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Question The coordinates of the rigid body are synchronized to an object and jitter occurs.

Discussion in 'Physics for ECS' started by zb737472783, Jan 31, 2024.

  1. zb737472783

    zb737472783

    Joined:
    Nov 8, 2018
    Posts:
    19
    Code (CSharp):
    1. redLocal.Position = new float3(mainXiuQiuLocal.Position.x, mainXiuQiuLocal.Position.y - 2,
    2.                                            mainXiuQiuLocal.Position.z);
    There is a freely colliding sphere in the scene, and its coordinates are synchronized to another player in real time, and then the player often shakes. The pseudocode is as above, how should it be handled?