Describe the bug:
There is an issue in client prediction if entity’s velocity or angVelocity are not set ( or set to zero) during Init ,but they are then used at later time( during Schedule or onTick)
result is that prediction doesn’t take velocities into account ( smooth movement) and just applies position at 30fps that looks jittery on client 60+ fps.
How do you cause this bug?
just create an entity where velocity is set in OnTick vs one where velocity is previously set also in Init
Screenshots / video of bug watch at 60fps to check the difference in smoothness.
Thanks to how youtube loves my video it would be visible without issues in a couple of hours
Which platform: All
Your Crayta username: Gamely
Game seen in (including “Hub” or “Editor for XYZ”): I have seen quite a few games with this jittering , but I don’t know how many games actually uses velocity as I suspect many users just set positions directly when not using native animation methods (alter position , play timeline etc)
How regularly do you see this? Consistently
Time + date seen: Noticed just now , but probably it is not new.
p.s. please also fix angularVelocity in general.