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Jittery Movement using SetLinearVelocity

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ClockworkDice
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Jittery Movement using SetLinearVelocity

Post by ClockworkDice » Mon Jul 24, 2017 1:11 am

Hi, so I've spent a while creating a hoverboard script today, and it works fine in the map editor. The problem is that when I host an actual game, even if I'm the only person in the server, the movement of the hoverboards is super jittery. I can only expect this effect to become worse if other people join my game. Is this just a problem with SetLinearVelocity that I'll have to live with? Is there a different way to manipulate velocity that doesn't have this problem? Any help would be greatly appreciated.
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JakSparro98
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Post by JakSparro98 » Mon Jul 24, 2017 9:31 pm

ClockworkDice wrote:
Mon Jul 24, 2017 1:11 am
Hi, so I've spent a while creating a hoverboard script today, and it works fine in the map editor. The problem is that when I host an actual game, even if I'm the only person in the server, the movement of the hoverboards is super jittery. I can only expect this effect to become worse if other people join my game. Is this just a problem with SetLinearVelocity that I'll have to live with? Is there a different way to manipulate velocity that doesn't have this problem? Any help would be greatly appreciated.
One year ago I had the same problem, I cannot find where the topic was posted though.
Try to set the player position on himself before applying SetLinearVelocity.
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ClockworkDice
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Post by ClockworkDice » Tue Jul 25, 2017 6:39 pm

So you're saying that I should set the hoverboard's position to itself before changing velocity?
Like this: hoverboard.SetWorldPosition(hoverboard.GetWorldPosition());

I'll try it, but I'm not sure why that would have any effect.

EDIT: I tried it, and it actually made the problem worse. The problem is almost entirely on the Y-axis while moving upwards, if that helps.
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JakSparro98
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Post by JakSparro98 » Tue Jul 25, 2017 10:13 pm

Can you please post your code so I can investigate the issue?
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Motto73
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Post by Motto73 » Wed Aug 16, 2017 12:59 pm

Yea, having the same problem with many scripts with calling some method very much on shprt time. OnUpdate things update faster in the map editor, even if there's as many frames when hosting.
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