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Bug
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Resolution: Unresolved
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None
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1.20.71 Hotfix, 1.20.81 Hotfix, 1.21.0, 1.21.2 Hotfix, 1.21.30.24 Preview, 1.21.31 Hotfix, 1.21.40, 1.21.44 Hotfix
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None
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Confirmed
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Multiple
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1239506
When placing an entity and observing its movement, there is a noticeable delay between the movement of the entity and its corresponding model. This delay affects the visual representation of the entity, causing the model to detach from the entity itself during movement or teleportation. This issue is particularly evident when using commands such as /tp to teleport entities. Additionally, the model may lag behind or detach from the entity during its movement, leading to a desynchronization between the entity and its visual representation.
Steps to Reproduce:
- Place an entity
- Use debug features or particles to track the entity.
- Make the entity move or use /tp command to teleport it.
- Notice the delay between the movement of the entity and its model.
- Observe any detachment or desynchronization between the entity and its model during movement.
Expected Results:
The model of the entity should move synchronously and smoothly with the entity itself, ensuring accurate representation of its movement in the game world without any detachment or delay.
Observed Results:
The model of the entity lags behind or detaches from the entity during its movement, resulting in a noticeable delay and desynchronization between the entity and its visual representation.
Note:
This issue also applies to endermen, where detachment between the entity and its model occurs during teleportation
"The video I attached shows that I used particles to track the entity every second, demonstrating the delay that occurs."
- causes
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MCPE-188176 Teleports are visually animated like natural movement instead of being instant
- Open
- is duplicated by
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MCPE-186116 Other entities fall slower than player
- Resolved
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MCPE-187645 Bug in the range of activated activator rail
- Resolved
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MCPE-187648 Bug in the range of activated activator rail
- Resolved
- relates to
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MCPE-123321 Mobs take fall damage early
- Open
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MCPE-138060 Slime and magma cube particles are too high
- Open
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MCPE-159150 Shooting arrows at fire sources causes them to catch fire before they touch them
- Open
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MCPE-166739 Falling items further away have desync
- Open
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MCPE-151881 Fireworks exploding applies damage at (visually) inconsistent distances
- Reopened
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MCPE-147691 Items and mobs can sometimes bounce when dropped from a big dripleaf
- Open
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MCPE-184195 Firework rockets that fly out of simulation distance send a particle trail backwards to their point of origin
- Open
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MCPE-182258 Ghast fireballs shoot strangly
- Resolved