Blurry/jittery character sprite after movement logic split

Godot Version

v4.4.1.stable.mono.official [49a5bc7b6]

Question

I had pretty big (almost 500 lines of code) script that controls player character, including inputs, movement, and interaction with environment (damage, picking up items). I’ve decided to move inputs and movement to separate script (new node under Player CharacterBody2D root node) to make it cleaner, and while in theory it works, now player movement became blurry/jittery. And I have no idea why it would happen, because there are no changes in the movement logic (I had to update stuff like IsOnFloor to reference the player instead of the new node, but that’s obvious).

I can provide code if someone wants it, but it’s almost 300 lines of code, so I don’t think anyone wants to read it. I only wanted to ask if there is some kind of unwritten rule that player movement should always be handled in the root node.

Solved - I’ve replaced Physics with PhysicsProcess. I don’t understand the difference now because apparently PhysicsProcess should be used when you want things to work no matter the FPS, but both methods provide delta, meaning there should be no difference at all.

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