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bugSomething isn't workingSomething isn't working
Description
🐛 Description
I have a Mob scene controlled by a BehaviorTree that uses a StateSynchronizer to replicate the :global_position to clients. It also has a TickInterpolator on the :global_position of the same root node to smooth out the movement. However, even without any clients connected, when the server tries to move the mob, it works fine without the TickInterpolator node, but with the TickInterpolator node, the mob seems to stay in one place.
Observed behavior
Without TickInterpolator:
kingdoms.DEBUG.2025-06-20.18-12-43.mp4
With TickInterpolator:
kingdoms.DEBUG.2025-06-20.18-15-17.mp4
Versions
- Godot version: 4.4.1 stable*
- netfox version: 1.25.3
Notes
I should also note that this happens whenever TickInterpolator has the enabled checkbox checked or not.
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bugSomething isn't workingSomething isn't working