Hi, I’m currently creating a custom network transform updater in order to implement floating origin in a large open-world game with vehicles, however, the gameobjects appear to jitter when being viewed by other clients. The solution I’ve developed operates under the assumption that NetworkVariable updates are (somewhat) in-order. Rotation is handled by the ClientNetworkTransform (as provided by Unity), and the jittering continues without the ClientNetworkTransform component. If you’ve got any suggestions on how to fix this, I’m all ears.
(video example of issue: https://imgur.com/a/tMo3hy7)