For my FPS game, I have a player body transform as a child of the main player and it is being smoothed with the NetworkTickSmoother. The actual body/rig is a child of that object, since I need to modify the local position/rotation for my turn in place system.
I have tried changing from using the Update() method and Time.deltaTime to calling the method via Simulate(float delta) every tick and using the tick delta in place of Time.deltaTime but I can't seem to get rid of the jitter.
The jitter appears to be happening when the TurnInPlace script I made lerps the position/rotation of the player body which, again, is a child of an empty transform being smoothed with the NetworkTickSmoother. How do I get rid of this jitter and/or how should I be updating this TurnInPlace system?