the two players (Banzai noted that when I said the big lean in the idle animation occurred, it didn't occur for him for at least another 3 seconds).
_This could potentially be resolved by editing the idle animation itself (so it doesn't swing around as much)._
It seems that the hitbox does not seem to accurately follow the idle animation, or it is desynced with the animation. Specifically during the big lean in the idle animation, we were unable to hit shots on the dummy even with the name highlighted. Given my generally low ping (50 ms), this shouldn't be happening.
We will also note that there have been reports where users missed shots due to players moving with inverse kinematics, even though they should've hit (confirmed by Multi). While I'm not sure what would cause this, it's something important to note.
## Steps to reproduce
* Have Player A and Player B join a server
* Spawn in a dummy
* Have Player A go into the facility, while Player B stays with the dummy
* Player A waits a decent bit of time and then goes to Player B and the dummy
* Notice the idle animation of the dummy does not seem to be synced between the two clients
* Have both Player A and Player B attempt to shoot the dummy during the big lean in the idle animation
* Notice that while the name is highlighted, both players will miss shots that they shouldn't have (esp with low ping)
## What is supposed to happen
The idle animation should preferably be edited so that the player model doesn't swing around as much, and for inverse kinematics, possibly adding some type of lag compensation (if it doesn't exist already), could help
## What actually happens
The idle animation doesn't seem to properly stay synced between multiple clients and shots are missing on players when they should (possibly due to issues with inverse kinematics and animations)
## Attachments




issue