Instead of using a Script, try using a LocalScript for your emotes. This can help reduce the load on the server and improve synchronization.
Here's an example code snippet that demonstrates how to fix the emotes script issue: fe all r15 emotes script fix
Use a FE-friendly emotes script that is designed to work with the FE model. These scripts are optimized to handle the limitations of the FE model and can help improve synchronization. Instead of using a Script, try using a
RunService.RenderStepped:Connect(function() -- Update emotes here end) -- ModuleScript local Emotes = {} These scripts are optimized to handle the limitations
local function loadEmotes() -- Load emotes here end
function Emotes:loadEmotes() -- Load emotes here end
Before we dive into the solution, let's first understand the basics. FE stands for "Client-Server" architecture, which is a model used in Roblox to separate the game logic into two parts: the client (FE) and the server. The client handles user input, rendering, and other client-side tasks, while the server handles game logic, physics, and other server-side tasks.